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digital story telling bibliography

digital storytelling across the curriculum
Alexander, B. (2011). New Digital Storytelling, The: Creating Narratives with New Media: Creating Narratives with New Media. ABC-CLIO.  https://books.google.com/books?hl=en&lr=&id=kwi2WavppOUC&oi=fnd&pg=PP1&dq=digital+storytelling+across+the+curriculum&ots=KEKrtJEtKD&sig=JyUwssk6MC-R8zhO9JJOAPiggtA
Bernard, R. (2015). The effective uses of digital storytelling as a teaching and learning tool. In: Flood, J., Heath, S. B., & Lapp, D. (Eds). Handbook of Research on Teaching Literacy Through the Communicative and Visual Arts, Volume II: A Project of the International Reading Association. Routledge.
https://books.google.com/books?hl=en&lr=&id=cIx4CAAAQBAJ&oi=fnd&pg=PA429&dq=digital+storytelling+across+the+curriculum&ots=KpqFoWGQmm&sig=ZQJZkqfn_uE-2L4tqpBmVEiafXo#v=onepage&q=digital%20storytelling%20across%20the%20curriculum&f=false

Sessoms, D. (2008). DIGITAL STORYTELLING: Training Pre-service Teachers to Use Digital Storytelling Across the Curriculum. In K. McFerrin, R. Weber, R. Carlsen & D. Willis (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference 2008 (pp. 958-960). Chesapeake, VA: Association for the Advancement of Computing in Education (AACE). http://www.editlib.org/p/27300/

Yuksel, P., Robin, B. & McNeil, S. (2011). Educational Uses of Digital Storytelling all around the World. In M. Koehler & P. Mishra (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference 2011 (pp. 1264-1271). Chesapeake, VA: Association for the Advancement of Computing in Education (AACE). http://www.editlib.org/p/36461/

Ohler, J. (2008). Digital storytelling in the classroom : new media pathways to literacy, learning, and creativity /. Corwin Press.
Rudnicki, A., Cozart, A., Ganesh, A., Markello, C., Marsh, S., McNeil, S., Mullins, H., Odle Smith, D. & Robin, B. (2006). The Buzz Continues…The Diffusion of Digital Storytelling across disciplines and colleges at the University of Houston. In C. Crawford, R. Carlsen, K. McFerrin, J. Price, R. Weber & D. Willis (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference 2006 (pp. 717-723). Chesapeake, VA: Association for the Advancement of Computing in Education (AACE). http://www.editlib.org/p/22130/
Sadik, A. (2008). Digital storytelling: a meaningful technology-integrated approach for engaged student learning. Educational Technology Research And Development, (4), 487. http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dedsgao%26AN%3dedsgcl.180436947%26site%3deds-live%26scope%3dsite
Dreon, O., Kerper, R. M., & Landis, J. (2011). Digital Storytelling: A Tool for Teaching and Learning in the YouTube Generation. Middle School Journal, (5). 4. http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dedsjsr%26AN%3dedsjsr.23047749%26site%3deds-live%26scope%3dsite
Benmayor, R. ). (2008). Digital storytelling as a signature pedagogy for the new humanities. Arts And Humanities In Higher Education, 7(2), 188-204. doi:10.1177/1474022208088648 http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dedselc%26AN%3dedselc.2-52.0-57349109150%26site%3deds-live%26scope%3dsite
Churchill, N., Ping, L. C., Oakley, G., & Churchill, D. (2008). DIGITAL STORYTELLING AND DIGITAL LITERACY LEARNING. In Rea dings in Education and Technology: Proceedings of ICICTE 200http://www.icicte.org/ICICTE2008Proceedings/churchill043.pdf
Digital Storytelling and Philosophy | Sociology | Anthropology | History classes:
Oppermann, M. (2008). Digital Storytelling and American Studies Critical trajectories from the emotional to the epistemological. Arts and Humanities in Higher Education, 7(2), 171–187. http://doi.org/10.1177/1474022208088647 http://ahh.sagepub.com/content/7/2/171.short
Burgess, J. (2006). Hearing Ordinary Voices: Cultural Studies, Vernacular Creativity and Digital Storytelling. Continuum, 20(2), 201–214. http://doi.org/10.1080/10304310600641737 http://www.tandfonline.com/doi/abs/10.1080/10304310600641737?journalCode=ccon20
Gubrium, A., & Turner, K. C. N. (n.d.). Digital Storytelling as an Emergent Method  for Social Research and Practice. Retrieved October 22, 2015, from http://works.bepress.com/cgi/viewcontent.cgi?article=1007&context=aline_gubrium https://scholar.google.com/scholar?start=20&q=digital+storytelling+in+philosophy+classes&hl=en&as_sdt=0,24&as_vis=1
Williams, J. B., Bedi, K., & Goldberg, M. A. (2006). The Impact of Digital Storytelling on Social Agency: Early Experience at an Online University (SSRN Scholarly Paper No. ID 1606104). Rochester, NY: Social Science Research Network. Retrieved from http://papers.ssrn.com/abstract=1606104 http://papers.ssrn.com/sol3/papers.cfm?abstract_id=1606104
Nilsson, M. (2010). Seminar – Developing Voice in Digital Storytelling Through Creativity, Narrative and Multimodality. Retrieved October 22, 2015, from http://seminar.net/index.php/reviews-hovedmeny-110/75-current-issue/154-developing-voice-in-digital-storytelling-through-creativity-narrative-and-multimodality 
Tatum, M. (2009). Digital Storytelling as a Cultural-Historical Activity:  Effects on Information Text Comprehension. Open Access Dissertations. Retrieved from http://scholarlyrepository.miami.edu/oa_dissertations/222
Digital Storytelling and Education:
IVala, E., Chigona, A., Gachago, D., & Condy, J. (2012). Digital Storytelling and Student Engagement: A Case of Pre-Service Student Teachers and their Lecturers’ at a University of Technology – ProQuest. Presented at the International Conference on e-Learning. Retrieved from http://search.proquest.com/openview/498ddf3873e0433dd9ef1b0a67c1d9a9/1?pq-origsite=gscholar
Digital Storytelling and Communication Studies | Mass Communication:
Tharp, K., & Hills, L. (2004).  Digital Storytelling: Culture, Media and Community. In: Marshall, S., Taylor, W., & Yu, X. H. (Eds). Using Community Informatics to Transform Regions. Idea Group Inc (IGI).
Raimist, R., Doerr-Stevens, C., & Jacobs, W. (2010). Seminar – The Pedagogy of Digital Storytelling in the College Classroom. International Journal of Media, Technology & Lifelong Learning, 6(2). Retrieved from http://seminar.net/volume-6-issue-2-2010/145-the-pedagogy-of-digital-storytelling-in-the-college-classroom
Boa-Ventura, A., & Rodrigues, I. (2010). “Making news with digital stories: digital storytelling as a forma of citizen journalism – case Studies analysis in the U.S., UK and Portugal. Revista PRISMA.COM, 0(7). Retrieved from http://revistas.ua.pt/index.php/prismacom/article/view/674

digital citizenship bibliography

From MyFunCity to government-structured approach to “digital citizenship,” this is recent trend, which is seriously considered by educators as a must in the curricula. While habitually connected with technology classes, it is a much larger issue, which requires faculty attention across disciplines; it encompass digital and technology literacy, netiquette and online behavior (cyberbulling most frequently addressed), as well qualities and skills to be a functional and mindful citizen of a global world.

here is some general literature on digital citizenship:

Bolkan, J. V. (2014). 13 Resources to Help You Teach Digital Citizenship. T H E Journal, 41(12), 21-23. http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dkeh%26AN%3d100209769%26site%3dehost-live%26scope%3dsite
Robb, M., & Shellenbarger, T. (2013). Promoting Digital Citizenship and Academic Integrity in Technology Classrooms. Teaching Professor, 27(8), 1-4. http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dkeh%26AN%3d91566420%26site%3dehost-live%26scope%3dsite
Digital Citizenship: The Internet, Society, and Participation

http://groups.lis.illinois.edu/guest_lectures/cii/digcitizen.pdf

Digital Citizenship: Addressing Appropriate Technology Behavior
Ribble, Mike S.; Bailey, Gerald D.; Ross, Tweed W.
Learning & Leading with Technology, v32 n1 p6-9, 11 Sep 2004
http://eric.ed.gov/?id=EJ695788

Techné: Research in Philosophy and Technology

Volume 9, Issue 1, Fall 2005. Education and Citizenship in the Digital Age

Isman, A., & Canan Gungoren, O. (2014). Digital Citizenship. Turkish Online Journal Of Educational Technology – TOJET, 13(1), 73-77. http://eric.ed.gov/?id=EJ1018088

PR, N. (2014, April 3). MyFunCity is a revolution in digital citizenship. PR Newswire US. http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dkeh%26AN%3d201404031549PR.NEWS.USPR.BR98059%26site%3dehost-live%26scope%3dsite

Communication Studies:

Couldry, N., Stephansen, H., Fotopoulou, A., MacDonald, R., Clark, W., & Dickens, L. (2014). Digital citizenship? Narrative exchange and the changing terms of civic culture. Citizenship Studies, 18(6/7), 615-629. doi:10.1080/13621025.2013.865903
http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dkeh%26AN%3d98053478%26site%3dehost-live%26scope%3dsite (please ask for copy of the article)

Simsek, E., & Simsek, A. (2013). New Literacies for Digital Citizenship. Online Submission,  Contemporary Educational Technology, 4(3), 126-137. http://eric.ed.gov/?id=ED542213

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History:
Wineburg, S., & Reisman, A. (2015). Disciplinary Literacy in History: A Toolkit for Digital Citizenship. Journal Of Adolescent & Adult Literacy, 58(8), 636-639. http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3deric%26AN%3dEJ1059107%26site%3dehost-live%26scope%3dsite (please ask for copy of the article)

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Human Relations and Multicultural Education (HURL):

Baumann, P., & Education Commission of the, S. (2012). Civic Engagement through Digital Citizenship: Engaging Youth in Active, Participatory Citizenship through Digital Media. The Progress of Education Reform. Volume 13, Number 1. Education Commission Of The States, http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3deric%26AN%3dED528864%26site%3dehost-live%26scope%3dsite
Shelat, M. (2015). Global civic engagement on online platforms: Women as transcultural citizens. Dissertation Abstracts International Section A, 75, http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dpsyh%26AN%3d2015-99070-423%26site%3dehost-live%26scope%3dsite
Kurubacak, G. (2011). eLearning for Pluralism: The Culture of eLearning in Building a Knowledge Society. Online Submission, http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3deric%26AN%3dED521663%26site%3dehost-live%26scope%3dsite
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Child and Family Studies (CFS)

Lenhart, A., Madden, M., Smith, A., Purcell, K., Zickuhr, K., Rainie, L., & Pew Internet & American Life, P. (2011). Teens, Kindness and Cruelty on Social Network Sites: How American Teens Navigate the New World of “Digital Citizenship”. Pew Internet & American Life Project, http://eric.ed.gov/?id=ED537516

ORTH, D., & CHEN, E. (2013). The Strategy FOR DIGITAL CITIZENSHIP. Independent School, 72(4), 56-63. http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dkeh%26AN%3d87618786%26site%3dehost-live%26scope%3dsite

Ives, E. A. (2012, October 1). iGeneration: The Social Cognitive Effects of Digital Technology on Teenagers. Online Submission, http://eric.ed.gov/?id=ED543278

Monterosa, V. (2015). DEVELOPING DIGITAL CITIZENS. Leadership, 44(3), 30-32. http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dkeh%26AN%3d109111583%26site%3dehost-live%26scope%3dsite

10 Free Interactive Lessons about Digital Citizenship. (2012). Curriculum Review, 52(1), 4-5. http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dkeh%26AN%3d79851664%26site%3dehost-live%26scope%3dsite

Graham, G. (2013, November 20). Pupils are now ‘digital citizens’ with the right to use a mobile. Daily Mail. p. 3.  http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dkeh%26AN%3d92031070%26site%3dehost-live%26scope%3dsite

LifeLock, I. (0009, January). Free Online Tool Empowers Families to Set Technology Ground Rules as More Kids Go Digital. Business Wire (English). http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dkeh%26AN%3dbizwire.c63848252%26site%3dehost-live%26scope%3dsite

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Teacher Development (ED/TDEV)

Dettori, G. (2012). Digital citizenship in schools – By Ribble Mike. British Journal Of Educational Technology, 43(6), E179. doi:10.1111/j.1467-8535.2012.01378_9.x http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3daph%26AN%3d82468985%26site%3dehost-live%26scope%3dsite

Ribble, M. (2012). Digital Citizenship for Educational Change. Kappa Delta Pi Record, 48(4), 148-151. http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3deric%26AN%3dEJ993448%26site%3dehost-live%26scope%3dsite

(please ask for copy of the article)

Johnson, M. (2012). Shaping Digital Citizens: preparing students to work and play in the online world. School Libraries In Canada (17108535), 30(3), 19-22. http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dkeh%26AN%3d95316041%26site%3dehost-live%26scope%3dsite

Enabling digital citizenship programs within your district’s network infrastructure. (2012). District Administration, 48(9), 54-55.  http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dkeh%26AN%3d82747791%26site%3dehost-live%26scope%3dsite

ORECH, J. (2012). HOW IT’S DONE: Incorporating Digital Citizenship Into Your Everyday Curriculum. Tech & Learning, 33(1), 16-18.  http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dkeh%26AN%3d82590138%26site%3dehost-live%26scope%3dsite

Petrucco, C. (2013). Fostering digital literacy between schools and the local community: Using service learning and project-based learning as a conceptual framework. International Journal Of Digital Literacy And Digital Competence, 4(3), 10-18. doi:10.4018/ijdldc.2013070102 http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dpsyh%26AN%3d2014-29004-002%26site%3dehost-live%26scope%3dsite

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Educational Leadership and Higher Education (ELHE)

Acosta, D. M. (2014). Tweet Up? Examining Twitter’s Impact on Social Capital and?Digital Citizenship in Higher Education. About Campus, 18(6), 10-17. http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3deric%26AN%3dEJ1027263%26site%3dehost-live%26scope%3dsite

Suppo, C. A. (2013, January 1). Digital Citizenship Instruction in Pennsylvania Public Schools: School Leaders Expressed Beliefs and Current Practices. ProQuest LLC, http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3deric%26AN%3dED553014%26site%3dehost-live%26scope%3dsite (please ask for copy of the article)

Noonoo, S. (2014). Digital Citizenship for the Real World. T H E Journal, 41(4), 17-19. http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dkeh%26AN%3d103335802%26site%3dehost-live%26scope%3dsite

Ribble, M. (2014). The importance of digital citizenship. District Administration, 50(11), 88. http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dkeh%26AN%3d103369941%26site%3dehost-live%26scope%3dsite

MURLEY, S. F. (2014). Engaging With a Digital Citizenry. School Administrator, 71(10), 30-31 http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dtfh%26AN%3d102610780%26site%3dehost-live%26scope%3dsite

Ahlquist, J. (2014). Trending Now: Digital Leadership Education Using Social Media and the Social Change Model. Journal Of Leadership Studies, 8(2), 57-60. doi:10.1002/jls.21332 http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dbuh%26AN%3d99008045%26site%3dehost-live%26scope%3dsite

Neustar, I. (0001, September). Neustar Launches Social Media Digital Citizenship Program for  Kentucky Schools. Business Wire (English). http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dbwh%26AN%3dbizwire.c38975001%26site%3dehost-live%26scope%3dsite

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Special Education (SPED)

Farmer, L. (2012). Digital Citizenship for Youth with Autism Spectrum Disorders. CSLA Journal, 35(2), 12-13. http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dkeh%26AN%3d91822779%26site%3dehost-live%26scope%3dsite

Common Sense Media. (2011). Common Sense Media Partners with Nickelodeon’s the Big Help on Digital Citizenship and Anti-Bullying Campaign. Business Wire (English). http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dbwh%26AN%3dbizwire.c32997597%26site%3dehost-live%26scope%3dsite

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Sociology:

Lyons, R. (2012, January 1). Investigating Student Gender and Grade Level Differences in Digital Citizenship Behavior. ProQuest LLC, http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3deric%26AN%3dED546058%26site%3dehost-live%26scope%3dsite (please ask for copy of the article)

NOONAN, K. (2013). DIGITAL CITIZENS RISE TO DISASTERS. Government News, 33(1), 16. http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dbuh%26AN%3d86153161%26site%3dehost-live%26scope%3dsite

Buente, W. (2012). Modeling citizenship offline and online: Internet use, information, and political action during the 2008 election campaign. Dissertation Abstracts International Section A, 73, 1222. http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dpsyh%26AN%3d2012-99190-595%26site%3dehost-live%26scope%3dsite

Kurubacak, G. (2011). eLearning for Pluralism: The Culture of eLearning in Building a Knowledge Society. International Journal On E-Learning, 10(2), 145-167. http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3deric%26AN%3dEJ926545%26site%3dehost-live%26scope%3dsite

Hill, A. M. (2015). The kids are all right online: Teen girls’ experiences with self-presentation, impression management & aggression on Facebook. Dissertation Abstracts International Section A, 76, http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dpsyh%26AN%3d2015-99170-479%26site%3dehost-live%26scope%3dsite

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Criminal Justice

NPR. (2015, April 13). National Cyber Security Alliance Aligns with RSA Conference to Empower Digital Citizens to Stay Current in the Ever-changing Cybersecurity Environment. PR Newswire US. http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dkeh%26AN%3d201504131030PR.NEWS.USPR.DC78336%26site%3dehost-live%26scope%3dsite

NPR. (2014, February 11). Digital Citizens Alliance Calls Prosecution of Apps Content Thieves Important Step to Protect Internet. PR Newswire US. http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dbwh%26AN%3d201402111145PR.NEWS.USPR.DC63074%26site%3dehost-live%26scope%3dsite

 

NPR. (2015, May 18). Public Officials, Business Leaders and Cybersecurity Experts Gather at “Two Steps Ahead: Protect Your Digital Life” Event in Brooklyn. PR Newswire US. http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dkeh%26AN%3d201505180600PR.NEWS.USPR.DC10064%26site%3dehost-live%26scope%3dsite

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Political Science

NOONAN, K. (2013). DIGITAL CITIZENS RISE TO DISASTERS. Government News, 33(1), 16. http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dbuh%26AN%3d86153161%26site%3dehost-live%26scope%3dsite

Buente, W. (2012). Modeling citizenship offline and online: Internet use, information, and political action during the 2008 election campaign. Dissertation Abstracts International Section A, 73, 1222. http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dpsyh%26AN%3d2012-99190-595%26site%3dehost-live%26scope%3dsite

Kurubacak, G. (2011). eLearning for Pluralism: The Culture of eLearning in Building a Knowledge Society. International Journal On E-Learning, 10(2), 145-167. http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3deric%26AN%3dEJ926545%26site%3dehost-live%26scope%3dsite

Education Commission of the State. (2012, September). Education Commission of the States Releases Brief on Civic Engagement and Digital Citizenship. Business Wire (English). http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dbwh%26AN%3dbizwire.c39665781%26site%3dehost-live%26scope%3dsite

NPR. (2015, May 18). Public Officials, Business Leaders and Cybersecurity Experts Gather at “Two Steps Ahead: Protect Your Digital Life” Event in Brooklyn. PR Newswire US. http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dkeh%26AN%3d201505180600PR.NEWS.USPR.DC10064%26site%3dehost-live%26scope%3dsite

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Library:

Lofton, J. (2015). Blogging with Students: A Vehicle for Writing, Digital Citizenship, and More. School Librarian’s Workshop, 35(5), 13-15. http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dllf%26AN%3d103585593%26site%3dehost-live%26scope%3dsite
Oxley, C. (2011). Digital citizenship: developing an ethical and responsible online culture. Access (10300155), 25(3), 5-9. http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dlxh%26AN%3d65543466%26site%3dehost-live%26scope%3dsite

MC218 remodel

According to the Team 5 meeting notes of 9/22/2015, presented to the library administration, under individual updates, e. Pedagogy, Active Learning/Interactivity/Focused Engagement, there are six points, including ‘flipped classroom,’ as proposed by Chris Inkster, but nothing about my proposal, which can be outlined as “changing the pedagogy of library instruction to fit the increased environment of mobile devices.” It makes the absence of my proposal even more bizarre considering that:

– during a meeting of Team 5 on Sept 23, I was questioned about my proposal and i delivered renewed explainations

– the webinar ONLINE GENERATION IS TRANSFORMING LIBRARIES: https://blog.stcloudstate.edu/ims/2015/09/22/online-generation-is-transforming-libraries/, as referred by Chris Inkster, is discussing exactly the need of pedagogical changes proposed by me.

Thus, since past proposals submitted by me were cut/ignored in a similar fashion as well as this one, I am formally entering it in a medium, which will bear the time stamp and the seal, so my proposal is not bastardized in the future and everyone can refer to the original idea, shall misunderstandings occur.

 

From: Miltenoff, Plamen
Sent: Monday, September 21, 2015 5:33 PM
To: Inkster, Christine D. <cinkster@stcloudstate.edu>; Gruwell, Cindy A. <cagruwell@stcloudstate.edu>; Gorman, Michael S. <msgorman@stcloudstate.edu>; Hubbs, Susan <shubbs@stcloudstate.edu>
Subject: Miller Center 218 – Remodel – TWO Questions

Good evening,

I will pick up from the correspondence below and share my thoughts thereafter.

 

  1. Several weeks ago, Cisco announced a technology, which will allow the institutional IT to assign preference of teaching content over personal usage. In my understanding, the news signals that questions about accessibility need to be accordingly rephrased. It also craves transparency on the SCSU IT.
  2. I have difficulties following Henry May’s ideas because of: 1. Lack of transparency and 2. Lack of didactical understanding.

 

The quintessential disparity (cart in front of the ox) is that from the emails below, it seems that the technology is driving didactic. If I need to prove that pedagogy drives technology, not vice versa, then there is a profound problem. I will assume that everyone agrees with pedagogy being in the center and technology is serving it. In that sense, this team and any other faculty unit trying to line up their curricular process to Henry’s vision, becomes preposterous; Henry is the one who has to be listening to the faculty and serve them.

 

Therefore, trying to adjust [long-term]future plans about pedagogy, by asking technology questions first, is in its best limiting. One needs to come up with a didactic frame and ask the responding questions how to furbish such frame with technology. If one assumes, as it is claimed, that this campus is moving to m-learning (mobile learning), BYOD, BYOx or any other fancy acronym, which de facto reflects the preponderance of mobile devices as main gateway to information used by students, then the pedagogy must be [re]designed for m-learning. In that sense, from a pedagogical point of view, I find perplexing focusing on MC 218 and subduing BYOD/x/mobile learning to the pedagogy, which will be exercised in a room ( MC 218). How is it mobile? Using mobile devices in room full with desktops does not make sense to me. Keep teaching a dynamic content such as library instruction in a confined room, also does not make sense to me.

 

Here is how I see the pedagogical reconsideration of library instruction must be considered.

In April 214, I proposed a plan, adopted from a Chicago librarian:

http://web.stcloudstate.edu/pmiltenoff/bi/

the plan reflects one of numerous possibilities to change the pedagogy of lecturing in a room (MC 218) to hands-on, real-life construct of knowledge by students on their own (constructivism). The pedagogical foundation is based on the use of personal mobile devices (BYOx), which renders the issue of MC 218 accessibility by wi fi as non-significant, since the hit on the wi fi network will be evenly distributed across the entire building.

The example above is only one of many on curriculum that needs to be changed by adopting gaming and gamification techniques:

https://blog.stcloudstate.edu/ims/2015/03/19/recommendations-for-games-and-gaming-at-lrs/

the essence of library instruction needs to change from lecturing to facilitation and consultations of students’ own construct and discovery how the library works and can help them; it needs to be a F2F rehearsal of students-librarian virtual relationship, which later on can guide and help students individually then in groups.

 

In that sense, MC 218 can/should to be considered a hub for activities, which mostly take place across the library. MC 218 can be the center place, where in-depth exercises are performed. Exercises, which require either:  1. Stronger processing power, 2. Intensive typing, or 3. Larger screens. While it needs to be further surveyed, I believe that MC 218 needs to have prevalent presence of dock-type of stations (recharge, dongles to  connect to large screens) and other peripherals which can allow students to connect their laptops, tablets and mobile devices, then desktops.

 

Thank you.

Plamen

 

 

 

MN eSummit 2015

#MNsummit2015

Main speaker

Aaron Doering

aaron doening

aaron doening

Engagement not completion

Design experience not product

Create change, not simply respond to it

He was a geography teacher : Dimitrina

Experience explore expand. Adventure based how to collaborate in ways we have not collaborated before pedagogical guidelines internet driven

Instructor – content – design

Today: first think is design, content, instructor. So how do we design learning environments is the most important one

Guide learners as designers. Constructivism. Design for meaning. Through the power of the story.

Geotetic  design a learning environment learn geography using GIS

Situated movies (student-centered learning)

Grant Earthducation go to the most remote parts of the world to align their education with their culture, instead of what the government is downing as culture

Use of phone: whoever answers instructor’s question first, gets to pose the next question to the rest of the audience.

Design based research

Self-narrative, referencing the experience real world issues in real time

  1. reference knowledge . knowledge overlap. Technological pedagogical content knowledge.

Geotetic not only how prepare teachers, but desing learning environmwer of the story.

we explore: https://www.we-explore.com/

9.5 design as a learner.

the U Media Lab.
The Changing Earth. App GoX (instagram on steroids.  tell their story through the app). How is this different from Google Earth
Raptor Lab (rehabilitate a raptor).

  1. design experiences
  2. build trust
  3. guide learners as designers
  4. recognize learners as experts
  5. encourage collaboration
  6. inspire self narrative
  7. reference the knowledge domains
  8. teach for change
  9. design as learner

adoering@umn.edi     chasingseals.com   @chasingseals

 

podcast pontification (audio version of blog self reflections)

 Greg Steinke The U
A Digital Story Assignment using WeVideo

wevideo

WeVideo is the Google response to iMovie cloud

The U is on Google email and thus google drive and all other google tools

The Center for Digital Storytelling. short videos, 3-5 min incorporate photographs with the author narration, reflection

Assignment (verbal directions). process (write a 2 page script, every page is about a minute of video), gather images that support the story; edit the script (rewrite); record audio to the script (use an app on the phone instead of WeVideo), WeVideo can edit the audio recording; edit the story, edit the photos to match the story; YourTube and/or Google+

working with faculty: is the digital story a good fit for your course? two questions: does the course have many writing assignments? does everyone have to do the same type of assignment? do you want to offer choices? do you want your students to share their work outside of the class? to you want to explore opportunities for students to develop 21 century skills?

google communities for sharing

wewideo has a tutorial at Center for Digital Storytelling

students can use the digital story for their eportfolio

the entire exercise is entirely based on mobile devices

time frame: scaffolding options

3d printing products were the tangible result of the project and the digital storytelling just the format to present

Google Drive master folder for the phone images and video; iOS apps: MoviePro, FiLMc Pro, VoiceRecord Pro (including mp3); Android: WeVideo

Storyboard template

Faculty Development Programs: Digital Storytelling Community of Practice

http://it.umn.edu/faculty-development-programs-digital-0

Poster sessions:

Brad Hokanson

http://dha.design.umn.edu/faculty/BHokanson.html

iPAD video kit:

ipad video kit

Laurie Conzemius
Critical Thinking

laurie

ISTE: http://conference.iste.org/2016/
Joe Lau critical thinking

apps: Popplet  blog.popplet.com  http://www.popplet.com/ (mindmapping)

into the book: http://reading.ecb.org/

Kahoot – the token system. Polleverywhere  https://blog.stcloudstate.edu/ims/2015/05/21/polls-and-surveys-tools-for-education/

Symbaloo https://www.symbaloo.com/home/mix/13eOcK1fiV zotero, easybib, delicious, diigo depending on the grade

youth voices; http://youthvoices.net/ replace social media like teachertube is trying to replace youtube

quandary games in education. https://www.quandarygame.org/ sim city

citizen science alliance http://www.citizensciencealliance.org/

Toontastic https://itunes.apple.com/us/app/toontastic/id404693282?mt=8 now free  storytelling

coding and programming: https://www.makewonder.com/robots/dashanddot  scratch

Osmo : https://www.playosmo.com/en/ $79.99 + give a set for free Stride principle as a parental involvement

chainlink;

kickword; https://play.google.com/store/apps/details?id=com.makario.wordkick

red herring (four categories) https://play.google.com/store/apps/details?id=com.BlueOxTech.RedHerring&hl=en

http://www.mathplayground.com/logicgames.html

http://www.mathplayground.com/thinkingblocks.html

evaluation:

telestory  https://itunes.apple.com/us/app/telestory/id915378506?mt=8

explain everything http://explaineverything.com/

 

Exploring and Connecting 3D Printing to Teaching and Learning Jason Spartz, Saint Mary’s University of Minnesota

http://pubs.lib.umn.edu/minnesota-elearning-summit/2015/program/23/

http://pubs.lib.umn.edu/cgi/viewcontent.cgi?article=1023&context=minnesota-elearning-summit

3db 3da 3d lisa

Jason Spartz, Saint Mary’s University of MinnesotaFollow
Lisa Truax, Saint Mary’s University of MinnesotaFollow
Karen Sorvaag, Saint Mary’s University of MinnesotaFollow
Brett Bodsgard, Saint Mary’s University of MinnesotaFollow

chemistry professor. 3D printing with different materials.
what else can be made (e.g. reaction vessel)

printing of atoms

crystalography dbase

Karen: pre-service teachers professor: how to use 3d printers and be comfortable with them. Steve Hoover. Thinkercad and Autodesk123D>
3D academy http://www.team3dacademy.com/index2.html
. Pinterest board for3d Printing with resources

Lisa: graphic design. not intuitive.  Rhinoceros (not free anymore). 123D strong learning curve. 3d printing will be incorporated in the curriculum.  sculpture students and others don’t like fudging on the computer, but Adobe people love it. Some items takes up to 4 hours to print out. when working on the computer is difficult for some students to visualize the dimensionality.

collaborative learning opportunities.

no makerspace or fab lab. additional interest from the theater and business dept. 3d printing is connected to future work skills. new media ecology or media literacy set of skills.

the main presenter: build excitement and interest and gradually step back. how much material goes through and should we charge back. clean and maintenance involved; not too bad. better then a copier. plastic inexpensive. sizes with plastic – $25 and $50. how many project of a spool: depending on the size of the projects but considerable amount. two printers one art dept and one in the faculty dev area.

non profit visually impaired students.  how 3d can make difference in special ed.

3d printing lab with access for everybody. ownership brings policy. where housed: neutral place.

only one printer is barely sufficient for faculty to figure out how to use it. purchasing two more if students and curricula to be involved.

 

3dc 3d lisa 3da 3db

 

The Balancing Act: Team-Creating an eBook as an Alternative Method for Content Delivery Tom Nechodomu, University of Minnesota

ebook

tnecho@umn.edu
Susan Andre sandre@umn.edu
Linda Buturian butur001@umn.edu
Faculty Created digital stories – google “cultivaitng change series”
student created digital stories –
http://www.cehd.umn.edu/academics/online/
http://www.cehd.umn.edu/PSTL/water/
http://www.cehd.umn.edu/The-Changing-story/
Susan Andre uses a slide titled “trust” to elucidate how the entire project was enabled. “trust” and “transparency” are sparse currency in the environment I work in. if she is right an ebook ain’t happening anytime soon at my place.
inclining habitat.
students involvement. use stipends. student artists. food for the video interviews. create a community, student centered.
people able to change the book.
copyright process; did you find it cumbersome. copyright permission center.
time span and amount of hours spent: 3-4 months per chapter.

Main speaker
David Wiley. Making Teaching and Learning Awesome with Open

MN Learning Commons
open educational resources
LUMEN
lumen
education – sharing feedback, encouragement with students passion about the discipline, yourself
open is not the same as free.  free + permissions + copyright permission: 5 r = retain (make and own copies), reuse (use in a wide range of ways), revise (adapt, modify, and improve), remix (combine two or more), redistribute (share with others)
open:
free and unfettered access
perpetual, irrevocable copyright permissions
(look but don’t touch is not open)
tech enables OER permits
traditionally copyright materials on the Internet – not so good ; jet on the road
openly copyright materials on the internet _ yes: jet in the air
permission-less innovation. relatively inexpensive and broad permissions.
intellectual infrastructure of education: learning outcomes/objectives; assessments; textbooks. they are relatively expensive and narrow permissions.
disappearing ink strategies: buyback, rental, ebooks, online subscription
 mad, glad, sad, rad: the grumpy cat. student success per dollar
opennetgroup.org/review
change in student learning: replace commercial with open books – small. realign, bigger change. rethink is the large change.
responsibilities:
attribution and meeting other license requirements
thin common cartridge: a way to bring the content to the CMS, but the content remains on the creative commons
github.com/lumenlearning https://github.com/lumenlearning
disposable assignment: students hate doing them, instructors hate grading them. waste of time and energy
renewable assignment: students see value in doing them; instructor sees value grading them
https://www.youtube.com/watch?v=AsFU3sAlPx4
so what?
open education infrastructure: open outcomes, objectives, activities, educational resources
the culture of glued legos must be eradicated. open pedagogy. open credentialing model
summary: don’t settle for “affordable.” improve student outcomes. improve affordability. improve design / academic freedom

links generated from the discussion at my presentation:

https://www.google.com/search?q=tin+can&ie=utf-8&oe=utf-8

http://www.uwosh.edu/library/quizsmith

http://glickconsulting.com/resouce_brainegames

https://www.google.com/search?q=techers+skills&ie=utf-8&oe=utf-8

http://www.northeastern.edu/camd/gamedesign/people/sebastian-deterding/

https://www.duolingo.com/  Duolingo. App to learn languages using games

http://www.gamification.co/gabe-zichermann/

https://zebrazapps.com/  ZebraZapps

big data and education

Big Data is Finally Coming to Education Here’s What We’ve Learned So Far

http://www.edukwest.com/big-data-education/

Long lectures don’t work.

The best predictor of future course behavior is past course behavior.

Data from MOOCs suggest that one way to boost completion rates is to increase engagement early in the course.

Even in online courses, offline support is essential.

 

More IMS blog entries on Big Data:

https://blog.stcloudstate.edu/ims/?s=big+data

Recommendations for games and gaming at LRS

Gaming and Gamification in academic and library settings (paper)
Short URL: http://scsu.mn/1F008Re 

Based on the literature regarding games, gaming, gamification, game-based learning, and serious games, several clear trends emerge:

  1. Gaming and gamification in the sense of game-based learning is about using games and game-like tactics in the education process, for greater engagement and better learning outcomes. However, this is only the first level of such initiative. The second and higher level is about involving students in the game-building and gamification of the learning process (as per Vygotsky’s Zone of…) thus achieving student-centered and experiential learning.
  2. When hosting games and gaming in any library, “in-person” or electronic/online games are welcome but not sufficient to fulfill their promise, especially in an academic library. Per (1), an academic library has the responsibility to involve students and guide them in learning how to engage in the building process required in true game-based learning.
  3. Game-based learning, gaming and gamification in particular, in educational (academic library) settings must consider mobile devices and the BYOD movement in particular as intrinsic parts of the entire process. Approaching the initiative primarily by acquiring online “in-person” games, or game consoles has the same limited educational potential as only hosting games, rather than elevating the students to full guided engagement with game-based learning. If public relations and raised profile are the main goals for the academic library, such an approach is justified. If the academic library seeks to maximize the value of game-based learning, then the library must consider: a. gaming consoles, b. mobile devices as part of a BYOD initiative and c. cloud-based / social games, such as MineCraft, SimCity etc.
  4. Design for game-based learning, gaming and gamification in educational (academic library) settings must include multiple forms of assessment and reward, e.g. badges, leaderboards and/or certificates as an intrinsic part of the entire process. Merely hosting games in the academic library cannot guarantee true game-based learning. The academic library, as the forefront of a game-based learning initiative on campus, must work with faculty on understanding and fine tuning badges and similar new forms of assessment and reward, as they effectively implement large scale game-based learning, focused on the students’ learning gains.

Recommendations for LRS

  1. In regard to LRS, the gaming and gamification process must be organized and led by faculty, including housing and distributing the hardware, software and applications, when needed.
  2. The attached paper and the respective conclusions summarized in four points demand educational and experiential background, which is above the limits of the LRS staff. In addition, the LRS staff has clearly admitted that the pedagogical value of gaming and gamification is beyond their interest. This recommendation is not contradicting to the fact and opportunity for LRS staff to participate in the process and contribute to the process; it just negates the possibility of staff mandating and leading the process, since it will keep the gaming and gamification process on a very rudimentary level.
  3. The process must be further led by faculty with a terminal degree in education (Ph.D.) and experience in the educational field, since, as proved by the attached paper and 4 point conclusion, the goal is not a public-library type of hosting activities, but rather involving students in a pedagogically-sound creative process, with the respective opportunity for assessment and future collaboration with instructors across campus. This recommendation is not contradicting the fact and opportunity for LRS library faculty to participate actively in the process and contribute to the process. It just safeguards from restricting the process to the realm of “public-library” type of hosting activities, but failing to elevate them to the needs of an academic campus and connecting with instructors across campus.
  4. This conclusions adhere to and are derived from the document recommended by the LRS dean, discussed and accepted by LRS faculty in 2013 about new trends and directions in academic libraries, namely diversification of LRS faculty; breaking from the traditional library mold of including faculty from different disciplines with different opinions and ideas.

Social Homework Platform-

Social Homework Platform Aims to Boost Student Engagement

http://campustechnology.com/articles/2015/02/25/social-homework-platform-aims-to-boost-student-engagement.aspx

Another step ahead/afar from CMS?

Koondis works in traditional large introductory lecture classrooms, blended classes and fully online courses that often are filled with students enrolled from various disciplines who are required to be there for their majors.

Described as a “social homework system,” a “discussion forum that puts students in small groups” and even a replacement for the campus learning management system, Koondis is showing great promise as a pill for student satisfaction.

The idea is that Koondis eliminates the need for teachers to read all of the posts. The program even counts posts for the instructor for grading purposes, and alerts the faculty member to do follow-up when a student isn’t participating.

Interactive Marketing and Social Media

Interactive Marketing and Social Media

deCesare, Gina, Miltenoff, Plamen

Section 5, T/TH – 11:00am – 12:15pm and, Section 7, T – 6:oopm – 9:00pm

http://media4.stcloudstate.edu/scsu

  1. Introduction. Who am I, what I do:

http://lrts.stcloudstate.edu/library/general/ims/default.asp
http://web.stcloudstate.edu/pmiltenoff/lib290/

  1. What is the purpose of the meeting today: Interactive Marketing and Social Media
  • Define top 3 questions on your mind and be ready to share

Jerry Seinfeld’s 5 Tips On Social Media Etiquette
https://blog.stcloudstate.edu/ims/2014/06/26/social-media-netiquette-fun-with-jerry-seinfeld/

Social Media: do you use it and how?…
https://www.youtube.com/watch?v=MLNWWZN8BAA

  1. PPT, e.g. slide 27, by sharing with the students resources (most of them are infographics,) about best time when to apply social media marketing.

Social Media Examiner has plenty to say about it:
https://blog.stcloudstate.edu/ims/2014/10/01/social-media-management/

 

  1. Ideas and directions:
    Peruse over the 3 groups of directions and ideas and choose one. Study it. Outline what do you anticipate being useful for your future work. Add at least 3 more ideas of your own, which complement the information from this group of information sources.

 

 

https://blog.stcloudstate.edu/ims/2014/09/21/social-media-cocktail/
time-saving social media tools
https://blog.stcloudstate.edu/ims/2014/09/19/time-saving-social-media-tools/
30 Little-Known Features of the Social Media Sites
https://blog.stcloudstate.edu/ims/2014/09/19/social-media-features/
26 Creative Ways to Publish Social Media Updates
https://blog.stcloudstate.edu/ims/2014/08/28/26-creative-ways-to-publish-social-media-updates/
How to Write a Social Media Policy to Empower Employees
https://blog.stcloudstate.edu/ims/2014/07/01/social-media-how-to-write-a-social-media-policy-to-empower-employees/
How to Create Awesome Online Videos: Tools and Software to Make it Easy
https://blog.stcloudstate.edu/ims/2014/06/24/social-media-how-to-create-awesome-online-videos-tools-and-software-to-make-it-easy/

 

 

 

 

social media and libraries

Use of social media by the library current practices and future opportunities (White Paper)

http://www.tandf.co.uk/journals/access/white-paper-social-media.pdf

#tfsocialmedia

Social media objectives:

  •  promotion
  •  collection management tool
  • Outreach
  •  teaching and learning

Opportunities and challenges

  • opportunity to build a sense of community between the library and its users
  • the variability of skills across library staff for using social media effectively, striking the right tone between professional and personal, coordinating activities across the institution to avoid duplication
  • maintaining visibility for the library brand and copyright issues relating to hosting library resources on social media sites

Policies and management:

  • Librarians are divided on the benefits of introducing formalized social media policies and plans. About a third of libraries responding to the Taylor & Francis survey had a policy in place, but over 40% had no plans to introduce one
  • Some believe that representing the library as a professional function with a
    consistent tone is the priority, while others believe that a more human approach is important, with individual staff free to bring their own ideas and personalities to social media activities.

Effectiveness and assessment:

  • difficult to prove return on effort and that the time required to do this was a major barrier to more comprehensive analysis of impact
  • framework for evaluation, so it is likely that assessment against commonly agreed metrics will become an increasingly important part of social media activity within the library in the near future

Current Social Media Practices:

  • In a study from the mid 2000s (Cantrell and Havens1 ), most library directors in the US when questioned about social media said they did not think that libraries had a role in social networking
  • A more recent study from 2012 (Kai-Wah Chu and Du4) shows how use of social media by the library has now become mainstream. In this survey of libraries in Asia, North America and Europe, 71% were found to be using social media tools with a further 13% saying they planned to use them

Advantages of using social media

n Financially the costs of using social media are perceived to be low;
n It requires little training;
n It promotes library services and disseminates news quickly, delivering this information more directly to library users;
n It increases engagement and interactions with library users;
n It helps gather feedback to enhance user services;
n The promotion of library holdings via social media can help increase usage of content;
n It enhances communication both within the library and with other departments;
n It can be used for outreach activities through onward sharing, well beyond the institution itself, helping build connections and reputation more broadly

Social Media Objectives: graph on page 8 of the PDF document:

A To promote events
B To promote library services
C To promote resources/collections at the library
D To update on library refurbishments
E To promote new acquisitions
F To promote library guides, exhibition guides
G To connect with new students joining the university
H To engage with the academic community
I To connect with the wider community beyond the university e.g. the town in which the institution is based
J To connect with distance learners
K As a customer services tool- complaints, suggestions, enquiries, feedback

L To highlight subject specific information
M To connect with potential students
N As a teaching tool to promote information literacy, technology and writing tips (not library based)
O To promote courses
P As a research tool to locate official documents and studies

From UK-based focus group: “The library is a programme, not just a building.

Channel preferences: Graph on page 10 of the PDF document

SOCIAL MEDIA USES Table on p 13 of the PDF document
Twitter n Distribute library news and information
n Provide customer service
n Build connections with researchers
n Build connections with other librarians and institutions
Facebook n Distribute library news and information
n More social and less formal than Twitter – share photographs and run competitions
n Arrange events including tracking RSVPs and sending event updates
n Engagement with students
Pinterest n Promote general library collections, digital and archive special collections and information literacy
n Set up of online repositories for students to pin researched references as part of
collaborative group work
n Display book titles to save time browsing and promote new titles
n Provide an arena for students and course leaders to pin reviewed and recommended reading
for a particular topic
n Develop communities with other online libraries
YouTube n Streaming film collections
n Instructional ‘how to’ videos teaching information literacy skills and how to use library
services and resources
There are also a number of other social media products that are being used by librarians that reflect regional
preferences and the need for the specific functions offered by niche applications.

Collection usage and discovery: Graph on p. 15

Teaching and learning

From US-based librarian interview: “The trend in education now is to create environments that foster collaborative learning. Faculty have ditched textbooks and course management systems in exchange for a Facebook page for their class, or a wiki, or a blog. These online environments are fun; students already know how to use them and are more motivated to comment, discuss and share in these environments than a dry CMS.”

Social media policies and management, p. 18

73% of respondents stating that they believed more roles dedicated to social media would appear in the library in the future.

Effectiveness of social media

From UK focus group: “We keep track of something particularly successful, then we redo the campaign 6 months later.”

From US focus group: “We have very few interactions with anyone on our Twitter feed.”
“Twitter is definitely the best platform, because we hashtag all of our posts with the keyword
of the publication, and so for the academic audience, once they click it’s going to pull up all
of the similar publications under that topic.

Promoting library social media channels

From UK focus group:
“We retweet each other to encourage new followers.” My note: Suggested by me regarding SCSU_Library for Twitter and Pinterest and SCSUTechinstruct but “considered” (in local lingo, slow death of the idea)

lib instruction revisited

Rethinking Library Instruction: Libraries as Social Learning Centers

http://www.alastore.ala.org/detail.aspx

eCourse outline

Part 1: Introduction and Engagement—Getting Users through the Door

  • A brief overview of how library instruction has developed for more than 100 years
  • A brief review of how library instructions is evolving to meet users’ changing needs
  • Identifying what must be learned and how we can encourage effective learning (needs assessment)

Part 2: Preparing for Delivery—Thinking from a User-Centric Point of View

  • A brief overview of instructional design techniques
  • Thinking about the audience and how to create learning opportunities that stick
  • The importance of preparation

Part 3: Delivering Learning for Positive Results—Providing Learning that Lasts

  • Creating learning environments that facilitate success
  • Keeping learners awake and engaged
  • Encouraging learning through facilitation of discussion and exploration
  • Setting learners up for success

Part 4: The End is The Beginning: Libraries as Onsite-Online Social Learning Centers

  • What to do when formal learning ends and learners leave the learning face-to-face or online learning space
  • Providing a place where learners can succeed
  • Evaluating for success
  • Returning to the beginning with new and improved learning opportunities

 

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