Instruction


This Friday I am giving the sophomore business clusters and orientation to business research and resources, as I do at the beginning of every quarter.  Some of the research topics are easier than others for a librarian to teach.  In general, the larger the industry (automobile, airlines, retail, music) the easier it is to use business databases to find the necessary information.  Likewise, it’s generally easier to teach the students how to use the necessary databases if they have topics that will actually work with them.

This quarter, the first project is the social networking industry.  Needless to say, you can’t exactly find company financials for Facebook in Hoover’s since it is a private company, and the most appropriate NAICS classification for the industry is “Internet Content Providers.”  I’ve got a few ideas of places to go for articles, but I thought I would ask other experts in social networking (my fellow librarians) where they might look for information.  The project description is below, and I would love to show my students how librarians used a social software (this blog) to do research on the social networking industry.  Please leave a comment below if you’d like to help out.  This will also be cross-posted on my Business Blog.

Your team is to conduct extensive research on the history, current condition, and future of the social networking industry.  You are expected to make extensive use of library as well as internet resources for this study.  PLEASE REMEMBER:  It is always our expectation that you back up your findings with the data found in your research, and that you make EXPLICIT REFERENCE to numbers where necessary.

In particular, you will answer the following questions:

1.    How do social networking firms make money?
2.    Two of the main competitors in this field are facebook.com and myspace.com.  Which one stands the best chance of winning this competitive battle?
3.    Other than the threat they pose to each other, what is the biggest threat these two organizations face?

Each observation or recommendation you make must be substantiated by the research you conduct, with clear justifications provided in all cases.

I’ve been working a lot lately about how to incorporate some to the concepts of video games into new and existing library services and resources.  I’ve written before about how games make you learn by doing, and I’ve pointed to how specific games teach the player how to play the game.  I’ve been doing quite a bit of reading on the topic of learning and video games, which has helped me to look at playing games in a different way.  While I’m playing a game, I’ve been looking at how the game teaches me to play, how it encourages me to master the skills, how it keeps me engaged, and how it keeps me coming back for more.  As a librarian, I’ve begun trying to see how the things that make a game an engaging learning experience can be applied to some of the things that we do in the library.  Do we need a library video game on research or plagiarism?  Is that sort of thing scalable?  If we build it, who might play it?  Or should we just try to incorporate gaming concepts into things we are already doing—-teaching, library websites, catalogs, online tutorials?

Paul at Research Quest has been working with these ideas as well.  He and I had a pretty good conversation via IM last week where we discussed these ideas.  Paul and I truly believe that librarians can create engaging educational experiences based upon video games, and perhaps even game-based learning experiences as well.  These projects can be extremely time and resource intensive, so it only make sense to start small.  Paul sums this up nicely when he writes:

But I can’t overlook the small successes. Incorporating video
game strategies into our traditional instruction is beneficial and improves our
teaching. While I’m starting to discuss and play around with developing and
modding, I’m currently working on converting the content from a traditional
power point slideshow into an open ended, branching path review.

Video game strategies work to engage our students in
educational experiences both in the long term and the short term. As an
educator, we can start big or small. But the reactions from those who are
discouraged after starting big, suggest that small successes will be more
successful in building the political capital required for the bigger gaming
projects in our libraries.

Can we do it? Yes we can! And we should.

Some Educause articles of interest:

I’ve yet to read these but they look very interesting, particularly for a librarian who is striving to understand patrons needs and provide the most relevant instruction and services. 

I haven’t been posting much, mostly due to having several things on my plate at one time. One thing that I did manage to get off my plate this week was our screencast that covers the Basics of Academic Search Premier. The screencast/tutorial teaches users the following:

  1. how to break a complex question into keyword terms,
  2. how to find scholarly articles, magazines, or newspapers about a topic in Academic Search Premier,
  3. and how to use the database to expand search strategies and maximize search results.

I probably put about 20 hours into the project, which resulted in a 15 minute screencast. It took me several tries to get the storyboard arranged how I wanted it, and I kept tweaking the examples that I used. I hope the result is something that our students (and others ) will use to understand basic searching in ASP.

The screencast was created with Captivate. The concluding movie was captured with iMovie and then imported into Flash.  The screencast can be viewed here, but please note that it is not dialup friendly.   Also, Captivate-generated Flash files do not play nicely with Flash 6, so you may need to update your Flash player for the screencast to work properly.

I’ve taken a new interest in gaming lately. It’s driving my wife a little nuts, and I can understand why. She’s wondering why in the world I’ve recently started playing my Playstation 2 again, after it sat dormant and dusty for quite a long time. I suppose part of my renewed interest in gaming has to do with the reading I’ve been doing. I’ve been reading such titles as What Video Games Teach us About Video Games and Literacy and Learning, Got Game: How the Gamer Generation is Reshaping Business Forever, and Don’t Bother Me Mom I’m Learning. These titles have helped me get a better grasp of the learning styles of our undergraduates, and I hope that this understanding will help me to be a better reference librarian and teacher. Playing games has given me a little insight into these learning styles as well, and I hope to incorporate some of the characteristics of gaming into screencasts and online tutorials.

Like many 30-year-olds, I grew up with gaming. I had an Intellivision, a Nintendo, a Sega Genesis, a Playstation, and now a Playstation 2. I never have been a video game junkie, as I also played a number of sports, was a skater, and a boy scout. Video games never dominated my life, but I always enjoyed playing games. Since growing older, gaming took a back seat to other things such as house maintenance, trying to be a good husband and father, and learning to play the guitar. My wife got me the Playstation 2 for my birthday in 2003, and I’ve played it off and on over the years. Unfortunately, my patience grew thin for a number of the games I was playing (frankly, I wasn’t very good) and I stopped playing it.

Since I’ve started playing again, I’ve gotten a deeper understanding of what made me stop playing in the first place. As I said before, I wasn’t very good a most of the games I owned, so I only played the one that I was good at. As much as I love Gran Turismo 3, I eventually got really bored with the driving game and therefore stopped playing the PS2 altogether. When I picked up the controller again a few months ago, I made a real effort to avoid playing that game. Instead, I played Metal Gear Solid 2: Sons of Liberty, Burnout 3: Takedown, Madden 2004, and Tony Hawk Pro Skater 4 (THPS4). All of these are older games and have been sitting on my shelf since I first got the PS2 in 2003. I initally avoided playing these games not because they weren’t good games (they are all excellent) but because I was not very good at them. I thought that I would just be able to sit down and play these games without any problems. As it turns out, I’m not as good as I thought I was, and I didn’t have the patience to learn how to play the games better. However, after taking the time to learn the games, I’ve become a lot more patient with learning the games. I’m now a lot more willing to get killed or fail a goal or lose a football game over and over again. In the process of my learning how to play these games, I’ve seen a lot of things that can be incorporated into how we design web-based tutorials and virtual learning experiences. The following games all present how-to-play-the-game information in different ways, and each way could potentially be modeled in future library tutorials and screencasts.

Burnout 3: Takedown is an arcade-style racer in which the player controls the race car. Burnout offers a variety of gameplay, but the main point of the game is to win the races at all costs. This involves high-speed racing through city streets and crashing opponents on your way to victory. The game is fairly easy to play as it only uses a few of the Playstation 2 controller buttons. As such, the game offers a traditional demonstration of how the game works. The demo shows the controls and explains the rules of the game, all within a demonstration of actual game play. Many library screencasts and tutorials have followed this method of instruction, as it is perhaps the easiest to do. However, I know that I have been guilty of giving the user way too much information. What I learned from Burnout 3 is to give the user/player enough information to know how to play (or use the database, catalog, etc), but don’t give them too much information that it keeps them from playing. Many users just want to know enough to get them started, such as which buttons to push. They’ll figure everything else out by playing the game.

Metal Gear Solid 2: Sons of Liberty is a game of tactical espionage action. You play as a character who has to infiltrate enemy territory to keep them from stealing a nuclear weapon. You are vastly outnumbered, so you have to sneek around without being caught. The gameplay is a little more complex and it takes advantage of more of the controller’s buttons. This game offers a different sort of instructional help. As the game opens, you are greeted on your codec radio by Otacon, your friendly support staff who is back at the base. As you walk around the game, Otacon (and later, the Colonel) offers advice on how to solve a problem or tells your character what he needs to do next in the mission. For example, if you find a new weapon in the game, Otacon will tell you about the weapon and how it can be used. Some of the conversations are initiated by Otacon or the Colonels, as they will call you when they think you need to know something about the mission. At other times, if you get stuck in a particular part of the game, or if you forget what your mission objectives were, you can contact Otacon or the Colonel. Unfortunately you cannot ask your question in your own words each time, but generally the advice they give will get you back on the right track. Imagine if we had this sort of help in a library catalog or database. What if the frustrated user clicked on the help button when he was looking at a subject heading, and the catalog told him enough information about how to use the subject heading? How might this point-of-need instruction give our users the weapons they need to understand the catalog?

Madden NFL is one of the most-popular video games on the market. Most gamers have one (if not several) versions of the game. I currently own and play Madden NFL 2004. Madden is easily the most-complex of the four games that I have discussed. In playing a game of football in Madden, the player has to understand the rules of football, comprehend offensive and defensive alignments, be familiar with play-calling strategies, and understand his team’s and opponents’ strengths and weaknesses. There’s a lot going on there, and then there are all the buttons. Each of the Playstation 2’s eight buttons is used in playing this game, and the button assignments change depending on whether the player is on offense or defense. Despite all of this complexity, Madden is a fun (but not easy) game to learn. Madden 2004 offers a variety of ways to learn the game. Built into the franchise mode of the game is a feature called Mini Camp. Before your team can start the pre-season schedule, you have to take them through the skill-building process of minicamp. During mini camp, you can choose one player to work on a particular drill. If you complete the drill successfully, you get an extra point to boost that player’s ability in a particular area. This is hands-on learning at it’s best as while you are trying to tackle the dummy, rush for yards, or complete a pass, you are learning about controlling the players in Madden. Another instructional method is the Football 101 feature in Madden 2004. This feature allows you to pick an offensive play, and John Madden will explain and demonstrate how to successfully run the play. After he shows you how the play works, you get the chance to try the play on a real defense. In this scenario, the player can learn by watching the play run and by running the play themselves. I think many librarians use this method in their classroom instruction, but I wonder how many are able to incorporate this into tutorials and screencasts. Finally, Madden 2004 also offers a point-of-need instructional support, as the player can “Ask Madden” for play suggestions during a given scenario. John Madden will tell you something like, “Try this play in this situation” rather than “It’s third and one and you’ve called six running plays in a row, so try a Play-action pass.” Once again, this type of point-of-need support gives the user enough information to get them by in a given situation, not burden them with too many details.

The final game I’d like to mention is Tony Hawk Pro Skater 4. In this game, the gamer plays as a skateboarder who is trying to accomplish skating goals. The gameplay of THPS4 is fantastic, as there is a pretty good variety of goals. I find this game interesting from an instructional design standpoint because it offers none of the features that I have already talked about. There is no point-of-need help, nor is there any type of demonstration. When I first started playing this game, this was really frustrating. How in the world was I supposed to figure out how to play the game? I would try to accomplish one of the game’s goals and fail over and over and over again. Finally, after reaching my wits end, I started skating around the level to find other goals. As it turned out, there were other goals that were more manaegable for my skill level. Accomplishing these easier goals was difficult as well, but I was learning how to play the game in the process. The satisfaction that I got after completing each goal is very hard to describe, because you feel like you have really accomplished something when the goal is done. I then understood the game a lot more. THPS4 is a game that is meant to be explored. The levels in the game are huge and encourage exploration. The goals themselves are pretty open-ended, as the player can do his own tricks to accomplish the goal (as opposed to duplicating a running play in Madden). It is through this exploration that the player becomes more familiar with the controls, the gameplay, and the strategies needed to be successful. Does this open exploration work for all learners? I’d say definitely not, as learning in this way can be particularly time consuming and frustrating. However, open exploration, or allowing a user time to explore at his own pace, is something that does need to be addressed in tutorial and screencast design.

I believe all four games contain certain elements that we can adapt as we design tutorials, screencasts, and even catalogs and databases for our library users. Our users are growing up with games, and these games are extremely capable at keeping the player’s attention while he/she learns how to play the game. Perhaps by understanding how players learn in video games, we can take advantage of this knowledge and create more effective resources for our users. What games have you played lately? How did you learn to play the game and how might that be applied to library instruction or tutorials? What games do you see your kids playing, and how do those games keep their attention while they are learning? The next time you, your friends, or your kids are playing video games, try to observe the learing experience in the games and seek to understand the learners who are playing them.

This is sweet! Librarycasting SE: Screencasts, podcasts, tutorials and titles for the sciences and engineering.

Librarycasting SE is a compilation of selected educational and information resources for the sciences and engineering, with a strong emphasis on new media and communication formats such as screencasts (pc screen video), video, and podcasts (audio). Resources covered include those produced at Virginia Commonwealth University Libraries, the VCU campus community, and the extended sciences and engineering world community beyond.

A major goal of Librarycasting SE is to make available a range of brief screencast and podcast tutorials answering specific questions, and demonstrating specific techniques, relevant to the sciences and engineering. Conveniently access these resources at any time from your Firefox browser bookmarks or RSS aggregator, through the subject-specific, automatically updated RSS feeds provided at this site. These tutorials are in constant production at VCU Libraries, and your suggestions for new tutorials in this format are always welcomed!

Pete Kirlew, Ph.D., MLIS
Reference Librarian for the Sciences and Engineering
VCU Libraries

This truly is awesome, Pete. This serves as a great model for other subject specialists. It’s a blog, it’s a podcast, it’s a screencast. No, it’s super-duper subject librarian outreach!!! Fantastic! Makes me want to go out and make some screencasts of business databases. Thanks for the inspiration, Pete.  You’ve got me thinking of new ways to expand my Business Blog.
Link via Library Marketing.

Last night, ABC’s 20/20 aired a story called Stupid in America, which looked at the failings of our public education system. I watched it out of the corner of my eye while finishing a novel, so I can’t really argue much about the points of the program. However, what I did see while turning my book’s pages was pretty interesting. The ABC webpage for the show gives a synopsis of the story, as well as some of the program’s video. Do you want to know what folks thought about the program? Then take a look at the message boards, which have received over 20,000 posts since last night’s airing of the program. Now that’s some serious feedback! There you will find comments from teachers, parents, and even students, which is another fine example of how consumers are helping to drive the content of the web.

One of the most challenging things that many librarians face is shrinking budgets, or perhaps budgets that have not increased with the pace of inflation. Couple that with student and faculty demand for more and better resources, and your budget will have you seeing red. This can be very difficult to deal with, as often our patrons have no idea how much things cost. Many patrons see an online book, database, or subscription site, and just because it happens to be on the web, they have a tendency to think it is free (or of a very low price).

I have found a way which I think effectively demonstrates the cost of web-based resources. Each quarter I have the opportunity to meet with several sections of a business communication class. The students are almost all freshman business majors. This is usually the first time that I meet with them, but I often see them in library instruction sessions during future business courses. For their research project, the business communication students have to research how to do business in another country. Each group of students is assigned a different country, and sometimes the country can be an easy one like China, others might get Sao Tome and Principe. In their papers and presentations, they have to cover their country’s economy, industry, culture, etiquette, interpersonal relations, etc. The really cool thing about this project is that most of the instructors require 7-15 resources for the bibliographies, and they have to be of various formats. This ensures that the students use everything from The Statesman’s Yearbook to the CIA World Factbook.

While most of my 50 minute instruction session covers the best print and electronic resources for the project, I do take the liberty of jumping up on a soapbox for a minute or two. I show the students a particular online resource that we used to purchase annually in print. I show them the content on the online resource and tell them what they can find there. It really is a perfect resource for this particular project. Then, I show them the print version of the same resource. I tell them that the print version, which was four volumes, costs about $130 dollars. Not a bad price at around $32.50 per volume. I open a volume of the print resource and show them that it contains the same exact information (and even looks exactly the same) as the online version. At this point they usually don’t seem very amused, because they have no idea where I’m going with my little lecture. I then wake them up by telling them that the online version of the resource, which looks the same and contains the same info as the print, costs the library over two grand a year. And the library does not even own the information. The book, we own, but the online version, we’re renting. And yes, we’ll have to pay a little more next year, because this resource is not in a rent controlled neighborhood.

Their faces usually tell me what they’re thinking. Say what? What you talking about, Chad? Why would you pay that much? Well I tell them that it might sound expensive, but because the resource is now web-based, it can be used by more people simultaneously. And boy does it ever get used, so our cost per use is pretty low. I can point around the instruction lab and show them that all 22 workstations are currently using the same resource, something that would be impossible with a book. I also tell them that the vendor of the resource understands this, and that’s why they think they can get away with packaging the content in a web-format and marking it up 2000 percent. In this case, we bit the bullet and bought it, and the vendor hooked another subscriber.

So what’s the lesson here? I tell the students that just because something is on the web, it does not necessarily mean it’s free. And just because a print resource is now available via the web, it ain’t necessarily going to be cheaper. Hopefully through this lesson some students will understand how much money the library spends to support their academic studies. And hopefully they’ll also understand that databases and electronic encyclopedias don’t grow on trees.

Are you using blogs to supplement or compliment library instruction? Then take a moment to fill out this survey.

The purpose of this survey is to find out how librarians are using weblogs (blogs) to interact with and teach library users. The results will be presented at the Off-Campus Library Services Conference in Savannah, GA in April 2006. Your participation is greatly appreciated.

[Link via Library Stuff]

Michael Stephens at Tame the Web writes some encouraging words about the future role of librarians as teachers. I agree with him in that as long as there are new technologies, databases, interfaces, resources, and information needs, librarians will still make a huge impact as teachers.

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