Rethinking Social Media to Organize Information and Communities eCourse
Tired of hearing all the reasons why you should be using Twitter, Facebook, LinkedIn, and other popular social media tools? Perhaps it’s time to explore social media tools in a supportive and engaging environment with a keen eye toward using those tools more effectively in your work.
Join us and social media guru and innovator Paul Signorelli in this four-week, highly-interactive eCourse as he explores a variety of social media tools in terms of how they can be used to organize information and communities. Together, you will survey and use a variety of social media tools, such as Delicious, Diigo, Facebook, Goodreads, Google Hangouts, LibraryThing, Pinterest, Twitter, and more! You will also explore how social media tools can be used to organize and disseminate information and how they can be used to foster and sustain communities of learning.
After participating in this eCourse, you will have an:
- Awareness of how social media tools can be used to support the work you do with colleagues and other community stakeholders in fostering engagement through onsite and online communities
- Increased ability to identify, explore, and foster the use of social media tools that support you and those you serve
- Increased ability to use a variety of social media tools effectively in your day-to-day work
Part 1: Using Social Media Tools to Organize and Provide Access to Information
Delicious, Diigo, Goodreads, LibraryThing, and other tagging sites
Part 2: Organizing, Marketing, and Running Programs
Facebook, Pinterest, and other tools for engagement
Part 3: Expanding and Analyzing Community Impact
Twitter, Storify, and other microblogging resources
Part 4: Sustaining Engagement with Community Partners
Coordinating your presence and interactions across a variety of social media tools
trainer-instructional designer-presenter-consultant. Much of his work involves fostering community and collaboration face-to-face and online through libraries, other learning organizations, and large-scale community-based projects including San Francisco’s Hidden Garden Steps project, which has its origins in a conversation that took place within a local branch library. He remains active on New Media Consortium Horizon Report advisory boards/expert panels, in the Association for Talent Development (ATD–formerly the American Society for Training & Development), and with the American Library Association; adores blended learning; and remains a firm advocate of developing sustainable onsite and online community partnerships that meet all partners’ needs. He is co-author of Workplace Learning & Leadership with Lori Reed and author of the upcoming Change the World Using Social Media (Rowman & Littlefield, Autumn 2018).
more on social media in libraries
Wednesday, 11/21/2018 – Wednesday, 12/12/2018
Looking for a beginner’s crash course in game making software and process? Games can be an excellent teaching resource, and game development is easier than ever. Whether you’re looking to develop your own teaching resources or run a game-making program for users, this course will give you the information you need to choose the most appropriate software development tool, structure your project, and accomplish your goals. Plain language, appropriate for absolute beginners, and practical illustrative examples will be used. Participants will receive practical basic exercises they can complete in open source software, as well as guides to advanced educational resources and available tutorials.
This is a blended format web course:
The course will be delivered as 4 separate live webinar lectures, one per week on Wednesday November 21 and then repeating Wednesdays, November 28, December 5 and December 12 at Noon Central time. You do not have to attend the live lectures in order to participate. The webinars will be recorded and distributed through the web course platform for asynchronous participation. The web course space will also contain the exercises and discussions for the course.
- Participants will be able to name five different software tools available to assist them or their users in creating games and interactive web content, as well as identify the required knowledge and skills to effectively use each program.
- Participants will be able to effectively structure the development process of a game from brainstorming to launch.
- Participants will be able to identify and articulate areas in which games can increase educational effectiveness and provide practical, desirable skills.
Who Should Attend
Library staff looking to develop educational games or run game making programs for users (including tween or teen users).
Ruby Warren believes in the power of play, and that learning is a lot more effective when it’s interactive. She is the User Experience Librarian at the University of Manitoba Libraries, where she recently completed a research leave focused on educational game prototype development, and has been playing games from around the time she developed object permanence.
more on games and libraries in this IMS blog
Embedded Librarianship in Online Courses
This class will start with simple ways librarians may embed their skills remotely starting with the LMS especially through the use of portal tabs, blocks, eReserves, knowledge bases, and student/faculty orientations. We’ll then move on to discussing how to bring the traditional face-to-face BI session (which librarians know so well) into the online class through the use of team teaching, guest lecturing, and conducting synchronous workshops. We’ll explore in the 3rd week how the librarian can become more influential in online course design and development. The session concludes with an examination of the ways librarians can evaluate whether or not their virtual efforts are impacting student access to library resources as well as possible learning outcomes.
more on embedded librarianship in this iMS blog
E-books provide student savings through Penn State partnership
August 13, 2018
Penn State, through a partnership between Penn State World Campus and the University Libraries, has made available more than 330 e-books for almost 300 courses offered through World Campus starting in the 2017-2018 academic year. The e-books are available to students through Canvas, the University’s learning management system, and are also searchable online in the University Libraries’ catalog.
The e-book licensing partnership between the Libraries and Penn State World Campus
The partnership is mutually beneficial as it helps the Libraries increase its collections strategically while also supporting Penn State’s strategic plan foundation of enabling educational access and affordability and its commitment to help students avoid costs by offering free and low-cost textbooks.”
more on ebooks in this IMS blog
more on Penn State
Blockchain: Recommendations for the Information Profession
Monday, September 24, 2018 12:00 pm
Central Daylight Time (Chicago, GMT-05:00)
Blockchain technology is being discussed widely, but without clear directions for library applications. The Blockchain National Forum, funded by IMLS and held at San Jose State University’s iSchool in Summer 2018, brought together notable experts in the information professions, business, government, and urban planning to discuss the issues and develop recommendations on the future uses of blockchain technology within the information professions. In this free webinar, Drs. Sandy Hirsh and Sue Alman, co-PIs of the project, will present the recommendations made throughout the year in the Blockchain blog, Library 2.0 Conference, Blockchain Applied: Impact on the Information Profession, and the National Forum.
more on blockchain in this IMS blog
Library collections in the life of the user: two directions
ED Accepting Proposals for Consortium OER Pilots
By Dian Schaffhauser 08/02/18
The U.S. Department of Education has finally made a move on its efforts to fund development of open educational resources. The agency issued a notice this week inviting proposals for an “open textbooks pilot program” with an Aug. 29, 2018 deadline. The program was mandated in an omnibus spending law, H.R. 1625, approved by Congress earlier this year. ED expected to issue between one and three awards.
The winning proposals will be eligible for between $1.5 million and $4.95 million. The latter amount is nearly the entire fund of $5 million stipulated for the pilot in an explanatory document that accompanied the spending bill.
The application has three “absolute priorities” and one “competitive preference” priority. The absolutes are these:
- The project must involve consortium with at least three institutions participating, along with representation from industry or workforce groups and nonprofit or community organizations;
- The proposal needs to fill current gaps in the OER “marketplace” and be able to scale beyond the consortium members; and
- The plan needs to address how the OER will promote degree completion.
For more information, visit the application on the Federal Register.
more on OER in this IMS blog
On behalf of the 2018 LITA Library Technology Forum Committee, I am pleased to notify you that your proposal, “Virtual Reality (VR) and Augmented Reality (AR) for Library Orientation: A Scalable Approach to Implementing VR/AR/MR in Education”, has been accepted for presentation at the 2018 LITA Library Technology Forum in Minneapolis, Minnesota (November 8-10).