Hessler LIS 506 Technology Proposal
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Transcript of Hessler LIS 506 Technology Proposal
Not So Trivial Pursuit:
A Technology Proposal
By: Arielle HesslerUniversity at Buffalo
A Proposal to Create a Mobile Gaming Application for Information Literacy at Stony Brook University
❖ 2013 Needs Assessment shows that librarian-taught information literacy (IL) classes are unknown to 60% of undergraduates
❖ IL classes are not incorporated into typical undergraduate classes such as orientation classes, Writing 101, History 101, etc.
Undergraduate students are unaware of the many library resources, including: physical and electronic resources, citation help, databases, library subject guides, and study space.
The Problem: Information Literacy
Why Does is Matter?: Money
The more these resources
get used, the better.
❖ 50% of students are undergraduates, but use less than 25% of all library resources.
(SB Libraries Needs Assessment, 2013)
❖ The Libraries spend millions every year for resources needed by faculty and graduate students.
(SBU Libraries 2013 Budget)
Why Does is Matter?: MissionSupport the University Mission to:❖ “to provide comprehensive
undergraduate, graduate, and professional education of the highest quality”
❖ “to carry out research and intellectual endeavors of the highest international standards that advance knowledge and have immediate or long-range practical significance”
(Stony Brook University Mission Statement)
“Students who access library resources dooutperform students
who don't.”(Cox, B. & Jantii, M., 2012)
Figure 1. Correlation between electronic resource usage and student grades (Cox, B. & Jantii, M., 2012)
Past Attempts: Classes and Outreach
Information Literacy ClassesThe library has low enrollment in its IL classes. They are not included in any sort of introductory class, such as Writing 101 or Freshman Seminar, unless the teacher requests it. Recent attempts to reach more students include: electronic versions of classes available on the library website, and increased advertising of classes on the website.
Student Outreach and MarketingOutreach and marketing at SBU Libraries has historically been about advertisment, not engagement. Website ads, flyers, and outreach activities invited no participation; students were passive observers. SBU Libraries needs to concentrate on engaging the student community in fun and interesting ways, that are also educational.
Solution: Not So Trivial Pursuit
A mobile application trivia game for SBU Libraries that teaches information literacy, & library policies, spaces, and resources.
Why a Mobile Game App?
“The purpose of games as learning should be to make every learner a proactive, collaborative, reflective, critical, creative, and innovative problem solver; a producer with technology and not just a consumer; and a fully engaged participant and not just a spectator in civic life and the public sphere.” (Gee, J. 2013)
❖ It’s Familiar: The majority of incoming undergraduates and transfer students at SBU are digital natives, and grew up with this technology (Smale, 2011)
❖ It’s Engaging: Students will be actively engaging in the learning, instead of passively listening to a lecture (Smale, 2011)
❖ It’s Proven: Other academic libraries have supplemented their IL classes with games, and have documented great results.
Who’s doing it? A Few Examples
❖ Arizona State University- Quarantined:
Axl Wise and the Information Outbreak http://www.asu.edu/lib/game/ (Gallegos &
Allgood, 2008)
❖ The University of North Carolina- The
Information LIteracy Game https://library.uncg.edu/game/ (Rice, S.
2008)
❖ Lycoming College- Secret Agents in the
Library http://www.lycoming.edu/library/instruct
ion/tutorials/secretAgent.aspx (Broussard,
2010)
❖ James Madison University- Face the
Case, Citation Tic-Tac-Toe, & Magnetic Keyword http://www.lib.jmu.edu/games/ (McCabe &
Wise, 2009)
❖ Ohio State University - Head Hunt
http://library.osu.edu/headhunt/ (O’Hanlon,
Diaz, & Roecker, 2007)
❖ Carnegie Melon University- I’ll Get It!
& Within Range https://libwebspace.library.cmu.edu/libraries-and-collections/Libraries/etc/ (Beck,
Callison, Fudrow, & Hood, 2008)
How Will a Game Help Teach IL?
Questions will be designed to target the following ACRL Information Literacy Standards: ❖ The information literate student determines the nature and extent of the
information needed❖ The information literate student accesses needed information effectively and
efficiently.❖ The information literate student evaluates information and its sources critically
and incorporates selected information into his or her knowledge base and value system.
❖ The information literate student understands many of the economic, legal, and social issues surrounding the use of information and accesses and uses information ethically and legally.
(ACRL, 2015)
How Will a Game Help Market the Library?
Questions on: ❖ Branch Libraries & Collections❖ Physical Resources (A/V
materials, all media formats, books, etc.)
❖ Electronic Resources (databases, electronic journals, electronic books, etc.)
❖ Library Hours & Policies❖ LibGuides & Subject Guides❖ Annual Library Outreach
Events
Change Perspective:A fun game will help overcome old library stereotypes, and help students view us in a more favorable, fresh way.
Not So Trivial Pursuit:The Rules
❖ The game app will be a 1:1 game between players.
❖ Players are chosen at random by the app based on each player’s individual skill level in the game
❖ Each player will have 48 hours to answer for their turn before they forfeit the game
The Mobile App: Players
How to Win
The game is modeled as a hybrid between Trivial Pursuit, the board game, and Trivia Crack, the popular quiz app.
There are 6 categories, and players spin a wheel to determine what question category they will get next. If they get a question right, they get an “book” in that color.
The first to get all 6 ‘books,’ wins the game.
Questions CategoriesWheel is Spun to Determine Question Category:
Not So
Trivial
Pursuit
6 Categories of Questions:
Access Services
Branch Libraries
Special Collections
Library Technology
Central Reading Room
Wildcard
All questions are multiple choice, with 4 answers for the player to choose from. Some questions use images that the user has to identify.
If the player gets a question wrong, they will be shown the right answer, along with a brief message about it.
Question Format
Access ServicesQuestions about Inter-Library Loan (ILL), Circulation, Main Stacks, Library of Congress Classification, Scanning & Copying, Study Space, and Borrowing Policies.
How are videos and
DVDs arranged?
a. alphabetically by title
b. by genre
c. in the order they
were received
d. by their
rottentomatoes.com
rating
CORRECT!
b. in the order they
were received
If you ever need help
locating a video, just ask
us and we’ll help you find
it!
Nope! The
answer is...
b. in the order they
were received
If you ever need help
locating a video, just ask
us and we’ll help you find
it!
OR
Branch LibrariesQuestions dealing with the policies and collections of: MASIC, South Hampton Library, Math/Physics/Astronomy, Chemistry, Music, Science & Engineering, and Health Sciences
When a magazine
periodical is not
available in the Music
Library, an alternative
option is to use:
a. Inter-Library Loan
b. Search databases for
an online journal
c. Ask for help at the
reference desk
d. all of the above
CORRECT!
d. All of the above
All of those options
would be great choices!
And if you get truly
stumped, remember that
the reference desk is the
place to go.
Nope! The
answer is…d. All of the above
All of those options
would be great choices!
And if you get truly
stumped, remember that
the reference desk is the
place to go.
OR
Special Collections (SPEC)Questions concerning the collections and policies of Special Collections and University Archives. Hours, policies, popular collections, what to expect from a visit, etc.
What should
researchers in the
SPEC reading room
use to take notes?
a. a blue or black pen
b. a computer or tablet
c. a marker
d. a pencil
CORRECT!
d. a pencil
Computers are rarely
allowed in SPEC for
security reasons, and the
other choices could
potentially harm older
works if there’s an
accident. Pencils are the
safest option!
Nope! The
answer is…
d. a pencil
Computers are rarely
allowed in SPEC for
security reasons, and the
other choices could
potentially harm older
works if there’s an
accident. Pencils are the
safest option!
OR
Library TechnologyQuestions concerning digital collections, the library website, electronic resources, virtual reference, interactive digital study spaces, etc.
What does CoLA
stands for?
a. Collaborative
Learning Center
b. Coca Cola
c. Commuter Lounge
Area
d. Community Library
Awareness
CORRECT!
a. Collaborative
Learning Center
CoLA lab areas are high
tech, digital collaborative
work spaces available
(by appt.) for students to
use when working in
groups for class work
and research.
Nope! The
answer is...a. Collaborative
Learning Center
CoLA lab areas are high
tech, digital collaborative
work spaces available
(by appt.) for students to
use when working in
groups for class work
and research.
OR
Central Reading Room (CRR)CRR is the main reference room at SBU Libraries. Questions include: reference desk and policies, virtual reference, library chat, subject guides, IL classes, etc.
Which of the
following can NOT be
done at the reference
desk?
a. ask for books about
frogs
b. receive staples and
paper clips
c. return your library
books
d. learn more about
plagiarism
CORRECT!
c. return your library
books
Lots of stuff can be done
at the CRR reference
desk, but returning
books can only be done
at the book drop at the
library entrance, or at a
circulation desk in one of
the libraries.
Nope! The
answer is…c. return your library
books
Lots of stuff can be done
at the CRR reference
desk, but returning
books can only be done
at the book drop at the
library entrance, or at a
circulation desk in one of
the libraries.
OR
WildcardThe Wildcard category can be a question from any other category, or about things that defied categorization: IL classes, outreach events, and just for fun questions.
Who is this character
from the Hobbit?
a. King Thranduil
b. Bilbo Baggins
c. Lord Elrond
d. Legolas
CORRECT!
a. King Thranduil
Popular DVDs like The
Hobbit trilogy can be
taken out from the library
for free! If there’s
something you want that
we don’t have, just ask!
Maybe we’ll order it.
Nope! The
answer is…a. King Thranduil
Popular DVDs like The
Hobbit trilogy can be
taken out from the library
for free! If there’s
something you want that
we don’t have, just ask!
Maybe we’ll order it.
OR
Impact of Not So Trivial Pursuit
Improvements❖ Hope that students will absorb
more information when IL and library information is presented in a fun and engaging way.
❖ Information is marketed in a non-threatening way. The teacher/student dynamic can sometimes be unpalatable to individuals.
❖ Learning will be organic, not forced.
Changes❖ Traditional IL classes can be
flipped- teachers can assign their students the app before the IL class, leaving IL classes to cover more specifics and be more relevant to students or specific class material.
Short & Long Term Impacts
Short Term❖ Higher circulation statistics,
especially for A/V materials and media
❖ Interest among university faculty for incorporation into classes
❖ Students begin to use library resources as tools, and not just for study space.
❖ Higher rates of IL among students
Long Term ❖ Increased use of Library
Resources- especially electronic resources
❖ Better quality of reference desk and virtual chat questions
❖ Reduced amount of plagiarism cases on campus.
❖ Greater standing for the library on campus and among faculty
Development & Implementation
Plan for Implementation
This gives time to develop, test, and finalize the app, while also giving time to develop marketing strategies and user surveys to determine impact.
Not So Trivial Pursuit will plan to launch in Fall, 2016.
Android and Apple
Depending on how well Not So Trivial Pursuit does in Fall, 2016, the app will be changed and made available for Apple devices as well for Spring 2017.
VS
While Apple accounts for highest smartphone seller in the US, Android is the most sold operating system, with over 53% of the market. Apple is a close second with 41%. (Hahn, J., 2015)
Development Timeline
June-December 2015: Develop application to Beta phase for Android.
January 2016: Library faculty and staff test Beta version.
February 2016: Make all improvements recommended from testing.
March 2016: Test final version on library student staff and focus groups of
students.
April 2016: Finalize any changes. Get application available for download for
Android devices.
May-June 2016: Form tutorial for website on how to play the game.
June-September 2016: Market game to faculty and departments
August 2016: Launch Not So Trivial Pursuit for Android
Development & Support
Development & Upkeep❖ Initial programming and
development: Arielle Hessler
❖ Final Programming: Library Technology Department
❖ Support and Upkeep: Library Technology Department
Support❖ All public service staff
will receive basic training to help students with related questions
❖ Help page will be developed for the app on the library website
Challenges
Time: The main challenge to this
project will be the time needed by the developers to work on this project among their other duties. Fortunately, SBU Libraries just hired 4 new programmers for its developing Library Technology Department to take on digital initiatives and projects such as this.
Updates: Unlike a website, which can
stand for quite a long while before needing updates, this app will have to be updated often to reflect any operating system (OS) upgrades on phones, and to fix any glitches. This will cause more time to be dedicated by library programmers than if it was a stand alone website.
Challenges
Cost: This proposal is virtually
free. There would be no need to hire outside developers, as all the work would be performed by library employees. Any hosting fees would be absorbed into the new Library Technology budget. If the application is successful, it has the potential to make money in the form of advertisements and selling the technology to other Universities for customization
Life Expectancy: Popular
social media apps and game apps are updated anywhere from every 15-60 days (Kimura, 2014). Our app will be used on a much smaller scale, so it is estimated that it will encounter less problems, and will have to be updated less often. However, 3-4 times a year seems a conservative estimate for needed updates. Questions may also need to be updated as library policies and resources change.
Plan of Evaluation:Surveys, Statistics, and Focus Groups
Evaluation
❖ Before and after surveys are necessary to prove effectiveness
❖ Focus groups for game specific feedback
❖ In-game user statistics will track learning curve for users
❖ In-game survey
Determining Success
By User Statistics: In game
statistics per user will show if their ratio of correct answers to wrong ones increases over time. If for long time app users their answers are becoming increasingly right and their wrong answers are diminishing, then they are learning from the app.
Increased use of library resources and space: If after the
app has launched there is a sudden, unexplained jump in library usage, there may be a correlation between the game and library use.
Before and After Surveys: Before launching the app, survey undergraduates university wide through e-mail about their research habits. Survey again after the app is launched for a year to look for any increase.
Finally…. Lets Play!
Jump on board the education Game Train.
References
Information Literacy Competency Standards for Higher Education. (n.d.). Retrieved May 4, 2015, from http://www.ala.org/acrl/standards/informationliteracycompetency
Beck, D., Callison, R., Fudrow, J., & Hood, D. (2008). Your library instruction is in another castle: Developing information literacy-based videogames at Carnegie Mellon University. In A. Harris & S. E. Rice (Eds.), Gaming in academic libraries: Collections, marketing and information literacy (pp. 135-148). Chicago: Association of College and Research Libraries.
Broussard, M. J. S. (2010). Secret agents in the library: Integrating virtual and physical games in a small academic library. College & Undergraduate Libraries, 17(1), 20-30.
Cox, B., & Jantii, M. (2012). Discovering the Impact of Library Use and Student Performance. EDUCAUSE Review Online, May/June 2012.
Gallegos, B., & Allgood, T. (2008). The Fletcher Library game project. In A. Harris & S. E. Rice (Eds.), Gaming in academic libraries: Collections, marketing and information literacy (pp. 149-163). Chicago: Association of College and Research Libraries.
Gee, J. (2007). Good video games good learning: Collected essays on video games, learning, and literacy. New York: P. Lang.
References
Hahn, J. (2015, March 8). Apple starts 2015 as the top U.S. smartphone maker, Android as the top smartphone OS. Retrieved from: http://www.digitaltrends.com/mobile/apple-starts-2015-as-the-top-u-s-smartphone-maker-android-as-the-top-smartphone-os/
Kimura, H. (2014, April 5). 25 Top iOS Apps and Their Version Update Frequencies. Retrieved from https://blog.sensortower.com/blog/2014/04/15/25-top-ios-apps-and-their-version-update-frequencies/
McCabe, J., & Wise, S. (2009). It‟s all fun and games until someone learns something: Assessing the learning outcomes of two educational games. Evidence Based Library & Information Practice, 4(4), 6-23.
Office of the President. Stony Brook University Mission Statement. (n.d.). Retrieved May 2, 2015, from http://www.stonybrook.edu/pres/mission.html
O’Hanlon, N., Diaz, K., & Roecker, F. (2007). A game-based multimedia approach to library orientation. In B. Sietz, S. deVries, S. Fabian, R. Stevens, E. C. Uyeki, & A. Wallace (Eds.), Uncharted waters: tapping the depths of our community to enhance learning. Proceedings, Thirty-Fifth National LOEX Library Instruction Conference (pp. 105-109). Ypsilanti, MI: LOEX Press.
References
Rice, S. E. (2008). Education on a shoestring: Creating an online information literacy game. In A. Harris & S. E. Rice (Eds.), Gaming in academic libraries: Collections, marketing and information literacy (pp. 175-188). Chicago: Association of College and Research Libraries.
Smale, M. (2011). Learning Through Quests and Contests: Games in Information Literacy Instruction. Journal of Library Innovation, 2(2), 36-55.