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Full-Text Articles in Education

Students To The Front: Using Participatory Design Techniques For Oer Advocacy, Marisa Petrich Apr 2021

Students To The Front: Using Participatory Design Techniques For Oer Advocacy, Marisa Petrich

Library Publications and Presentations

This poster outlines the content, activities, and assessment data from a textbook affordability workshop for students. The workshop implemented a combination of informative content and participatory design activities that enabled the students to develop and build consensus around their own advocacy action items. By the time the workshop concluded, the team had identified three possible activities they could complete as a group to advocate for Open Educational Resources and other affordable learning materials on campus. Supplementary resources for viewers to use or adapt themselves are also available.


Digital Commons Report For Fiscal Years 2017-18 Through 2019-20, Andy Prock Jul 2020

Digital Commons Report For Fiscal Years 2017-18 Through 2019-20, Andy Prock

Library Publications and Presentations

This report studies the growth of Ursinus College's institutional repository over a three year period. It includes readership statistics, growth activity and a collections analysis. It also discusses opportunities for the repository to support the curriculum and mission of Ursinus College.


Empowering Creators: Student Agency And Digital Safety In Alternative Assignments, Marisa Petrich, Erika Bailey Apr 2020

Empowering Creators: Student Agency And Digital Safety In Alternative Assignments, Marisa Petrich, Erika Bailey

Library Publications and Presentations

This poster focuses on critical questions and examples of how student agency, privacy, and intellectual freedom can become a focus of open pedagogy and alternative assignments.Increasingly, instructors are offering opportunities for students to publicly share their work online — be it a class website, blog, or paper alternatives such as podcast episodes or short videos. These assignments have great potential to impact students’ digital identities and awareness of their own intellectual property rights beyond the parameters of the academic environment. This takes on increased importance when we consider that students from already marginalized identities may be more vulnerable to online …


Engaged Learning In Community: At Wacc And In Your Canvas Course, Heather Newcomer, Marisa Petrich Mar 2019

Engaged Learning In Community: At Wacc And In Your Canvas Course, Heather Newcomer, Marisa Petrich

Library Publications and Presentations

This workshop offers participants the opportunity to learn from our failures and successes (as well as share their own) and highlights of best practices for online engagement from the literature. We'll discuss building an intentional culture of community into your classes and encouraging substantive engagement with social presence, socratic questions, and synchronous course elements. A recorded version of Engaged Learning in Community is available via the previous link.


Brawling In The Library: Gaming Programs For Impactful Outreach And Instruction At An Academic Library, Angela M. Vanden Elzen, Jacob Roush Apr 2013

Brawling In The Library: Gaming Programs For Impactful Outreach And Instruction At An Academic Library, Angela M. Vanden Elzen, Jacob Roush

Library Publications and Presentations

Academic libraries not only need to focus on instructing students about library resources but also need to actively reach out to them. One way to accomplish this is to integrate gaming into library programming and instruction. The staff of the Lawrence University Seeley G. Mudd Library has been successfully incorporating games into library outreach programming. This article explores the various ways academic libraries have been integrating games into instruction and programming and provides advice and anecdotal evidence from programming experiences at the Seeley G. Mudd Library.


Beyond A Fad: Why Video Games Should Be Part Of 21st Century Libraries, Kym Buchanan, Angela M. Vanden Elzen Jan 2012

Beyond A Fad: Why Video Games Should Be Part Of 21st Century Libraries, Kym Buchanan, Angela M. Vanden Elzen

Library Publications and Presentations

We believe video games have a place in libraries. We start by describing two provocative video games. Next, we offer a framework for the general mission of libraries, including access, motivation, and guidance. As a medium, video games have some distinguishing traits: they are visual, interactive, and based on simulations. We explain how these traits require and reward some traditional and new literacies. Furthermore, people play video games for at least three reasons: immersion, challenge, and connection. Finally, we offer guidelines and examples for how librarians can integrate video games into library collections and programming.