Tutorials: June 2011 Archives
This presentation from netflix CEO Reed Hastings made me rethink PPT a little bit. It was designed to be "read" not presented....and I did...through all 128 slides of it...Why?
-I was interested
-the slideshare interface was easy to click through
-engaging, clear points
-clear organization with where I had been and where I was going
Do others have PPTs they like? Any Library examples?
Here are some notes from the following session (I will post slides and recording when they are posted):
Kate's random notes...
- With new models of reference and new people on our desks...need for systematic reference competencies through RRC
- Developed 11 core competencies
- stripped out subject specific tools and focus on overarching skills all staff needed
- Reference interview was challenging to teach via traditional ways (e.g. screen cast, webpage, quiz, etc.)
- Reference interview usually taught by shadowing and by example--not scalable--fewer reference question so hard to see breadth and also many modes (chat, email, phone, etc.)
- What would the people do and how can we assess performance?
- Useful model is branching narrative--choose your own adventure (aka familiar with librarians)-interactive story with different endings
- Identified 4 patron groups and 4 modalities (ways we interact with groups)
- Identify working examples to use and model work on--helpful when you are working with something new --connect with haji kamal
- How can games help us learn? Situated context very powerful, allows you to create a performance based task (not information based task) and includes the role of feedback (e.g. character falls in pit and dies--you need to change strategies)
- Design Model they laid out (modeling, story building, prototyping, production, implementation, evaluation)
- Modeling: identify competencies, gather experts, collect anecdotes (common examples), expert/partly/novice reactions (task analysis of reference interview)
- Partly helps us think about what happens in practice and improve practice
- Story building: each story needed a intro, goal, and characters
- Scripting: situation (text and prompt), assistant't text, choices, feedback
- Assistants give advice (two different perspectives on choices)--adds important element to give information to help them make the decisions (takes away the guess element of traditional multiple choice)
- Have them learn through the process of assessing -2 or 3 choices per situations (and possible outcomes e.g. good, acceptable, poor, fail)--hence can be repayable for future learning
- Mapping scripts and branches with Google Docs
- Prototyping--using powerpoint, using linking features---tools aren't that important--
- Production--translate PPT to captivate (using SCORM--backend reporting system--to have it talk to Moodle and record decisions made by users to have a conversation about practice as part of training program)
- Did the modeling without an example situation--so it was focused on best practice not on a specific situation
- How going to assess? Embed, debrief, survey, --player is making decisions, starting off conversation with supervisor, survey to see overtime if desk services improves
- Vital to think on how can we meet learning objectives--can spend too much time focusing on tool and miss the point of the whole thing
- Also added benefit was professional development --hard to build and model practice and spent many weeks shaping competencies which help build practice for all
- DEMO--combination of images, cartoon style, audio, not trying to be a "you gotcha" and instead make it more subtle
- Working to codify this work to share with other groups/institution
- Building capacity important
- In certain situations Lee (the character) does walk out with a smile on but fails--which is why we are different than basic customer service (and why other training don't necessarily work for us on this competencies)
- Partly right is challenging to write but also useful for the learning conversation
Tutorial Description: Based on the multimedia game, Scene It, Library Scene: Fairfield Edition provides an interactive game that combines animation and live action to orient students to the DiMenna-Nyselius Library. The game has four sections that highlight key library floors and services. Following each session students are presented with four challenges. The challenges are presented in a variety of formats including multiple choice questions, word puzzles, and picture matching.
Q: What was the motivation behind the development of Library Scene?
A: We created the interactive game, Library Scene: Fairfield Edition, to instruct first semester freshmen about library services and to orient them to our building. We needed to create something that would meet both our needs to engage students and to achieve our instructional goals. We chose to base the concept on the popular DVD game, Scene It, since it incorporates multimedia elements as well as traditional game play techniques.
Read more of the interview: http://www.ala.org/ala/mgrps/divs/acrl/about/sections/is/projpubs/primo/site/2011march.cfm