It is an interesting article. It talks about how the librarian can be more relatable to the patron. It also stated that it will help the librarian with different developmental skills.
I personally play games when I am bored but then I get hooked and would love to spend my time engrossed in a game. I think the article has a lot of good points. But for myself I would rather connect with the patron through literature. But i do think that playing games are fun, and just may help make a new connection with a patron.
References
Elkins, A. J. (2015). Lets Play: Why School Librarians Should Embrace Gaming in the Library. Knowledge Quest, 43(5), 58-63.
All great librarians in my opinion present information to their patrons. When I think of a librarian I think of a person who is very knowledgeable. This does not mean that they know the answer to everything! It just means they know how to find it, and or they can point me in the right direction so that I can find it myself. A great way to share knowledge is through a presentation.
There are so many different formats to use for a presentation. In fact there is an academic journal entitled
This article is a great resources for all educators. It discusses different options to use for presentations like overhead projectors and even a list of presentation equipment providers. Score!
References
Burmark, L. (1997). Presentation Tools for the Classroom & Library/Resource Center. Media & Methods,33(4), 6,8,10
In today's world people are connecting to more people but on a virtual level. How do libraries make this shift. An academic paper entitled Virtual Libraries Service Realities. The paper discusses the transition that the digital age has brought to the library. How do libraries keep up with this demand when it comes to providing excellent service. The paper talks about the blurred boundary lines, that virtual reality create.This made me think of how I have evolved. If I have a question I grab my phone and type it into Google. I expect a response in less than 5 seconds. When did this instant gratification creep into my mind? When I was in Middle school and we received internet. It took a good 5 minutes to log on to the internet. Today if it takes me 2 minutes I start to freak out. The joy of walking through a library and stumbling across a good book has been replaced with an amazon app on my phone that promises free 2 day shipping.
References
Novak, J. (2000).Virtual Libraries: Service Realities.
When I was a little girl I loved going to the library. I couldn't believe it was free. I grew up picking a book for my dad to read to me before bed time. In grade school I would go to the library for research projects. In college I would go for a quiet place to study. Once i graduated and was looking for work, i would go to the library to flip through the magazines. I would read articles on how to dress for an interview, or tips on landing a job. Today i work at a library and times have changed. I found on article entitled "Fact or Fiction? Can Libraries thrive in the digital age." A part of the article that stood out to me was this quote.
"Digital is the future of information
because it is faster, easier, more
connected, and more flexible."
This quote saddens me. One because I do not do well with change. Secondly, job security I love my job and my paychecks.
The role of the library is changing. Google is very efficient and the internet is quick. Today the role of the library is to bring a community together. Human interaction that is warm, kind, and helpful is what the library can offer. Todays library offer cooking classes, Zumba classes, and other community events. Which help keep the Library moving forward and vital.
References
Harris, C. (2014). Fact or Fiction? Libraries Can Thrive in the Digital Age. Phi Delta Kappan, 96(3), 20-25.
Libraries are regularly required to
keep statistics on library usage to prove that thelibrary is a benefit to the
community. Fichter and Wisniewski
describe a way for librarians to make the dry statistics tell a more engaging
story using “narrative, context, and visualization” (Fichter 75). After all, what is the point of collecting all of that data if your message isn't being heard.
Important reasons to use visuals in your
presentations:
“• Text plus
photo elicits roughly twice the views of text only content.
• Visual images are processed by the
brain in only 150 milliseconds, 60,000 times faster than text” (Fichter 75).
It is important to use graphics that
are clear and easy to understand. Fichter and Wisniewski also recommend
considering how the media will be viewed (PC, mobile device, tablet?). Keep in
mind the audience, how does the story relate to them? Why should they care?
Once you have your statistics, your
narrative, and know who your audience is and how they will be accessing your
message, how to create it? There are plenty of free tools available. Some of
the ones Fichter and Wisniewski describe in their article are Google charts,
Inforgram, Piktochart, and Powtoon,
Fichter, Darlene, and Jeff Wisniewski. "Telling
Your Library's Story One Number At A Time." Online Searcher 38.4
(2014): 74-76. Library, Information Science & Technology Abstracts.
Web. 21 Apr. 2016.
Should libraries promote online gaming as part of their programs for youth? At first, this might seem contrary to what a library should provide. Libraries are for books, research, educational stuff, right? Kids can play games at home. But there are several good reasons for kids to be able to have access to online games at the library. According to library consultant Beth Gallaway, being able to play games in the library helps teens to be in a social environment, rather than alone at home. It enables teens to be social, even if they are not directly participating. Another reason Gallaway states is that gaming promotes literacy, critical thinking, problem solving skills, and sometimes even physical exercise. She also thinks that the casual and relaxed environment of a gaming program helps teens be more comfortable asking for help with homework or research. The program can get more teens into a library to see everything else that is available to them. (Hill, 35) All of these are very good reasons to have online gaming available in a teen program at the library.
Works Cited
Hill, Rebecca. "The World Of Multitasking Teens: How Library Programming Is Changing To Meet These Needs." Young Adult Library Services 8.4 (2010): 33-36. Academic Search Premier. Web. 21 Apr. 2016.
An interesting thing to consider is how people learn. The traditional method of doing school work is to go to class and listen to the teacher talk, read a textbook, and then take a test on the material covered. Sometimes there might be a hands on activity, but not always. Education evolves, as everything does, and now we are looking at many different ways to teach things. Studies have shown that different people learn better with different methods. There is no one size fits all way to learn something.
Now, with so many students taking online classes, it is more important to find new ways to learn that do not involve being in a classroom. One way is using virtual reality. Libraries, especially academic ones, can provide virtual reality tools, such as Oculus Rift, in order to enhance what students are learning. They can use virtual reality systems to experience what it is like to be in a particular setting, such as space, or to experience doing something, such as cooking. Virtual reality is also useful for being able to tour a place that you cannot otherwise get to in person. Or, perhaps you want to take a tour of a place before going there in person, so as to be familiar with the location. Here's a virtual tour of London:
Taking a virtual tour can either enhance your in person experience, or it can serve as a substitute if you are unable to visit. Some universities have virtual tours available for prospective students. This could be a good way to tour multiple campuses, if you cannot afford to take a trip to visit them.
Being able to experience things that you are studying is helpful for making the material relevant and memorable. Libraries that provide virtual reality tools are definitely enhancing students' learning experiences!
Moorefield-Lang, Heather. "Libraries And The Rift." Knowledge Quest 43.5 (2015): 76-77. Library, Information Science & Technology Abstracts. Web. 21 Apr. 2016.