Friday, April 28, 2017

Libraries in the Digital Age

With online materials on the rise, are print materials dead?

“The most commonly used resources. . . are those found online. . .” (Terrell, p 57). Since information can so easily be accessed via the internet or databases, print materials like encyclopedias are left to sit on the shelves and gather dust. Finding information using online methods can also be a method of convenience, since not everyone has a library card or has access to a library's physical building.

However, print collections do not need to be disposed of entirely. With a smaller print collection, shelf space can be better utilized, the remaining resources can be used more often and more effectively, and allowing some of the library's budget to be used for electronic resources (Terrel, p 58).

“A reference collection development policy must be based on what is actually used often, not on what has the potential to maybe be used in the future” (Terrell, p 60). While print materials should definitely be made availabe, there should be a focus on providing quality online information.

Terrell, H. (2015). Reference is Dead, Long Live Reference: Electronic Collections in the Digital
Age. Information Technology & Libraries, 34(4), 55-62. doi:10.6017/ital.v34i4.9098

Presentation Tools: PowerPoint

PowerPoint is one of the most common presentation tools that people use. This slideshow maker is part of the Microsoft Office lineup. It is available for Apple computers, PCs, iOS devices, and through the Google Play store. Since PowerPoint is widely used, there is a lot of help on different websites. PowerPoint allows for the importing of slideshows from other presentation tools, such as Google Slides, and allows slideshows to be exported to other presentation tools. When creating a slideshow, there is a variety of templates that can be used from both PowerPoint itself and various third party websites. The program is easy to use and easy to figure out. While PowerPoint does allow for collaboration with others, the presentation has to be saved to OneDrive before others can access and edit the presentation.

Tutorial for Beginners:


Complete Tutorial:



Spencer, L. (2016, July 13.) PowerPoint vs Keynote vs Google Slides: What is the best Presentation 
     Software. Retrieved from https://business.tutsplus.com/articles/powerpoint-vs-keynote-vs-google-
     slides-what-is-the-best-presentation-software--cms-26831

Thursday, April 27, 2017

Digital Storytelling

Digital storytelling involves telling a story using a variety of multimedia. There are different types of digital storytelling, including vlogs and drawing stories. Digital storytelling can be used as a learning tool for students.

Having students create their own digital story can “. . . generate interest, attention, and motivation for the ‘digital generation’ students in today's classrooms” (Robin). Creating digital stories can also help students improve different literacy skills. These skills include writing skills, problem solving skills, and presentation skills.

Example Vlog (from MatthewSantoro 2):


Example Drawing Story (story of Jonah):


Robin, B. R. (n.d.) The Educational Uses of Digital Storytelling. Retrieved from
http://digitalliteracyintheclassroom.pbworks.com/f/Educ-Uses-DS.pdf

Virtual Reality in Libraries

Both augmented and virtual reality systems are in their infancy. As such, the need for them in libraries is minimal. However, demand is steadily growing. Virtual Reality consoles are headsets such as the Oculus Rift or Sony Vive. Augmented Reality systems can be as diverse as phone apps, such as Pokemon Go, or wearables such as Google Glass. Their visual nature makes them primarily suited for games and videos. As such, here is a walk-through of some of their offerings:


Educational Games

It is traditionally tough for libraries to allocate funds towards games. However the tide may be shifting in favor of educational games. In fact, “several foundations — including the Cooney Center, the Bill and Melinda Gates Foundation, the MacArthur Foundation and the Robert Wood Johnson Foundation — are pouring millions of dollars into figuring out how to use video games for education.”1 This gamification, turning traditional tasks into a game replete with challenges and rewards, is only growing: “According to a Pew Internet & American Life Project survey, half of the experts surveyed predicted that gamification would become a major factor in education, health care and the workplace by 2020.”2  In this area of gamification, virtual reality has much to offer. One advantage is 3D immersion, because “in an immersive environment, your brain can take in information at a broader scale and at a faster rate than looking at it on a TV screen.”2 Being immersed can thus help people progress faster in a gamified learning experience.

Google earth is one such educational virtual reality app, which can help in a wide variety of disciplines, such as geography and history. There are also educational design apps, with 3D drawing, painting, and sculpting apps that can be useful in the arts, architecture, and engineering. These design apps are particularly useful because real world design is costly, however, according to an article by technology writer Patrick Marshall, “if a digital model is built, changing its height, width, length, color, etc., is relatively cheap and extremely quick.”2 Soon, even the humanities may use virtual or augmented reality in the classroom. Indeed, it has already shown up in journalism, with The New York Times beginning to release virtual, immersive, stories.2


Fitness Games
Playing fitness games on both virtual and augmented reality can improve wellness. This I know this personally. Playing Pokemon Go encouraged me to walk much more than I would have otherwise, and the virtual reality games SuperHot and SoundBoxing make me work up a sweat without even realizing. Their biggest wellness draw? That they're so fun, I don't mind that I'm working out. In fact, I begin to enjoy it.


Never in VR have I felt like the sort of action hero that Superhot VR has made me.”3


Super Hot is a matrix-style fight game, with cartoonish graphics and the ability to slow down time. Gameplay only moves when you move, giving it a slow-motion effect, similar to the way bullets are seen in The Matrix. This gives you control of the situation, and allows you to think your way around problems. Superhot, and games like it, show that virtual reality games can be fun, intellectually challenging, and provide a great cardio workout, all at the same time. And in the end, you walk away feeling like a superhero.


Issues & Conclusion
There are a lot of issues surrounding virtual reality, and they are similar to issues that face many new technologies; from cost, to psychological effects, to privacy. While I understand the viewpoints, and do not wish to discount their validity, I also believe in the power of choice. I personally choose not to play games which I find frightening, just as I choose to turn off the immersive technologies when I want to. Because ultimately, I think that virtual reality technology has a lot of interesting potential which shouldn’t be discounted out-of-hand, and I strongly encourage libraries, and librarians, to consider it.




Works Cited
  1. Ault, Alicia. "Video Games and Learning." CQ Researcher 12 Feb. 2016: 145-68. Web. 28 Apr. 2017.
  2. Marshall, Patrick. "Virtual Reality." CQ Researcher 26 Feb. 2016: 193-216. Web. 28 Apr. 2017.
  3. Lang, Ben. “‘Superhot VR’ Review.” Road to VR. 6 Dec 2016. http://www.roadtovr.com/superhot-vr-review-oculus-touch-rift/
      
       *SuperHot Still image is from Lang's "'Superhot VR' Review," primarily to highlight his quote.

Presentation Tools: Image Editors

Presentation Tools.jpg

Presentation Tools available today are numerous. Thus, today I would like to focus on one subset of presentation tools: Image editors. Including images in presentations can greatly affect the way that others understand your message. And being in control of the image can contribute to your visual literacy, or the way you cognitively understand the message in a picture.1  In fact, according to design professional Maneesh Agrawala, “the most-effective visualizations capitalize on the human facility for processing visual information, thereby improving comprehension, memory, and inference.”2 The right image can both introduce your audience to your topic, and leave them with a greater impression of your message.

While this may sound daunting, editing images is a small way to make a big impact on the presentations that you make. And a few simple rules can go a long way. For example, using contrasting colors on fonts and their backgrounds, and sticking to sans serif fonts, to make it easier for your readers.3 When it comes to picking the image itself, ask yourself “Is the presentation intended to entertain, emote, inform, instruct, challenge, engage, provoke or persuade?”4 That question can help make the decision between a photo of a happy puppy (emote), and a diagram of dog tail positions (instruct).

Personally, I like to edit images with the Font Candy and Phonto apps on my phone, and the website Pixlr Express on my computer. These tools are great because they provide lots of options, are intuitive to use, and don’t require a background in graphic design. Here, I’ve included a brief description of each, and a picture to demonstrate their capabilities:

Font Candy
File_001.jpegFile_000.jpeg

Font Candy offers a large library of free stock photos to choose from, which can help you to avoid any copyright issues. The image on the left is a stock photo from Font Candy, which I used in all three editor apps. In Font Candy, you can edit the colors of the photo, and overlay text with fun built-in fonts. The Image on the right is one I edited with Font Candy. It was easy to lighten the image and pick a thick, stand-out font. This ended up being a bit more edgy of an image, and I would use it for high school students or undergraduates.

Phonto
File_002.jpeg

The image above was edited with Phonto. Phonto doesn’t have a vast library of backgrounds, but they make up for it with a larger selection of fonts and customization tools for text. Within Phonto, I was able to place an opaque background behind the text, to make it easier to read, as well as edit the brush stroke size to make the font thicker. I find this image to be simple, yet classic, and would use it in a business setting.

Pixlr Express

The header for this blog post was made on Pixlr Express. It is flash-based website app, and thus requires a laptop or desktop. With this editor, I uploaded the stock photo from Font Candy, and was able to edit the colors of the image and add a border. I was also able to choose from a wide variety of fonts for my text, however the editing options were limited to size and color. I was able to overlay a sticker though; the blue and purple circles on the laptop are from their “sunspots” sticker, which I made a bit opaque. I find this image to be both sophisticated, fun, and therefore applicable to a wide variety of audiences.

Final Thoughts

Editing images can make a big impact, and may be available in other presentation tools as well. Powerpoint, Google Slides, and Lucidpress all include some basic image and text editing options, just to name a few. In those tools, it is easy to add a contrasting text highlight or cropping an image to focus on one area, but these things can make a big difference. So, while aesthetics may not seem that important, it’s helpful to remember that they can add value for the audience, and connecting to the audience is what all these presentations are all about.

If you are interested in advanced photo editing tools, check out this list from Digital Trends: http://www.digitaltrends.com/computing/best-free-photo-editing-software/

Sources
  1. Silverman, Karyn N. and Joy Piedmont. "READING the BIG PICTURE a Visual Literacy Curriculum for Today." Knowledge Quest, vol. 44, no. 5, May/Jun2016, pp. 32-37. EBSCOhost, ezproxy.palomar.edu/login?url=http://search.ebscohost.com/login.aspx?direct=true&db=lxh&AN=114940553&site=ehost-live&scope=site.
  2. AGRAWALA, MANEESH, et al. "Design Principles for Visual Communication." Communications of the ACM, vol. 54, no. 4, Apr. 2011, pp. 60-69. EBSCOhost, doi:10.1145/1924421.1924439.
  3. LaBanca, Frank. "The 21St-Century Oral Presentation Tool Bag." Science Teacher, vol. 78, no. 7, Oct. 2011, pp. 51-55. EBSCOhost, ezproxy.palomar.edu/login?url=http://search.ebscohost.com/login.aspx?direct=true&db=aph&AN=66001700&site=ehost-live&scope=site.
  4. Lamb, Annette and Larry Johnson. "Stop Powerpoint Paranoia: Thinking Differently about Presentation Projects." Teacher Librarian, vol. 38, no. 5, June 2011, pp. 59-64. EBSCOhost, ezproxy.palomar.edu/login?url=http://search.ebscohost.com/login.aspx?direct=true&db=lxh&AN=62570045&site=ehost-live&scope=site

Virtual Reality and Libraries

Virtual Reality is starting to be utilized in libraries. Many libraries, especially public libraries have incorporated video games into their collections, so adding virtual reality games does not seem too outlandish, aside from possible budget limitations. Some libraries are already incorporating these virtual reality games into their collections.


Some academic libraries, such as the University of North Texas are starting to provide virtual reality games as a resource for students who are learning about media and technology (Robson, p. 15 ). These resources are also open to other students who attend the university as well.

Of course, this is more of a luxury item and is not a necessary item for most libraries. However, the inclusion of VR in libraries helps make a case for “funding to acquire further new technologies” because it is such a popular technology and gets used so frequently (Robson, p. 15). These devices should be considered in libraries because they can help bring more people into the library who want to experience VR. It is helpful that the public knows all that libraries have to offer so they can take advantage of its recourses, and it also encourages them to participate with their fellow patrons and in their community.



Robson, D., & Kincaid, J. (2017). Introducing VR. Library Journal, 142(2), 15-15.



Digital Storytelling: Podcasts

One excellent option for digital storytelling is podcasts. They are interesting, cover a wide variety of topics, and are available for almost all age groups.1 Some podcasts are conversation-based, but there are many that are story-based, or a blend of the two. In Library and Technology Reports, Nicole Hennig discusses how some podcasts “have paved the way for something else entirely: meticulously crafted feature journalism that, in Alex Blumberg’s words, feels less like a collection of radio segments and more like ‘narrative-driven, textured, sound-rich documentaries.’”1 Indeed, the first major podcast hit, Serial, told a true crime story in weekly installments. In my opinion, the story-like narrative boosted its success just as much as the whodunit at the center.


Personal


I have a lot of personal opinions about storytelling podcasts, but there’s a very good reason for that: I listen to them a lot. I listen to Stories Podcast with my children, a musical podcast that tells  original and classic children's stories. I listen to adult podcasts while driving or running or doing laundry. My favorites are Myths & Legends, which retells ancient myths, and RadioLab, which tells human-interest stories crafted in a way similar to Serial. Some of the podcasts I listen to are really just audiobooks cut into segments. I recently listened to The Little Book of Contentment by Zen Habits blogger Leo Babauta this way.


I used to think it was just me that listened while sweeping the house, but in fact, “one thing people most appreciate is the ability to learn something or be entertained during bits of time where it’s not as convenient to watch videos or read.”1 Convenience is one of the hallmarks of our digital age, and I think that this can help explain podcast’s appeal.


Education


One interesting application of podcasts is their use in classrooms. Serial was used for the summer reading program at Waltham Senior High School in Massachusetts.2 And most surprising is the discovery that “young people benefit from and enjoy reading the transcript while listening to a podcast.”1 However, this mixed-media approach may be preferred by students because “when words are spoken aloud, children can understand ideas that are two to three grade levels higher than their normal reading level.”1 Thus listening to a podcast, as well as being able to read along with it, may help students who would otherwise struggle with the material.


Libraries

Libraries can interact with these story-based podcasts in a variety of ways. They can provide handouts on how to access podcasts, set up meetings to discuss them, or offer workshops on how to create them. Podcast creation can be fairly simple, and it is a great way for patrons to both discuss stories and create their own. Plus, if the time and resources are available, libraries can create podcasts of their own. For some library podcast inspiration, make sure to check out the article  “Hearing Voices,” where Steve Thomas highlights some of the most popular library podcasts.3


If you are interested in learning how to make a podcast, here is How to Start a Podcast by Lavendaire Lifestyle. It’s a little long, but her presentation style is phenomenal and she’s really knowledgeable. And, if you know of any other story-based podcasts, tell me about it in the comments below. I’d love to give it a listen!




Sources
  1. Hennig, Nicole. "Why Podcasts?." Library Technology Reports, vol. 53, no. 2, Feb/Mar2017, pp. 5-9. EBSCOhost, ezproxy.palomar.edu/login?url=http://search.ebscohost.com/login.aspx?direct=true&db=lxh&AN=121303656&site=ehost-live&scope=site.
  2. Brenner, Robin. "One School, One Podcast." School Library Journal, vol. 61, no. 11, Nov. 2015, pp. 26-27. EBSCOhost, ezproxy.palomar.edu/login?url=http://search.ebscohost.com/login.aspx?direct=true&db=aph&AN=110642707&site=ehost-live&scope=site.
  3. "Hearing Voices: Librarian-Produced Podcasts." American Libraries, vol. 47, no. 1/2, Jan/Feb2016, pp. 16-17. EBSCOhost, ezproxy.palomar.edu/login?url=http://search.ebscohost.com/login.aspx?direct=true&db=aph&AN=111971438&site=ehost-live&scope=site.

Digital Storytelling

Among the many technological advances being incorporated into libraries is digital storytelling, which is basically what it sounds like. Digital storytelling is when a person is audio-visually recorded telling a story. Digital story telling has mostly been done by adults speaking about their own experiences, but has also extended to children (Wawro, p. 52).  These stories can have pictures, music, and other sounds.

Digital Storytelling is an innovative way to get children interested in and experienced with storytelling, media, and technology. It is also a good way for children to express themselves, since they are allowed to make up their own narrative.

It is also a fairly accessible activity, since many computers come with basic video creating
software. Digital Storytelling can also be a great community activity when done in a library setting because it would encourage patrons to learn about and communicate with each other.


Digital Storytelling seems like a great way to get children interested in reading too. If children become interested in telling stories, they will likely be interested in hearing or reading other people’s stories as well. In order for libraries to promote literacy and information literacy, it is important to encourage reading. It would likely also help children become comfortable with the library if they are encouraged to have fun and participate in library activities.


Wawro, L. (2012). Digital Storytelling. Children & Libraries: The Journal of the Association for Library Service to Children, 10(1), 50-52.