152 research outputs found

    The evaluation challenge

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    For years writers concerned with information literacy (IL) – essentially the knowledge, skills and understanding needed to find and use information effectively – have stressed the importance of learners evaluating the material with which they come into contact whilst searching. As many commentators explain, the need to make sound judgements has become especially important today, since so much information searching now involves the World Wide Web. The evaluative framework proposed in this article was designed with the aim of helping to narrow the gap between discoveries emerging from research and the teaching of IL

    Research into Refugees & Asylum Seekers (RAS) Library/Information Needs

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    Facilitating pupil thinking about information literacy

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    Whilst information literacy is frequently taught through the imposition on learners of an established framework, this paper suggests a different approach by taking a lead from James Herring’s ideas. Specifically, it provides guidance to school-based information professionals who would like to encourage their pupils to devise their own flexible, information literacy models which are unique to them. Drawing on existing material in information science and wider thought, it proposes areas for coverage and considers how information professionals may support the dynamic process of model construction. It is recommended that those who are intent on facilitating the creation of personal information literacy models help pupils to identify the roles they take on in their lives, to reflect on the information needs that result, to ascertain the information they require in particular situations, to explore their information-seeking activities, to consider means by which information can be captured and to give thought as to how the information they have accessed may be used. This framework is, however, by no means rigid and readers are, of course, free to make their own adjustments

    Transforming students through peer assessment and authentic practice

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    This briefing document reports on a seminar where participants were provided with the opportunity to consider how they can provide authentic assessment and involve students as peers and mentors in the assessment process within their own discipline areas. The session explored the potential benefits of these approaches and also addressed the fears and possible drawbacks of such approaches, creating the opportunity to explore these in more detail and discuss solutions and approaches to avoid. The workshop was built around three different experiences of assessment practice in the higher education sector. It used a combination of speed geeking and a world cafe to allow participants to move around the room and listen to a short presentation on each experience and contribute to a related question in a conversational manner. The first experience was based on the use of students to provide feedback to their peers on formative work. The second experience used students from one subject area to help ‘mentor’ students in a different subject area. The final experience used a conference with external delegates to provide an authentic assessment experience for students

    Young people and the evaluation of information on the World Wide Web: Principles, practice and beliefs

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    A recurrent theme in LIS literature is the tendency of young people not to evaluate rigorously the information with which they come into contact. Although many information literacy models stress the need to take a critical approach, the reality of behaviour is often very different. Recent research conducted in an English high school has explored the importance that teenagers attach to ten particular evaluative criteria. 149 youngsters contributed data via an online questionnaire. Participants felt that information on the Web should be current/topical, free from spelling and grammatical errors and easily verifiable elsewhere but authorship was much less of a priority to them. The findings are likely to be of special relevance to information literacy teachers who are defining priorities for their own programmes

    Bringing technical authoring skills to life for students through an employer audience

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    It is crucial that students in the computing area are equipped with strong research and technical authoring skills and expertise. These are transferable lifelong skills which are sometimes difficult to develop and can be viewed as ‘dull’ by the students. This study explores a more authentic and lively approach to delivering and assessing a module on technical authoring to undergraduate computing students. Students were asked to produce work for presentation at a conference aimed at external participants mainly from local industry and business. This challenged the students in terms of their technical authoring skills and brought a professionalism and realism to the module. There were other less obvious benefits from this approach. Students gained in confidence through the work they presented but also through being ‘delegates’ at the conference and engaging in the question and answer sessions. Student feedback on the module was positive and constructive and their assessment work was of a high standard

    Users' trust in information resources in the Web environment: a status report

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    This study has three aims; to provide an overview of the ways in which trust is either assessed or asserted in relation to the use and provision of resources in the Web environment for research and learning; to assess what solutions might be worth further investigation and whether establishing ways to assert trust in academic information resources could assist the development of information literacy; to help increase understanding of how perceptions of trust influence the behaviour of information users

    The onus on us? Stage one in developing an i-Trust model for our users.

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    This article describes a Joint Information Systems Committee (JISC)-funded project, conducted by a cross-disciplinary team, examining trust in information resources in the web environment employing a literature review and online Delphi study with follow-up community consultation. The project aimed to try to explain how users assess or assert trust in their use of resources in the web environment; to examine how perceptions of trust influence the behavior of information users; and to consider whether ways of asserting trust in information resources could assist the development of information literacy. A trust model was developed from the analysis of the literature and discussed in the consultation. Elements comprising the i-Trust model include external factors, internal factors and user's cognitive state. This article gives a brief overview of the JISC funded project which has now produced the i-Trust model (Pickard et. al. 2010) and focuses on issues of particular relevance for information providers and practitioners

    A Case Study of Using Online Communities and Virtual Environment in Massively Multiplayer Role Playing Games (MMORPGs) as a Learning and Teaching Tool for Second Language Learners

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    Massively Multiplayer Online Role Playing Games (MMORPGs) create large virtual communities. Online gaming shows potential not just for entertaining, but also in education. This research investigates the use of commercial MMORPGs to support second language teaching. MMORPGs offer virtual safe spaces in which students can communicate by using their target second language with global players. Using a mix of ethnography and action research, this study explores the students’ experiences of language learning and performing while playing MMORPGs. The results show that the use of MMORPGs can facilitate language development by offering fun, informal, individualised and secure virtual spaces for students to practise their language with native and other second language speakers

    Moving between virtual and real worlds: second language learning through massively multiplayer online role playing games (MMORPGs)

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    Massively Multiplayer Online Role Playing Games (MMORPGs) bring players together in a large virtual community. This type of online gaming can serve many purposes such as entertainment, social interaction, information exchange and education and is now an integral part of many people's lives particularly the younger generation. This research study investigates the use of openly available MMORPGs to supplement second language teaching for higher education students. MMORPGs provide informal virtual worlds in which students can communicate in their second language with people from across the globe. The research approach combines ethnography and action research in the virtual and real worlds. In the real world the researcher observes the interaction with the MMORPGs by the students both through their informal discussion in the classroom and through screen video captures of their game play in the MMORPG. In addition the researcher takes on the role of a character within the MMORPG allowing for observation inside the virtual world from the viewpoint of another game character. Through action research, the researcher observes, plans and then interacts with the students' MMORPG characters within the game. This enables the researcher to provide anonymous but tailored support to the students including advice on the game play, a confidence boost where needed, a friendly face where needed and some support around language issues. In the real world, action research is also used to provide tutorial exercises and discussions based on the students' experiences with the MMORPG, facilitating further enhancement opportunities for their language development. This paper concludes that MMORPGs provide a safe, relaxed and engaging environment in which students can practice and improve their language skills
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