2 research outputs found
Becoming a Science Librarian: Accident, Serendipity, or Purposeful Plan?
Increasing concern has been expressed in the literature regarding the recruitment and retention of qualified librarians within the profession. Science and Technology Libraries share equally in considering the consequences of this trend. Two Science Librarians, neither possessing a degree in the sciences, will discuss the skills, competencies, and experiences that enable them to thrive in a challenging and dynamic work environment. Descriptive statistics from a survey of other newly hired science librarians, regardless of their science background, will also be incorporated. In addition to exploring perceived strengths, this paper will address the possible disadvantages that the lack of a science “background” may present. Science background will be discussed in terms of having previously obtained a degree in the sciences. The approach to the topic is from the perspective of the new hire (not necessarily a “new” librarian), rather than that of the hiring institution; however, strategies and methods that are useful to both groups will be offered.</p
Your Library Instruction is in Another Castle: Developing Information Literacy Based Video Games at Carnegie Mellon University
Being part of an institution possessing a world-renowned computer science school and a reputation for developing innovative new technologies, the University Libraries at Carnegie Mellon were motivated to explore a new method of information literacy instruction. This method was to be the creation of a web-based video game. Through a $50,000 grant from the Buhl Foundation, awarded in the Spring of 2006, the University Libraries began developing a series of “web-based instructional modules." [1] The University Libraries soon formed a representative group of three librarians, self-dubbed the Library Arcade (LA) Committee, to help define how to best transmute the goals of traditional "information literacy" instruction into a video game format. The committee began this process by investigating the past and current trends in video game culture