Emanuel, J. (2013). Digital Native Librarians, Technology Skills, and Their Relationship with Technology. Information Technology & Libraries, 32(3), 20-33.
The article focuses on a study that examined the technology skills of millennial academic librarians and their attitudes toward technology. The results of a three-part survey indicated that the respondents were most comfortable with technologies that are used rather than those that enable people to create content. There was also a lack of understanding about relational databases among the respondents.
#2: New Platform Features Spur Millennial Adoption
Facebook – An RBC Capital Markets social media survey showed that in the last year, an average of 33% of Millennials who took the survey increased the time they spent on Facebook, whereas an average of 23.5% decreased their time on Facebook.
Instagram –
Twitter –
Snapchat –
#3: Millennials Prefer Indirect Sales Messages
These days, the preferred formats are content marketing and influencer marketing.
the old “sell without selling” idea.
In your content marketing, give Millennials something for their time, attention, and (hopefully) loyalty. They’re more likely to trust your brand if you show a genuine interest in educating them with a how-to, for example.
Saying that tech giants like Google and Apple now have more influence than many countries, Denmark will become the first nation in the world to appoint a so-called digital ambassador.
Denmark has already reaped the benefits of coordinated lobbying efforts aimed at the world’s largest tech companies. Just last week, Facebook announced plans to build a new data centre in Odense. The Foreign Ministry said the Facebook deal was the result of three years of behind-the-scenes work.
A new survey from Extreme Networks aimed to answer this question by polling nearly 350 schools within higher ed and K-12. According to the results, 23 percent of respondents have tested VR, while 77 percent have not (40 percent of schools polled still aren’t sure if they’ll use the technology in the future). Meaning that although virtual reality has an important and growing role in education, it may take several years to get all institutions on board.
The survey notes that one challenge to implementation is that nearly two-thirds of schools are “somewhat or not sure” their IT infrastructure can currently support VR technology.
Respondents also had concerns about the lack of VR content available, as well as a lack of student resources, with 43 percent of respondents saying that VR is too expensive or difficult to implement. However, one respondent is taking this approach to providing VR to students at low or no cost: “We are putting out a call for old smartphone donations in our [community for those] who no longer need them. With the donations, we’re making sets of Google Cardboard and phones to create traveling VR stations for classes in all of our buildings.”
1. For new research: According to the Wall Street Journal, Professor Jeremy Bailenson, founding director of the Virtual Reality Human Interaction Lab at Stanford University, is using a state-of-the-art “haptic” floor of aeronautic metal that vibrates and moves to stimulate the physical world for research on how VR has the potential to change the way users feel and behave. For example, spending time flying around the world like Superman in virtual reality has been shown to increase participants’ altruistic actions outside of the lab. There may also be implications for confronting racism, sexism, and aiding in empathy and humanitarian efforts, says Bailenson. (see more in about empathy and VR in this IMS blog: https://blog.stcloudstate.edu/ims/2015/11/18/immersive-journalism/)
2. For coding and 3D design:
a class on virtual reality that gives students the opportunity to design their own interactive world, work with 3D audio and experiment with immersive technology through a combination of hands-on learning and case studies. Also, the University of Georgia is offering similar classes where students design and explore applications for VR.
3. For anatomy and dissection:
4. For engagement: A whopping 68 percent of survey respondents said the major benefit of using VR in education is to excite students about the subject matter. 39 percent said it’s great for encouraging creativity.