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Trends in teaching information literacy

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Slides from the Oct. 13, 2016 Library Connect Webinar with Chris Morrison, Copyright and Licensing Compliance Officer, University of Kent; Jay Bhatt, Liaison Librarian, Engineering, and Daniel Christe, Research Associate, Drexel University; and Katy Kavanagh Webb, Assistant Professor | Head, Research and Instructional Services, J.Y. Joyner Library, East Carolina University.

To view the webinar: http://libraryconnect.elsevier.com/library-connect-webinars?commid=222419

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Trends in teaching information literacy

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  2. 2. Chris Morrison, University of Kent https://copyrightliteracy.org @UKCopyrightLit COPYRIGHT THE CARD GAME: WORKS, USAGES, LICENCES AND EXCEPTIONS @cbowiemorrison c.morrison@kent.ac.uk http://blogs.kent.ac.uk/copyrightliteracykent/ 13th October 2016, Library Connect Webinar
  3. 3. CHRIS MORRISON @cbowiemorrison
  4. 4. FREE* STUFF!!! **DOWNLOAD THE FULL COPYRIGHT CARD GAME RESOURCES HERE** *Free as in beer, and free as in speech
  5. 5. @cbowiemorrison @jsecker COPYRIGHT LITERACY @ukcopyrightlitWhy copyright education is a fundamental part of digital and information literacy [blog post]
  6. 6. THE OPPORTUNITY
  7. 7. INSPIRATION Can I Copy? Copyright Snakes and Ladders © 2014 Annette Moore, University of Sussex Icon Right Description Attribution (BY) Licensees may copy, distribute, display and perform the work and make derivative works based on it only if they give the author or licensor the credits in the manner specified by these. Share-alike (SA) Licensees may distribute derivative works only under a license identical to the license that governs the original work. (See also copyleft.) Non- commercial (NC) Licensees may copy, distribute, display, and perform the work and make derivative works based on it only for noncommercial purposes. No Derivative Works (ND) Licensees may copy, distribute, display and perform only verbatim copies of the work, not derivative works based on it. https://creativecommons.org
  8. 8. THE LEARNING The Hand, Frank R. Wilson
  9. 9. THE CREATIVE PROCESS
  10. 10. HOW THE GAME WORKS Works usages licences exceptions
  11. 11. HOW THE GAME WORKS Each round focuses on one ‘suit’ Each team gets one deck of cards Each team must nominate a card handler Answers to the scenarios are given by playing the cards Teams are encouraged to confer and agree answers
  12. 12. WHY THE GAME WORKS "best session on copyright I have ever attended. great game format make me think about the issues" “Very informative, in small chunks of information and mixed with group interaction. I learned a lot in the two hours and consolidated some previous knowledge also. Explain concept to team mates or discussing possible options, it made it clearer for myself.” “It is a fun way to approach a fairly turgid subject” “It was a lot of fun, copyright can be a lot to chew and this session made it easy to digest... The cards were very well done, the activity was clear which made it a lot more fun.” “I found innovative the presentation of copyrighting issues through an interactive workshop.”
  13. 13. COPYRIGHT LITERACY RESEARCH © © Click here for ECIL 2016 phenomenography research Click here for lecture recording surveyClick here for UK Copyright Literacy survey paper
  14. 14. COMMUNITIES OF PRACTICE
  15. 15. WHAT NEXT? New Game: The Publishing Trap Runners up at LILAC 2016 Lagadothon - Click here for video Read the book: Click here for information and here for a free chapter download
  16. 16. A Game-based Learning Approach to STEM Information Literacy Jay Bhatt|Liaison Librarian for Engineering| bhattjj@drexel.edu Library Academic Partnerships, Drexel University Libraries Elsevier AES-LAB Primary Advisor Daniel Christe| Research Associate|dic24@drexel.edu Dept. of Mechanical Engineering & Mechanics, Drexel University Center for Functional Fabrics, Drexel University Elsevier AES-LAB Innovation Advisor Co-developers: Savannah Lee, Rishiraj Mathur, Krzysztof Mazur, Krishna Dhanni, Aakankschit Nandkeolyar
  17. 17. 17 Empowering Engineers with Information
  18. 18. 18 2016 Engineering Academic Challenge
  19. 19. 19 Based on Knovel + EV
  20. 20. 20 Based on Transdisciplinary Themes WEEK 1 - Energy for a Sustainable Future WEEK 2 - Connectivity in the 21st Century WEEK 3 – The Future of Making WEEK 4 – The Future of Medicine WEEK 5 – The Future of Transport
  21. 21. 21
  22. 22. This?
  23. 23. Or this?
  24. 24. games = structured play 24
  25. 25. games = unnecessary obstacles voluntarily overcome 25
  26. 26. 26 • Microcosms of the real world • Challenging…but doable • Progressively harder • Instant feedback • “Just-in-time” learning • FUN !!!! Game Design Principles || Active learning
  27. 27. Drexel University Libraries Strategic Plan
  28. 28. 29 Scenario You just received an interview for a job a Instagram! As part of the interviewing process, the Human Resources department has sent you a short timed task with two questions. Question 1 At Instagram,we use high and low pass filters to adjust images and manipulate them in different ways. Sometimes we can use a linear combination of wavelets to filter an image signal. Wavelet bases for a nested sequence of vector spaces of functions have finite energy. A filter operates on a signal, creating a new signal. Connectivity in the 21st Century
  29. 29. By Students….for Students
  30. 30. 31 Campus Engagement
  31. 31. 33 Excitement
  32. 32. 34 Epic Wins!
  33. 33. To download our whitepaper and register for the 2016 Engineering Academic Challenge: Visit: https://eac.elsevier.com/sign-up/
  34. 34. • Would love to learn more from your experiences • Thoughts and questions Jay Bhatt Liaison Librarian for Engineering http://www.library.drexel.edu/ bhattjj@drexel.edu 215-895-1873 10/13/2016 36 Thank You!
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