Education and training program in the hospital APR.pptx
Trends in Instruction - Applications for Libraries
1. In the futurewe need not only something to
sustain us, but also something to
live for.
Here the library can make… space for
learning experience
,
,
engagingmeetings and possibilitiesfor
expressingoneself in a creativeway.
Jochumsen, H., HvenegaardRasmussen, C. &Skot-Hansen, D. (2012). The
four spaces – a new model for the public library. New Library
World, 113(11/12), 586-597. doi:10.1108/03074801211282948
4. experience
adaptive learning
“intelligentlymatches course
mobile devices
“Using digital materials to
supplementclassroom learning
&studying is now the norm.”
there is no more “PC or Mac?” the
laptop is dead.
students expect all
content to
work well on devices they rely on
every day.
http://www.
google.com/think/research-studies/digital-and-the-new-college-experience.html
content to individualstudents’
learning style, pace, ability, and
stage of understanding.”
PERSONALIZEDlearning.
http://www.knowillage.com/leap-for-canvas.html
5. “harnesses the power of reinforcement
learning, personalization, and learning
analytics to find the best educational content,
then tailors it to each student.”
“personalizesdigital courses so
every student is engaged and no
one slips through the cracks.”
some
adaptive
learning
programs
demo→
“improve student performance by creating
personalisedlearning experiences.”
6. engagement
games
evoke an emotional
storytelling
strengthens learning materials by evoking
a
personal, emotional
response in learners.
Connecting instruction to scenarios
students already care about or are
familiar with increases comprehension,
RELEVANCE, and engagement.
http://www.sweetrush.com/tell-me-a-story/
response
connection to learning
and
materials.
Gaming in library instruction encourages
learning by doing – and competition
engages students with material and
each other.
http://www.sweetrush.com/what-makes-a-good-learning-game/
7. “it was a quite day at Lycoming …
when suddenly campus was taken
over by plagiarism goblins.”
gaming
“lets students build their own games in hours
and days, not weeks and months!”
8. personalized learning
empowerment
moocs
students can explorecollege with
no risk, minimal pressure.
instructors can get creative
with online learning experiences
while still focusing on
pedagogyover “film it and stream
it.”
online learning is legitimized, and
complete degrees are now offered in
MOOC platforms – for ¼ of the price.
http://www.news.gatech.edu/2014/01/15/georgia-tech-launches-worlds
-first-massive-online-degree-program
synchronous chat and video conversation
tools provide human
in online classrooms.
presence
human interactions, instructor as
person provide
meaningfulconversation and
worthwhile experience.
personalized learning – learners take
controlof learning, often
withouthigher ed.
9. personalizedlearning. “students can
pause, search, review, and add notes to
lectures based on their individualneeds.”
personalized
high tech with a
learning
touch.
with Twitter, students “sit back and absorb information on
topics they are interested in.” provides engagement, relevance,
and a uniqueeducational experience.
guide on the side puts tutorials in
context for self-directed learning.
human
10. now… do some
personalized
learning
play a
game…
…and
empower
yourself
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