75-words maximum/subject to editing) for the conference program book, including the main points of your session.

 

 

The New Information Literacy: Pushing the Edge with Games and Web 2.0

 

 

Social networking and gaming define the millennial student. This presentation highlights an innovative collaboration between an instruction librarian and a mathematics professor that utilized course blogs, wikis and game scenarios to infuse information literacy as an integral, assessable component of math/computer science courses. The Web 2.0 environment allowed the librarian extended interaction while the games provided interest and incentive.  Second Life and custom video game adaptation of their work will also be demonstrated.

 

 

 

 


 

(500 words maximum) outlining its main points, its relevance to attendees, how it is unique and different from others that may address the same topic, and the ways you will engage your audience. You can cut and paste from Word Pad or Note Pad into the text box below:

 

 

 

The presenters, an instruction librarian and a math/computer science professor,  have collaborated on unique information literacy projects using blogs and wikis in twelve sections of four courses in two years. These courses range from upper level calculus and computer science courses to general liberal arts mathematics courses.  Each successful implementation has had the common threads of enhancing research skills, teamwork and games in the Web 2.0 environment. More importantly, they have given the librarian the opportunity to extend her contact zone with the class and become a virtual instructor in the course.  

   

The authors will engage participants in one game scenario as they share their experiences incorporating Web 2.0 tools including the benefits and challenges in both the collaboration and institutional support for their work. In addition they will supply numerous examples of student-librarian interaction and assessment data collected.  The collaboration results show how student attitudes towards both the subject matter and the library were changed in a positive way. 

In all instances, the learning objectives, assignments and projects are easily adaptable to other disciplines.   

 

The presenters will also demonstrate their new IL infusion research using Second Life and custom video games.

 

 

 

 

Spiegelman and Glass have received positive feedback on their pedagogical approach to information literacy instruction. Don Hawkins, Columnist Information Today, noted on his blog, that   "Together, they have created an innovative gaming while learning environment, which is attractive to today’s students, who are active in both social and intellectual spaces (the line between both is rapidly disappearing)."   An email from David Free, editor-in-chief of College & Research Libraries News said, "I attended your excellent presentation on gaming and learning at Computers In Libraries last week. ... I think the topic and the approach you and your colleague took would be of great interest to our readership. We are always looking for examples of successful collaborations between the library and classroom faculty, especially in regards to information literacy topics."

 

 

 

 

 

 

 

 

 

 


 

 

 Learning Outcomes

 

 

 

 Demonstrate several game applications in order to apply them as  practical information literacy instruction tools that extend the role of the librarian.

 

Provide a collaborative model between librarian and classroom instructor in order to improve curriculum-based  information literacy.

 

 

Explore the use of Web 2.0 in instruction in order to enhance the role of the librarian within the academy

 

Provide a discipline-independent framework for infused information literacy instruction in order to improve the quality of student research

 

 

 

 Explore the possibilities of text-based web 2.0, second life and video game information literacy instruction in order to reach the milenial student.

 

 

 

 

 

 

 


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