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 Kaye Bray, PhD, Texas Woman’s University Valerie Hill, MLS, Lewisville ISD April 14, 2010 School Librarian Communication through Social Media
   Current “Buzzwords” Media Literacy –       the process of analyzing, evaluating and creating messages in a wide varietyof media modes, genres and forms. Transliteracy –       the ability to read, write and interact across a range of platforms, tools and media from signing and orality through handwriting, print, TV, radio and film, to digital social networks. Virtual Reality –a computer-simulated environment, whether that environment is a simulation of the real world or an imaginary world. Augmented Reality – a term for a live direct or indirect view of a physical real-world environment whose elements are merged with (or augmented by)  virtual computer-generated imagery- creating a mixed reality.-Wikipedia
Changing role of libraries From a treasure box To a bridge across a sea of chaos
The changingHierarchy of Information Top Down: Information produced by authors and experts. Bottom Up: Information produced by anyone and everyone.
The Tech Tools list keeps growing! Weebly.com Yola.com Yudu.com Scribd.com Wordpress.com Blogger.com Livejournal.com Voicethread.com Jing.com Delicious.com Diigo.com Wetpaint.com Jamstudio.com Fotoflexer.com Gimp.com Learnscratch.org
    Blogging Librarians Joyce Valenza Naomi Bates Valibrarian @ http://vhill.edublogs.org/ Jenny Levine
  Collaborating through Wikis
  Podcasting & Sharing Media Mashups Forums
TOO MANY TECH TOOLS? Identify purpose first- Then choose the tool.
Social Network Sites          Matching the Tool with the Purpose
      A wave of apps…..
Immersive Learning in Virtual Worlds
      Do you have an avatar?
Award Winning Photo Knowclue Kidd
Brief History of Origin     3D Virtual Worlds have evolved out of… MUD’s- Multi-User Dungeon or Dimension (early online gaming term) MOO’s- MUD Object Oriented (a type of MUD which includes gaming and distance education)
KZERO: Report on Virtual Worlds
Registered VW Accounts by AGE
Habbo Hotel 148 Million registered users Fall 2009 (age 13+)
Virtual Worlds for Children ,[object Object]
Ty Girlz
Webkinz
Gaia Online
Neopetz,[object Object]
Virtual Worlds for Education
Whyville:a VW for Preteens 9-16
Why Second Life? Universities Libraries Educational Groups Museums Businesses Field of Medicine & Health Art & Dance                       (for ages 18+)
Academic Examples University of Texas Texas Woman’s University University of Washington University of Illinois at Urbana Champaign
  Educational Groups in SL American Library Association Texas Library Association TCEA ISTE Texas Woman’s University University of Washington
       Benefits Cost effective Synchronous Creative & Imaginative Unique for each user Collaborative  Not limited by distance
What are librarians and teachers doing? Historical Simulation (Jamestown) Science Projects (Tsunami or Space Flight) Interaction on Smart or Promethean Media Literacy & Transliteracy Virtual Reality & Augmented Reality
Immersive Learning Environments     The Land of Lincoln           The Alamo
SL K-12 Now! Group
View a machinima Teachers exploring new tools (K12inSL NOW!) Virtual panel discussion (Innovation in Education) ISTE Island (Educators in a “Digital Nation”) Educators discussing open source virtual worlds (Gridhoppers: Educators in Reaction Grid)
   Research in Immersive Learning   (Zheng, 2006)
Mixed Methods Study(Jarmon et. al, 2009)    Results of this mixed methods study overall show that students found learning in Second Life to be challenging, rewarding and a “serious learning tool.”
Experimental Study    (Taoubit Boland, 2009)    Students anxiety levels were gauged before and    after learning sessions.  Findings concluded that    virtual world learners can learn not only collaboratively, but individually.
TWU Creative Arts & Research Symposium Collaboration Among VW Librarians (Hill, 2008) Which best describes your experience as a virtual librarian?
TWU Creative Arts & Research Symposium Factors Contributing to Adoption of VW (Hill, 2009) I believe virtual worlds will provide new modes of communication and information delivery in the future.
    TWU in Second Life TWU Creative Arts & Research Symposium 2010 April 20-21, 2010 on TWU Island Panel:  Virtual World Libraries & Librarians 5pm-6pm on TWU School of Library & Info Studies                       Island in Second Life
   Limitations to using Second Life Graphics Cards & Compatibility Student Privacy & Safety High “learning curve” Propriety software Accessibility Sustainability
Where are we heading? Exploring virtual worlds Researching best practices Understanding impact on learning Implementing open-source software
Games are now able to draw players in and deliver rich stories that evoke real emotions comparable to those evoked by any book or movie.
Reaction Grid
Lessons in 3D
Where will this lead? Some argue that education should return to           the “good old days” …        …return to the 3 R’s…           ….go back to the basics….
        Has the next generation already moved on?

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School Librarian Communication Through Social Media

  • 1. Kaye Bray, PhD, Texas Woman’s University Valerie Hill, MLS, Lewisville ISD April 14, 2010 School Librarian Communication through Social Media
  • 2. Current “Buzzwords” Media Literacy – the process of analyzing, evaluating and creating messages in a wide varietyof media modes, genres and forms. Transliteracy – the ability to read, write and interact across a range of platforms, tools and media from signing and orality through handwriting, print, TV, radio and film, to digital social networks. Virtual Reality –a computer-simulated environment, whether that environment is a simulation of the real world or an imaginary world. Augmented Reality – a term for a live direct or indirect view of a physical real-world environment whose elements are merged with (or augmented by) virtual computer-generated imagery- creating a mixed reality.-Wikipedia
  • 3. Changing role of libraries From a treasure box To a bridge across a sea of chaos
  • 4. The changingHierarchy of Information Top Down: Information produced by authors and experts. Bottom Up: Information produced by anyone and everyone.
  • 5. The Tech Tools list keeps growing! Weebly.com Yola.com Yudu.com Scribd.com Wordpress.com Blogger.com Livejournal.com Voicethread.com Jing.com Delicious.com Diigo.com Wetpaint.com Jamstudio.com Fotoflexer.com Gimp.com Learnscratch.org
  • 6. Blogging Librarians Joyce Valenza Naomi Bates Valibrarian @ http://vhill.edublogs.org/ Jenny Levine
  • 7. Collaborating through Wikis
  • 8. Podcasting & Sharing Media Mashups Forums
  • 9. TOO MANY TECH TOOLS? Identify purpose first- Then choose the tool.
  • 10. Social Network Sites Matching the Tool with the Purpose
  • 11. A wave of apps…..
  • 12. Immersive Learning in Virtual Worlds
  • 13. Do you have an avatar?
  • 14. Award Winning Photo Knowclue Kidd
  • 15. Brief History of Origin 3D Virtual Worlds have evolved out of… MUD’s- Multi-User Dungeon or Dimension (early online gaming term) MOO’s- MUD Object Oriented (a type of MUD which includes gaming and distance education)
  • 16. KZERO: Report on Virtual Worlds
  • 17.
  • 19.
  • 20. Habbo Hotel 148 Million registered users Fall 2009 (age 13+)
  • 21.
  • 25.
  • 26. Virtual Worlds for Education
  • 27. Whyville:a VW for Preteens 9-16
  • 28. Why Second Life? Universities Libraries Educational Groups Museums Businesses Field of Medicine & Health Art & Dance (for ages 18+)
  • 29. Academic Examples University of Texas Texas Woman’s University University of Washington University of Illinois at Urbana Champaign
  • 30. Educational Groups in SL American Library Association Texas Library Association TCEA ISTE Texas Woman’s University University of Washington
  • 31. Benefits Cost effective Synchronous Creative & Imaginative Unique for each user Collaborative Not limited by distance
  • 32. What are librarians and teachers doing? Historical Simulation (Jamestown) Science Projects (Tsunami or Space Flight) Interaction on Smart or Promethean Media Literacy & Transliteracy Virtual Reality & Augmented Reality
  • 33. Immersive Learning Environments The Land of Lincoln The Alamo
  • 34. SL K-12 Now! Group
  • 35. View a machinima Teachers exploring new tools (K12inSL NOW!) Virtual panel discussion (Innovation in Education) ISTE Island (Educators in a “Digital Nation”) Educators discussing open source virtual worlds (Gridhoppers: Educators in Reaction Grid)
  • 36. Research in Immersive Learning (Zheng, 2006)
  • 37. Mixed Methods Study(Jarmon et. al, 2009) Results of this mixed methods study overall show that students found learning in Second Life to be challenging, rewarding and a “serious learning tool.”
  • 38. Experimental Study (Taoubit Boland, 2009) Students anxiety levels were gauged before and after learning sessions. Findings concluded that virtual world learners can learn not only collaboratively, but individually.
  • 39. TWU Creative Arts & Research Symposium Collaboration Among VW Librarians (Hill, 2008) Which best describes your experience as a virtual librarian?
  • 40. TWU Creative Arts & Research Symposium Factors Contributing to Adoption of VW (Hill, 2009) I believe virtual worlds will provide new modes of communication and information delivery in the future.
  • 41. TWU in Second Life TWU Creative Arts & Research Symposium 2010 April 20-21, 2010 on TWU Island Panel: Virtual World Libraries & Librarians 5pm-6pm on TWU School of Library & Info Studies Island in Second Life
  • 42. Limitations to using Second Life Graphics Cards & Compatibility Student Privacy & Safety High “learning curve” Propriety software Accessibility Sustainability
  • 43. Where are we heading? Exploring virtual worlds Researching best practices Understanding impact on learning Implementing open-source software
  • 44. Games are now able to draw players in and deliver rich stories that evoke real emotions comparable to those evoked by any book or movie.
  • 47. Where will this lead? Some argue that education should return to the “good old days” … …return to the 3 R’s… ….go back to the basics….
  • 48. Has the next generation already moved on?
  • 49. TOO MANY TECH TOOLS? Remember: Identify purpose first- Then choose the tool.
  • 50. Librarians have always understood… Meaning takes precedence over form. Just because you can make an animated gif file ………doesn’t mean you should!
  • 51. References Hill, Valerie, and Hyuk-Jin Lee. (2009). Libraries and immersive learning environments unite in second life. Library Hi Tech 27, (3): 338-56. Jarmon, Leslie, Tomoko Traphagan, Michael Mayrath, and Avani Trivedi. 2009. Virtual world teaching, experiential learning, and assessment: An interdisciplinary communication course in second life. Computers & Education 53, (1) (8): 169-82. Mastel, Kristen, and Dave Huston. 2009. Using video games to teach game design: A gaming collection for libraries. Computers in Libraries 29, (3) (03/01): 41-4. Taouabit Boland, I..2009.  Efficacy of the 3D Multi-User Virtual Environment (MUVE) Second Life for learning in cognitive constructivist and social constructivist activities. Ph.D. diss., Capella University. Zheng, Dongping. 2006 Affordances of three-dimensional virtual environments for English language learning: An ecological psychological analysis. Ph.D. diss., University of Connecticut.