Wednesday, October 24, 2012

MLA 2012, Part One


MLA Notes on several sessions:


Looking Global
By:  Dru Frykberg (dru.frykberg@state.mn.us) &
       Rachel Vilsack (rachel.vilsack@state.mn.us),

This was a surprising and very well presented program which talked about resources available for job-seekers who are fluent in more than 1 language.
Minnesota businesses are exporting more than ever, and not just the large firms. Over 97% of Minnesota exporters are small to medium size businesses. Dru and Rachel had some well thought out suggestions for how a multilingual job seeker could be helped by expanding their job search into the arena of exporters.
Qualities that these firms are searching for include
    Fluency in 2 or more languages
    Having lived or worked in a foreign country
    Being a former/current citizen of another country
    Having a unique skill set (a degree, experience, etc)
    Post secondary degrees (beyond High School)
    Export/Import experience (though not necessary, it is desirable)
    Possibly a veteran
   
The types of jobs available run the gamut from finance to marketing to law, transportation and manufacture.
One of the ways to tap into the “hidden job market” is to tailor the job search by identifying the top exporters in a specific industry, match the professional skills to the job seeker and conduct what is called these days an “informational meeting” rather than an interview. By going in to ask what the company is looking for, you create an opportunity to connect without the  stress of a formal interview. This improves the job seekers chances of networking within his target companies and creating a way for the business to identify them with any potential openings that might occur. The handouts for this session are especially useful, as they detail some of the places a job seeker might want to investigate further:

These resources will certainly be welcome to the job seeker who has the abilities needed at an exporting business. Also, just as an aside, several days after MLA ended I was asked to help a customer find information on exporting from Minnesota. I scurried to find the link to this session and he was absolutely delighted with the information provided. So, this handout can be useful in several ways.








Getting their Pinterest
By: Krista Jacobson
Minnesota School of Business – Moorhead
Kate Bessey
Central Minnesota Libraries Exchange
This session was a crash course in the social website Pinterest, which is a virtual corkboard which displays visual bookmarks and organizes your interests. By creating an account, you can bring material in from other websites (pin it) and can connect your Pinterest board to both Facebook and Twitter, though you do not need to use either of those other social websites. The only requirement for having a Pinterest account is a valid email address.
Pinterest had its public launch in March of 2010 and was declared by Time Magazine to be one of the 50 best websites of 2011. Currently, Pinterest boasts that 12% of all adult internet users are on Pinterest, while 19% of all women internet users are on Pinterest. That very nearly works out to 1 in 5 women using this social website.  The most commonly pinned areas of interest are; Food and Drink, Do-it-yourself and crafts, Home Décor and Women’s Apparel. The Pinterest site is garnering a lot of interest with advertisers, but they do not seem to be accepting ads at the present time.

There are several areas of interest that would be relevant to libraries, including Books, Writing, Photography, etc. When beginning a new account, the user would choose from a list of topics or categories of interest. If desired, Pinterest will recommend key pinners in those areas where you can look for content ideas. The user is also offered a “Pin It” button, which allows others to copy and pin content that you have added.
The Reader’s Advisory Committee is looking into how we could use Pinterest. Some of the boards that might be doable include: A new arrivals board, Books you can’t put down,  a book club board, sites of local interest for travelers to the area, etc.

Some of the libraries currently using Pinterest creatively include: NYPL, Sacramento Public, San Francisco Public  and American Libraries Magazine.
To view the handout, go to:






Going the extra MILE panel discussion:
Several people, including our own Melissa Gray, were involved in this panel discussion. The purpose of  MILE (MLA’s Institute for Leadership Excellence)  is for its inductees to learn how to advocate for libraries, specifically in MN, but also on the larger stage of the US, and to offer formal mentoring to up and coming library leaders.
One of the benefits of this program to its members is a formal mentor who is assigned to the member at the beginning of the program. Both the mentors and the mentees were extremely complimentary about their relationships and the many benefits of having a mentor outside of your own workplace, to talk about the tough issues at work, practice job interviews, etc.
They also talked about the MILE program’s impact on MLA: 3 of the last 7 Presidents of MLA have come from MILE alumni and many of the committee chairs and movers and shakers within MLA are also alumni.
The MILE program hosts a retreat every two years, where the current members of MILE go to network and learn more about their own personal leadership style. To do this, they use a tool called “Strength Finder”. To learn more, feel free to contact Melissa at Central.
(No handouts)



--Doris @Central

Learn About Makerspaces from the Innovators at Westport (CT) Public Library





Learn About Makerspaces from the Innovators at Westport Public Library

Presented by
Maxine Bleiweis Library Director and Bill Derry Assistant Director for Innovation & User Experience

Key phrases

Collection development --> connection development
Information age --> imagination age
Learning-centric
Democratizing production
Recouping people space from stack space


Preparing for a makerspace

Need a receptive community; staff have to own the change
Included ‘making things’ in some staff meetings – a chance to see each other’s     talents
Added a PLAY section to monthly library reports
Hosted a Mini Maker Faire at the library
Committee of community members planned – recommend 6 months to a year to plan
Acquired a license and Mini Maker Faire Playbook from Make (owners of the Maker Faire brand)
Had all of the staff attend and 50 volunteers
Speakers, gaming, pottery inside; large tent outside, electrical power, robotics & more
2200 attendees --> tipping point that made building a makerspace possible

The Maker Space

Located right in the middle of their library space and designed to be easy to look inside
and watch makers at work
The library invited an architect/engineer to be a maker-in-residence
Joseph Schott designed an installation for the library – an airplane that will eventually hang from the ceiling
Received donations from companies/community
Staff held a press conference and ribbon-cutting at the library
Patrons using the space have to be open to answering questions from other community
members, contributing to the collaborative atmosphere
Space has been used by all ages – ‘8 to 80’
Includes building blocks and other toys for kids
Committee of community members trains volunteers for the space – they also have a
private blog to explore ideas together
Anyone can apply to be a maker online
Participatory learning: one example they gave was when a young student learned about ratios by working with the maker-in-residence on the airplane project. He had originally just planned to study the concept with a family member.
Cost is low overall
Maker-in-residence has a stipend
Many donations, including their $2,000 3D printer. Mentioned the specific cost of plastic for the 3D printer: $35-50 for a roll that lasts a long time


Related resources

A New Culture of Learning: Cultivating the Imagination for a World of Constant Change
by Douglas Thomas & John Seely Brown
Learning Everywhere: How Mobile Content Strategies are Transforming Training
    by Chad Udell
Libraries and Museums in an Era of Participatory Culture – A partnership project of the
Salzburg Global Seminar and the Institute of Museum and Library Services
Library Journal article on the Maker Space
TED talk by publisher Dale Dougherty
Hosting a Mini Maker Faire http://makerfaire.com/mini/


View the presentation or slides




--- Leslie @Sun Ray

Monday, July 02, 2012

WE'VE GOT APPS

We have had a lot of publicity about the Overdrive and 3M Cloud Library apps, but are you aware of the other apps the library has to offer patrons with smartphones and tablets?





  • SPPL Mobile (All major smartphones) --There were 952 users of our mobile app in May. Most users check their account or look for items in the catalog. You can also look for events, find out about new items, and connect to our Twitter and Facebook accounts. The link “More E-Books” will let them browse, place holds, and check out e-books from OverDrive. 



  • Freegal (Android, iOS)-- Freegal now has an app that lets you search for and download your 3 songs per week. They will only play in the app, however - they do not transfer to the devices’ built-in music player such as iTunes or Google Play. It is an easy way to download songs if you are away from a computer. Your downloaded songs are saved for two weeks and can be re-downloaded up to 2 times within that time period.


  • AccessMyLibrary (Android, iOS) -- This is the app for Gale’s databases (Grzimek’s Animal Life, Biography in Context, Business and Company Resource Center, Kids InfoBits, Discovering Collection, Expanded Academic ASAP, Price It!, Literature Resource Center, etc.). It actually finds where you are located and offers you a map with nearby libraries. Just click one and you are ready to go -- easier than on a computer. The actual databases are not optimized for mobile viewing, so they can be hard to use on smaller screens. 


  • EBSCOhost Mobile (Android, iOS) -- The app for EBSCO requires signing into a computer first. Clicking the link at the bottom of any EBSCOHost screen will send you an email.  Opening it on your device and clicking the link authenticates the app. I find it more mobile-friendly than AccessMyLibrary on smaller screens. EBSCOhost e-books are not available on the app. 


  • OneClick Digital (iOS) - Recorded Books now has an app for downloading e-audiobooks. After creating a OneClick Digital account on a computer, just click “Check Out Now” in the app and the book downloads to the device. It’s almost too easy -- a  “your book has downloaded successfully” note would be welcome.  An Android version of the app is coming.




For more information, check out our apps page here: http://www.sppl.org/downloads






--Andrea @Central (with assistance from Melissa Gray and John Larson)

Sunday, June 24, 2012

GAMES, LEARNING AND SOCIETY CONFERENCE


Water shoot-out during rush hour in Amsterdam.



Does a conference on Games, Learning and Society sound counter-intuitive to you?  The negative stereotype of games is that they are the complete opposite of both learning AND society. However, since most children spend more time on games per day than any two academic subjects, it may be useful to find out what games have to teach us about learning. As keynote speaker Reed Stevens (who has worked with YouMedia in Chicago) says, “games are better designed than curricula”. 




  • Games can be mastered by anyone who wants to play, while some people feel that formal learning is only for “academic types”.

  • Failure is a part of games - the expectation is that you will fail over and over again. In academic and work settings, failure can be serious and shaming, even though it is a necessary part of learning.  As one presenter said, “failure needs a better publicist.”

  • Assessment is fun in games, but really boring in education or work

  • People play games for their own sake, not for an external reward. If you only play for a reward, it’s a bad game.

  • In games, you are the “hero” and are capable of heroic deeds. In life, you may feel unimportant. Some believe that we can help the world by harnessing the power of games to solve real-world problems.

  • Games reward kinesthetic learners -- those who learn by doing something physically. Educational institutions and libraries don’t always have outlets for them.

  • Games enforce positive social norms. Players who only think of themselves or who treat others badly are given negative labels like “munchkin” or “troll” and avoided.

  • Multi-player online games can actually make one civic-minded and more likely to vote or protest, creating social groups like the bowling teams of yore.

  • Games from World of Warcraft to European board games have rich, reliable sources of information on how to play games, with many players happy to help with useful information. Finding information for education or work can be intimidating. 





Like games, libraries at their best create a “magic circle”--  a safe space for learning and experimentation. Games aren’t just for teens -- games can help seniors learning computers and staff on Customer Service Improvement days. What would you “gamify?”





INTERESTING PROJECTS:

A curriculum for teaching kids how to make their own video games with the free software Kodu
(http://en.wikipedia.org/wiki/Kodu).

A class combining computer programming and English by creating interactive fiction (similar to old-school text-based games like Adventure or Zork)

Motion capture games that teach chemistry and physics.





BIBLIOGRAPHY:

Homo ludens; a study of the play-element in culture.


“Jerked Around by the Magic Circle”                                    

The well-played game : a player's philosophy

Electronic literature : new horizons for the literary

What video games have to teach us about learning and literacy

   
“In-Game, In-Room, In-World: Reconnecting Video Game Play to the Rest
of Kids’ Lives”


 
   

REACTIONS AND RECORDINGS:


Recordings of presentations from GLS 8.0

Blog post: Games + Learning + Society = Winning


GLS 8.0 Storify





--Andrea @Central

Thursday, June 07, 2012

Trends in adolescent brain development: Implications for youth practice and policy

Trends in adolescent brain development: Implications for youth practice and policy


This symposium featured the speakers Abigail A. Baird and Larry Steinberg.

Adults often forget what it is like to be a teen. Learning about how the adolescent brain develops can help us understand and work with them.

Adolescent brains are already mature intellectually, but the part of the brain that learns from experience (avoiding foods that make you sick, not touching a hot stove) develops last. Also, impulse control is low just as emotions are running at their highest. This leads to risk-taking behavior, so adults have to help them to think before they act.

Risk-taking is not all bad -- teen take risks when they reach out to a peer group. Adults feel “dumped” by teens, but just because they are focussing right now on how to interact with their peers, it doesn’t mean that what adults told them doesn’t get through. Peer pressure can be positive-- a teen might take an AP class or join Mathletes to be with their friends. Adults should be kept out of some teen stuff -- they need it to grow.
On the other hand, teens will sometimes change their stated opinion in a group situation to match that of a friend or someone who appears dominant in the group (which happens with adults too).

Teens see the benefits as higher than costs of risky behavior. They are more attentive to rewards than punishments. It is the same in all countries, cultures, and economic levels.

Adults need to keep talking to teens and helping them, while giving them time alone with peers as a necessary process of growing up. Be proactive about positive peer pressure.



A recording of the symposium is available here.


--Andrea @Central