This document discusses challenges and opportunities in teaching information literacy to college students in a digital world. It summarizes key findings from the Project Information Literacy study that found research is difficult for students, they use a limited set of sources like Wikipedia, and are risk-averse in their search strategies. The document then outlines near, mid, and long-term technologies that could be used to advance information literacy, such as mobile apps, online tutorials, games and gamification, learning analytics, and augmented reality. It argues these tools can help engage students and leverage their digital lives to improve information literacy.
2. Innovative Information Literacy & Learning
in a Hyper Connected Digital World
• What are the challenges and opportunities
involved in teaching college students to
become information literate?
3. Information Literacy Defined
• What is Information Literacy and Why is it
important?
• Ability to define, locate, evaluate, access
and use information to solve a problem.
• Association of American Colleges and
Universities, AACU and Association
of College and Research Libraries,
ACRL set standards.
4. Project Information Literacy
5 Take Always
• What can we learn about how college students seek information?
• Research is difficult and frustrating.
• 66 % say defining the topic is hard
• Students utilize a small landscape for finding sources.
• 80% Don’t ask for librarian’s help
• 82% Use Wikipedia for background information
• Risk Averse in creating a strategy
• Tried and true approach
• Library as a Refuse
• Quiet study
• Day after Graduation
• Unprepared to solve information problems in work place
5. Project Information Literacy Take Away #1
• Research is Difficult and
Frustrating
• 66 % say defining the topic is hard.
• Negotiating the question..
6. Project Information Literacy Take Away #2
• Students utilize a small
landscape for finding sources.
• 80% won't Ask a Librarian
• 82% use Wikipedia
• Think Satisficing
• Think Top Five Response Best
7. Project Information Literacy Take Away #3
• Efficiency and Predictability
• Students are Risk Averse
• They use a Tried and True Approach
• College Readiness
• Impact of Games on Learning Abilities
• Don’t know that they don’t know
8. Project Information Literacy Take Away #4
• Library as a Place
• Refuge for Study
• Focused attention
• UnPlug to learn
9. Project Information Literacy Take Away #5
• Day after Graduation
• Unprepared to solve information
problems in the workplace
10. Make Lemons into Lemonade
Challenges
• “Earbud, Digital Device Mania..
All Media All the Time
Generation"
• Face Down Perspective
• Multi-taskers with divided
attention
• Hard to get and keep their
attention
• Hive Mind and Flash Mob
Opportunities
• Leverage their dynamic and
cluttered digital world to advance
their knowledge.
• Use Social Networks to promote
information literacy learning, services,
and reach students in their digital digs.
• Ground innovative pedagogy, self
directed learning, authoritative
resources, and services in
educational technology.
• Create innovative, dynamic
learning objects, webinars, polls,
tutorials and games framed in
learning objectives.
11. Innovative Information Literacy & Learning
in a Hyper Connected Digital World
• In addition to face-to face instruction sessions,
what emerging technologies and techniques
would you use to advance student’s knowledge
and use of library services?
12. What’s on the Horizon…..Potential
Opportunities
• NMC (New Media Consortium) Horizon Report
2013 Higher Ed
• Decade Long Study following students use of
technology
• Near, short and far term adoption horizons
13. Near Term
Massive Open Online Courses MOOC's
• UMD Five Course Initiative
• Hand held device explosion
• Tablet devices small, light easy to use
• Many universities have proprietary software or best
practices
14. Near Term Applications
• Synchronous and Asynchronous learning
• Synchronous- Real Time Same Time Same Space
• Asynchronous- Think When You Are Where You Are
• Devices in your Palm
• Emerging Technologies
• Most can be done Sync and Async
• Web conferencing software
• Lecture capture software
• Polling, Break Out Groups
15. There’s An App For That
• Mobile Apps
• Apple IPad or Google Play on Android Market
• Blackboard
• Proprietary databases
• Mobile App Design for Library
• Instagram to Crowd Source the Library, Services,
Sources
• Use Social Networks
• Drive content to the library, resources, services,
Lib Guides, Ask a Librarian, etc.
• Education Apps Evernote
16. Online Tutorials
• Peer Reviewed Instruction Materials Online
PRIMO
• Welcome to the Library Comic
• How to use a database
• Directory of Online Tutorials from San Jose State
Univ.
17. Mid Term Two to Three Years
• Games and Gamification
• Games Enhance Learning
• Integrates Right/Left Brain-Visual/Auditory
• Gamification adds
• Badges, Awards, Level Up, Challenges
• Learning Analytics
• Learning Management Systems-BlackBoard
• Used to inform pedagogy and learning
outcomes
18. Far Term Four to Five Years
• 3 D Printing Maker Bot
• Maker Culture
• Science and Engineering
• 3 D molecules,desgins, chemical bonds
• Wearable technology
• Augmented Reality
19. Purdue’s Gamification
• Motivation driven learning
N. Pagowsky
• ACRL Tech Connect
1/28/13
• Digital badges show
students' skills along with
degree
• Purdue’s Introduction
20. Bring it on! The Digital
Literacy Manifesto
• Mobile and Handheld
technology-
• Blackboard apps
• Proprietary Databases
• Maker Movement
• Raspberry Pi