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This is a mini book of (short) general teaching tips and examples of actual teaching interventions suitable for any librarian who teaches information skills. Not designed to read through as a complete text, but dipped into and referred back to in order to improve our teaching skills.
Aimed mainly at libraries workers, especially those who teach information skills, this book contains many examples of games and playful interactions to help turn the information literacy classroom into a more playful space. It is aimed primarily at those in post-compulsory education, including Further and Higher Education, Health, Law, and workplace library settings, but parts may also be useful in school libraries.Some theory behind the use of active learning, play, and games are covered to help readers use these approaches more effectively.Many of the games include links to full print and play versions online.Games and playful interventions include: CRAAP dice Database matching game Escape rooms (in a box) Fake or Fab Journal analysis through collage The library story (A to Z cards) Model making and Lego The playful induction Referencing games Referencing mix and match SEEK! SOURCES Sources of Information Cards Top Resources Example of Playful Interventions Bubbles Chatterboxes Learning while walking Mixing up groups (in playful ways) Music and video Paper plane feedback Pass the Parcel Things to keep hands busy Playful Challenges It also includes a guide to creating non-digital educational games, and a more specific guide to creating educational escape rooms.
As mobile devices proliferate and the services and apps available increase exponentially, the average person expects information to be delivered to their mobile with minimum fuss and effort. Adapting to this new environment as an information service is crucial for survival but also offers myriad opportunities for improvement and promotion, providing a direct route to the user. Packed with easy to implement ideas, practical examples and international case studies, this title provides you with the ultimate toolkit, exploring ideas as simple as renewals and reminders to the more complex such as access to e-books and virtual worlds. Easy to follow coverage of the background and context to mobile delivery will enable you to fully understand the challenges and embrace the opportunities, getting to grips with critical issues such as what sort of services users really want. Key topics covered include: context including market penetration, range and functionality of devices, texting apps vs. mobile websites, mobile information literacy vs. other information literacies, mobiles in teaching, linking the physical and virtual worlds via mobile devices, E-books for mobiles, and the future of mobile delivery. This is an essential practical guide for all information professionals who want to get to grips with or improve their use of mobile services to strengthen their relationship with users. It would also be invaluable for museum staff facing the same challenges and LIS students and academics will find it a useful introduction to the topic.
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