Searching for "reference"
Hahn, J. (2018). Virtual reality learning environments | Development of multi-user reference support experiences | Information and Learning Science | Ahead of Print. EmeraldInsight
. Retrieved from https://www.emeraldinsight.com/eprint/AU2Q4SJGYQG5YTQ5A9RU/full
case study: an undergraduate senior projects computer science course collaboration whose aim was to develop textual browsing experiences, among other library reference functionality, within the HTC Vive virtual reality (VR) headset. In this case study, readers are introduced to applied uses of VR in service to library-based learning through the research and development of a VR reading room app with multi-user support. Within the VR reading room prototype, users are able to collaboratively explore the digital collections of HathiTrust, highlight text for further searching and discovery and receive consultative research support from a reference specialist through VR.
Library staff met with the project team weekly over the 16 weeks of both semesters to first scope out the functionality of the system and vet requirements.
The library research team further hypothesized that incorporating reference-like support in the VR environment can support library learning. There is ample evidence in the library literature which underscores the importance of reference interactions as learning and instructional experiences for university students
Educational benefits to immersive worlds include offering a deeper presence in engagement with rare or non-accessible artifacts. Sequeira and Morgado (2013
, p. 2) describe their Virtual Archeology project as using “a blend of techniques and methods employed by historians and archaeologists using computer models for visualizing cultural artefacts and heritage sites”.
The higher-end graphics cards include devices such as the NVIDIA GeForceTM GTX 1060 or AMD RadeonTM RX 480, equivalent or better. The desktop system that was built for this project used the GeForce GTX 1070, which was slightly above the required minimum specifications.
Collaboration: Library as client.
Specific to this course collaboration, computer science students in their final year of study are given the option of several client projects on which to work. The Undergraduate Library has been a collaborator with senior computer science course projects for several years, beginning in 2012-2013 with mobile application design and chat reference software re-engineering (Hahn, 2015). (My note: Mark Gill, this is where and how Mehdi Mekni, you and I can collaborate)
The hurdles the students had the most trouble with was code integration – e.g. combining various individual software parts towards the end of the semester. The students also were challenged by the public HathiTrust APIs, as the system was developed to call the HathiTrust APIs from within the Unity programming environment and developing API calls in C#. This was a novel use of the HathiTrust search APIs for the students and a new area for the research team as well.
There are alternatives to Unity C# programming, notably WebVR, an open source specification for VR programming on the open web.
A-Frame has seen maturation as a platform agnostic and device agnostic software programming environment. The WebVR webpage notes that the specification supports HTC Vive, Oculus Rift, Samsung Gear VR, Google Daydream and Google Cardboard (WebVR Rocks, 2018). Open web platforms are consistent with library values and educational goals of sharing work that can be foundational in implementing VR learning experience both in VR environments and shareable on the web, too.
more on VR in libraries in this IMS blog
below is the link and phone numbers for the September 21st webinar, “Student Device Preferences for Online Course Access and Multimedia Learning.”
Remember, you don’t have to register in advance. Simply join the presentation by clicking on the below link or dialing the relevant number. The webinar begins at 11am ET (UTC -5) on the 21st.
We’ll post a recording of the session here in Canvas after the fact.
Join from a PC, Mac, iPad, iPhone or Android device:
Please click this URL to join. https://arizona.zoom.us/j/506967668
Topic: Booklist Webinar—Relevant, Relatable Reference Services in Your Library
Host: Booklist Online
Date and Time: Thursday, November 2, 2017 1:00 pm, Central Daylight Time (Chicago, GMT-05:00) Event number: 666 208 689 Registration ID: This event does not require a registration ID Event password: This event does not require a password.
1920 phone service arrives in the library, after decades of phone being around.
1969 William Katz redefines reference.
information as commodity. Faster/cheaper/better. Help doing things rather than finding things (Kenney)
the goal is not getting people to use the library services; it is helping library users accomplish something
not collections, but services.
the reference interaction : approachability; interest; listening/inquiring;
What can I help with; How can I help you? “I’d be happy to help you with that”
marketing is more then promotion. it is figuring out what the market wants you to do. define the market. how do you serve them. then one can figure out the service.
patrons: how and why patrons are seeking info; go where patrons go (social media). where do we go to help them (Snapchat). find benchmarks, make connections. Divine discontentment. my note: but this is a blasphemy, it is against MN nice!
how do we market ourselves? ROI or not? monetary formula to determine the profit against the investment. non profit institutions are not designed to make a profit; sometimes it is useful, sometimes not. Presenting data is good, but keep it simple
innovation, technological advancements. telepresence. VR. Facing disruption. change leadership, flexibility and mobility.
Basic Reference Skills for Non-Reference Librarians
facilitated by Francisca Goldsmith 4-week eCourse Beginning Monday, February 6, 2017
Bauder, J., Bohstedt, B., & Jones, P. (2011). Muchos Mentores en Iowa: The Pedagogy of Student to Student Mentoring in Information Literacy (pp. 149–154). Presented at the LOEX.
more on reference in this IMS blog
Social Media Help and Reference Links
excellent source of links to contact forms for various social media, privacy policies and terms, debugger and developers.
Do you have similar links? Pls share…
Bedi, S., & Walde, C. (2017). Transforming Roles: Canadian Academic Librarians Embedded in Faculty Research Projects. College & Research Libraries
(3), undefined-undefined. https://doi.org/10.5860/crl.78.3.314
As collections become increasingly patron-driven, and libraries share evolving service models, traditional duties such as cataloguing, reference, and collection development are not necessarily core duties of all academic librarians.1
Unlike our American colleagues, many Canadian academic librarians are not required to do research for tenure and promotion; however, there is an expectation among many that they do research, not only for professional development, but to contribute to the profession.
using qualitative inquiry methods to capture the experiences and learning of Canadian academic librarians embedded in collaborative research projects with faculty members.
The term or label “embedded librarian” has been around for some time now and is often used to define librarians who work “outside” the traditional walls of the library. Shumaker,14 who dates the use of the term to the 1970s, defines embedded librarianship as “a distinctive innovation that moves the librarians out of libraries [and] emphasizes the importance of forming a strong working relationship between the librarian and a group or team of people who need the librarian’s information expertise.”15
This model of embedded librarianship has been active on campuses and is most prevalent within professional disciplines like medicine and law. In these models, the embedded librarian facilitates student learning, extending the traditional librarian role of information-literacy instruction to becoming an active participant in the planning, development, and delivery of course-specific or discipline-specific curriculum. The key feature of embedded librarianship is the collaboration that exists between the librarian and the faculty member(s).17
However, with the emergence of the librarian as researcher… More often than not, librarians have had more of a role in the literature-search process with faculty research projects as well as advising on appropriate places for publication.
guiding research question became “In what ways have Canadian academic librarians become embedded in faculty research projects, and how have their roles been transformed by their experience as researchers?”
Rubin and Rubin20 support this claim, noting that qualitative inquiry is a way to learn about the thoughts and feelings of others. Creswell confirms this, stating:
Qualitative research is best suited to address a research problem in which you do not know the variable and need to explore. The literature might yield little information about the phenomenon of study, and you need to learn more from participants through exploration. [Thus] a central phenomenon is the key concept, idea, or process studied in qualitative research.21
As Janke and Rush point out, librarians are no longer peripheral in academic research but are now full members of investigative teams.30 But, as our research findings have highlighted, they are making this transition as a result of prior relationships with faculty brought about through traditional liaison work involving collection development, acquisitions, and information-literacy instruction. As our data demonstrates, the extent to which our participants were engaged within all aspects of the research process supports our starting belief that librarians have a vital and important contribution to make in redefining the role of the librarian in higher education.
Carlson, J., & Kneale, R. (2017). Embedded librarianship in the research context: Navigating new waters. College & Research Libraries News
(3), 167–170. https://doi.org/10.5860/crln.72.3.8530
Embedded librarianship takes a librarian out of the context of the traditional
library and places him or her in an “on-site” setting or situation that enables close coordination and collaboration with researchers or teaching faculty
Summey, T. P., & Kane, C. A. (2017). Going Where They Are: Intentionally Embedding Librarians in Courses and Measuring the Impact on Student Learning. Journal of Library and Information Services in Distance Learning, 11(1–2), 158–174.
Wu, L., & Thornton, J. (2017). Experience, Challenges, and Opportunities of Being Fully Embedded in a User Group. Medical Reference Services Quarterly, 36(2), 138–149.
more on embedded librarian in this IMS blog
predictive algorithms to better target students’ individual learning needs.
Personalized learning is a lofty aim, however you define it. To truly meet each student where they are, we would have to know their most intimate details, or discover it through their interactions with our digital tools. We would need to track their moods and preferences, their fears and beliefs…perhaps even their memories.
There’s something unsettling about capturing users’ most intimate details. Any prediction model based off historical records risks typecasting the very people it is intended to serve. Even if models can overcome the threat of discrimination, there is still an ethical question to confront – just how much are we entitled to know about students?
We can accept that tutoring algorithms, for all their processing power, are inherently limited in what they can account for. This means steering clear of mythical representations of what such algorithms can achieve. It may even mean giving up on personalization altogether. The alternative is to pack our algorithms to suffocation at the expense of users’ privacy. This approach does not end well.
There is only one way to resolve this trade-off: loop in the educators.
Algorithms and data must exist to serve educators
more on algorithms in this IMS blog
When Bringing Your Own Device Isn’t Enough: Identifying What Digital Literacy Initiatives Really Need
Device ownership alone doesn’t make people digitally literate; rather, digital literacy is about how and why they use devices to achieve particular goals and outcomes.
According to the 2018 EDUCAUSE Center for Analysis and Research (ECAR) Study of Undergraduate Students and Information Technology, 95% of undergraduate students own a smartphone and 91% own a laptop. This near-ubiquitous ownership of these devices might suggest that digital literacy is mainstream, but just because students own digital devices does not mean that they’ve developed digital literacy.
Definitions of digital literacy can include the ability to use and access digital devices, but studies from the past decade tend to deepen this definition. A commonly cited definition from Colin Lankshear and Michele Knobel asserts that digital literacy is “shorthand for the myriad social practices and conceptions of engaging in meaning making mediated by texts that are produced, received, distributed, exchanged etc., via digital codification.”
More recently, scholars including Jennifer Sparrow have suggested even adopting the term digital fluency instead of literacy in order to capture how students may need the “ability to leverage technology to create new knowledge, new challenges, and new problems and to complement these with critical thinking, complex problem solving, and social intelligence to solve the new challenges.”
Digital Familiarity Implies Intrinsic Knowledge
two-thirds of faculty think that students are prepared to use software applications, but students themselves express discomfort with applying these tools for learning.
instructional designers are key players who could take a more visible role in higher education to support educators in bringing explicit instruction on digital literacy engagement into their classes. University staff in instructional design and educational/faculty development spaces consult with instructors, lead workshops, and develop support documentation on a regular basis. People in these roles could be more empowered to have conversations with the instructors they support around building in particular lessons
Douglas Belshaw can be a source of inspiration for understanding how his essential elements of digital literacy may contribute to the development of students’ digital fluencies. In particular, some practices may include:
- Integrating the use of different applications and platforms so that students obtain practice in navigating these spaces, learning how to locate relevant and reliable information. For example, guiding students to specific databases that provide articles, books, etc., for your discipline may improve information and digital literacy. This is critical because most students default to Google search and Wikipedia, which may not be where you want them to explore topics.
- Developing student’s ability to curate content and how to follow academic integrity guidelines for citations and references.
- Establishing the norms and purpose for effective communication in a digital academic space.
2019 Horizon Report
Tuesday, April 23, 2019 https://library.educause.edu/resources/2019/4/2019-horizon-report
p. 8 Modularized and Disaggregated Degrees
Only 2% of institutions have deployed digital microcredentials (including badging) institution-wide, but 29% are expanding or planning their use. —EDUCAUSE Strategic Technologies, 2019
p. 15 Increasing Demand for Digital Learning Experience and Instructional Design Expertise
A driving factor for mobile learning is the ownership of mobile devices, particularly the smartphone. In 2018, the Pew Research Center reported that 59% of adults globally own a smartphone, and research from the EDUCAUSE Center for Analysis and Research indicated that 95% of undergraduate students own smartphones. As mobile device ownership and usage have increased, mobile learning is no longer just focused on asynchronous interaction, content creation, and reference. More emphasis is emerging on content that is responsive instead of adaptive and on creating microlearning experiences that can sync across multiple devices and give learners the flexibility to learn on the device of their choice
p. 25 Mixed Reality
p. 36 Fail or Scale: AR and MR –
In 2016, the Horizon Expert Panel determined that augmented reality and virtual reality were two to three years from widespread adoption. By 2018, the notion of mixed reality was, at four to five years from adoption, even further out.
p. 38 Bryan Alexander: Gaming and Gamification (Fail or Scale)
more on the Horizon reports in this IMS blog