Social networking and gaming define the millennial student. This presentation highlights an innovative collaboration between a reference/instruction librarian and mathematics/ computer science instructor that utilized course blogs and gaming scenarios to incorporate information literacy as an integral and assessable component of math/computer science courses. Blogs provided a unique environment where the reference/instruction librarian extended interaction with students beyond the traditional sessions and enhanced student/librarian relationships in a friendly, approachable manner. Games provided the interest and incentive students needed to improve their information literacy skills. Librarian and classroom instructor partnered on information literacy game design and adaptation , research assignments, and comments on student work as they shared their respective expertise in the virtual environment. The concepts presented are applicable to all disciplines and may be implemented easily.
Libraries have always been known as centers of information and as the information / technology bubble expands at an exponential rate, the need for libraries to act as a hub for both technology and information becomes necessary and critical for the citizens of tomorrow. As popularity of Web 2.0 grows, faculty look for ways to implement this technology to reach the MySpace generation. The standards of Information Literacy will need to be infused into curricular because students live in a world where they will simply google-it and believe they have obtained a definitive source. Librarians and classroom faculty need forge collaborations that teach both the subject matter and Information Literacy in a modality that will captivate nd instruct the millennial student.
This presentation explores the collaboration between a reference librarian and mathematics / computer science instructor and will focus on how blogs are implemented to create a learning space where students collaborate with their peers and instructor. In a game environment, students are asked to locate, evaluate and report on information sources based on the curiculum. These games require students to post their results on a blog which creates an interaction between instructor, librarian and other students. Blogs are implemented to create a learning space where students collaborate with their peers and instructor. Particular examples will highlight how blogs extended the contact zone of both the library and the classroom to an online forum. The reference librarian becomes an on-going participant in the Information Literacy leaning process and acts as a central node for both student and faculty member.
The presentation will showcase and demonstrate the authors' collaboration and implementation of course blogs and associated syllabi in two disciplines. Technical issues of software choice and configuration along with security and privacy will be discussed. The games which are easily adapted to other disciplines are presented along with the student work and feedback. Actual and anecdotal evidence will document how students benefited from the new learning activities and how the curriculum was enhanced with assignments and discussions normally difficult to incorporate in the traditional lecture. Specific strategies on getting students to post and comment will be demonstrated. Rubrics and assessment of online work will highlighted.
Blogs (weblog) are the interactive medium of the web. A particular component of what is known today as Web 2.0, they are used heavily by journalists, news agencies and experts. Our students use blogs to interact in social network environments such as MySpace and leave comments on topics important to them. Blogs allow an asynchronous threaded discussion through the use of posts and comments. The natural question is How can we in academia use this technology to enhance the student learning experience and extend the student-faculty contact zone?.
The presenters will focus on how blogs are implemented to create a learning space where students collaborate with their peers and instructor. Particular examples will highlight how blogs extended the contact zone of the classroom to an online forum where the "we’ll get back to that" and the "look that up" questions are explored and expanded upon. The technology permits students to interact, augment the learning process and research obvious or tangential course topics in a social-networking environment with which they were familiar. New findings are reported in the virtual classroom or in the physical one, while questions and comments are posted for the entire class to read. The pedagogical use of this technology allows the instructor to cover certain topics asynchronously, which frees up time for more complex topics and discussions during face-to-face lectures. Alternatively, the modality may be used with CMS environments such as WebCT, where the asynchronous interaction is paramount.
The presentation will showcase and demonstrate the authors' collaboration and implementation of course blogs and associated syllabi in two disciplines. Technical issues of software choice and configuration along with security and privacy will be discussed. Assignments which are easily adapted to other disciplines are presented along with the student work and feedback. Actual and anecdotal evidence will document how students benefited from the new learning activities and how the curriculum was enhanced with assignments and discussions normally difficult to incorporate in the traditional lecture. Specific strategies on getting students to post and comment will be demonstrated. Rubrics and assessment of online work will highlighted.
Social networking and gaming define the millennial student. This presentation highlights an innovative collaboration between a reference/instruction librarian and mathematics/ computer science instructor that utilized course blogs and gaming scenarios to incorporate information literacy as an integral and assessable component of math/computer science courses. Blogs provided a unique environment where the reference/instruction librarian extended interaction with students beyond the traditional sessions and enhanced student/librarian relationships in a friendly, approachable manner. Games provided the interest and incentive students needed to improve their information literacy skills. Librarian and classroom instructor partnered on game design, adaptation of existing IL games, research assignments, and comments on student work as they shared their respective expertise in the virtual environment. The concepts presented are applicable to all disciplines and may be implemented easily.
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