Monday, October 21, 2013

OverDrive Digital Library



Even if you haven’t heard of overdrive, you’ve probably used it, if you have viewed an eBook or online article or magazine from your local library or mel.org.  You can check to see if your library participates in Overdrive by clicking on the link Library Search.  Overdrive host, maintains collections and distributes material for library collectives like Up North Digital and MeL.org.
 Up North Digital Collection
  Overdrive interacts with most library systems, so patrons are unlikely to notice when they are accessing overdrive content.  While you probably haven’t noticed overdrive in the past you will likely come in contact with overdrive in some form in the near future, if you use a mobile device to read, listen or watch content from your libraries digital content catalog.  New apps have emerged to make accessing e-content easier for users of overdrive. 


“To use OverDrive’s titles, your students will need to install two free software applications on their computers; the OverDrive Media Console (for audiobooks, music and video) and Adobe Digital Editions (for eBooks). For Android phones and tablets, iPhone and iPad, BlackBerry, and Windows Phones, just OverDrive Media Console (audiobooks and eBooks).”[i]

Overdrive also provides statistical data reports on usage for their libraries, as well as, web based training for library staff in the use of the overdrive system; including managing content collections and marketing.   In addition, Overdrive provides 24/7 access to digital content and title transferring between mobile devices.

There are a few short comings associated with overdrive.  The first and what I believe is the biggest downside of what could make eBooks the biggest advancement since moving from rollout scrolls to paged material; limited eBook copy access.  Only the number copies available can be checked out, so, if there is only one digital copy available— only one copy can be checked out at a time.  Unless, in the rare circumstance a library, participating in Overdrive, has paid for unlimited copy access for that specific eBook, then unlimited checkouts of that eBook can be checked out. 


 Another problem with Overdrive is that only material bought through Overdrive may be used in the Overdrive system.  That means libraries that find e-material cheaper somewhere else, cannot add that material to their Overdrive library collective.  How does this affect your participating library further?  Only retailers and publishers that partner with Overdrive for e-content distribution, can be purchased from by libraries for use in Overdrive. 


[i] FAQ | OverDrive - Global distributor of digital eBooks, audiobooks, music & video for library, school & retail. Accessed on Oct. 19, 2013 from http://www.overdrive.com/education/k-12-schools/faq/

Level Up: Achieve More At Your Library Through Gamification

Posted by Michael Curcuruto

Take an activity like going to the library to check out an audio-book before your next vacation. This may seem like a mundane activity for most individuals but imagine that this simple activity was suddenly to become a “quest”. Your ultimate goal is to check-out the audio book before some other competitor (patron) reaches the prized possession (audio book). Every traffic light, slow-moving vehicle, and pot-hole thus becomes an obstacle that you must defeat in order to progress through the quest and receive your prize. You ultimately achieve your goal and were awarded with a “badge” of honor for your valiant effort and you could display it proudly on your Facebook-Wall for all to admire your awesomeness. 

You just experienced a form of Gamification.


Image Source: http://weplay.co/more-than-just-badges-we-plays-definition-of-gamification/

What exactly is Gamification? 

Here's a definition:
Image Source: http://www.dashe.com/blog/lcbq-2/gamification-in-workplace-learning-the-role-of-play/











Gamification is thus adding game like dynamics (levels, points, achievements, badges, etc) to everyday situations. Gamification is becoming increasingly popular in corporate, academic and library settings. According to author Bohyn Kim (2013) in the article Keeping Up With…Gamification, “gamification can add an extra level of motivation and incentive to many higher education activities”. The motivation to achieve more “points” (higher grades) or “badges” (visual representations of acquired skills) can be strong enough to prompt an individual to study harder or learn a new skill in order to “win” the game of life (pass a class, get a new job, etc.).


One of the leaders in gamification and badge based learning is Mozilla. In the case study Mozilla Open Badges authors Erin Knight and Carla Casilli (2012) stated that, “Mozilla Open Badges is an initiative exploring alternative ways for learners to receive recognition for skills and achievements gained outside of the school environment, such as open credentialing and accreditation for all types of learning, including informal and interest driven” (p. 279). The digital badges can then be displayed and shared on various websites, personal resumes, or stored in Mozilla’s virtual backpack that is created for each user to store badges.

Here is an infographic on the Mozilla OpenBadges concept:
 
Image Source: http://openbadges.org/about/


 For more information please visit the Mozilla OpenBadge Project

Gamification and Libraries 

Much informal and interest driven learning takes place in a library. A library then becomes the ideal setting to develop and utilize gamification initiatives such as badge based recognition. A library could develop badges that represent the completion of various tasks and skills acquired through their particular institution. For example, there could be a badge issued for someone taking a computer class on how to use Microsoft Excel or a badge issued for library users who learn how to place an item on hold through an online catalog. The possibilities are numerous and are only limited by an institutions imagination. 

Examples of Libraries Using Gamification 

The University of Huddersfield Library in the U.K: Lemontree project
Students make their library card go from cold to hot by doing various activities at the library.
Image Source: https://library.hud.ac.uk/lemontree/about.php














Image Source: https://library.hud.ac.uk/lemontree/about.php










Nightmare on Vine Street (University of Tennessee)



A video presentation by Dr. Scott Nicholson from the Syracuse University School of Information Studies where he explains the concepts of gamification and the ways it can be used in libraries.


A list of further examples of gamification in libraries can be found here.

Discussion: Does your library have any type of gamification process in place? How have you experienced gamification in the past or is this your first time being exposed to this concept?  Do you see this as a valuable tool to use in a library/information setting or is it just a fad?


References:

Kim, B. (2013, May 21). Keeping up with…gamification. American Library Association. Retrieved October 17, 2013 from http://www.ala.org/acrl/publications/keeping_up_with/gamification

Knight, E., & Casilli, Carla (2012). Mozilla open badges. In D. Oblinger (Ed.), Education and information technologies (pp. 279-284) Retrieved October 17, 2013 from http://net.educause.edu/ir/library/pdf/pub7203cs6.pdf

Collaboration | Creation | Community: Library Makerspaces

Posted by William Rutger

As libraries continue to meet the needs of their patrons, they have begun to evolve from the traditional material-driven place of information to a collaborative, hands-on community of learning. Makerspaces are one service that has developed from this emerging landscape. So what are Makerspaces and why are they important? Lucky for you, the EDUCASE Learning Initiative (2013) has identified 7 things you should now about Makerspaces:

What is it? Makerspaces are hands-on, mentor-led learning environments that foster experimentation, invention, creation, exploration and STEM (science, technology, engineering, and mathematics) learning. Simply put, it is a place to create anything you can imaging – crafts, electronics, digital works, or just ideas.



How does it work? They tend to be heavy on the technology, given that they developed from the hacker culture. The tools that are traditionally available in Makerspaces include but are not limited to; 3-D printers, laser cutters, Play-Doh, jump wires, hot glue guns, software platforms, foam board, LEGOs, cardboard, rockets, gears, circuit boards, computer assisted drawing software, LED lights, duct tape, sensors, Raspberry Pis, sewing machines, musical instruments, cameras, voice recorders and computers (Britton, 2012).


Image Source: http://blog.parts-people.com/wp-content/uploads/2012/01/raspberrypi21.jpg
Who’s doing it? Libraries have developed an interest in employing Makerspaces in order to strengthen community based, participatory learning, particularly for critical thinking, problem solving, collaboration and STEM engagement.

Why is it significant? Patrons are able to become consultants, designers, and builders, also known as makers. The zones of self-directed learning where the maker has ownership of the projects – from idea to design to construction to application.

What are the downsides? Space and cost. Equipment, especially 3-D printers and laser cutters, can be both expensive and require adequate work room.

Where is it going? Global learning environments with connected spaces that will allow makers to collaborate with other makers from anywhere. 


Image Source: http://media-cache-ec0.pinimg.com/236x/36/ef/69/36ef69fc1999a24eeddc470d65c2710b.jpg
What are the implications for teaching and learning? Author and participatory learning advocate, Buffy Hamilton (2012) argues that Makerspaces emphasize 21st century skills, encouraging digital literacy as well as participatory learning which encourages these principles:
  •  Heightened motivation and new forms of engagement through meaningful play and experimentation
  • Opportunities for creating using a variety of media, tools and practices
  • Co-configured expertise where educators and students pool their skills and knowledge and share in teaching and learning
  • An integrated engagement through meaningful play and experimentation where connections between home, school, community and world are encouraged.                                                     
Can you see a Makerspace in your library? Is this a passing fad or a sustainable service libraries can provide? If you already have one (or seen one in action), what are your thoughts?

Additional Resources:

References:
B. Hamilton. (2012, June 28). Makerspaces, Participatory Learning, and Libraries. Retrieved
Britton, L. (2012). The Makings of Maker Spaces. The Digital Shift: Library Journal. 

EDUCASE. (2013). 7 Things You Should Know About…Makerspaces. ELI. Retrieved from