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Social and Behavioral Sciences Commons™
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Full-Text Articles in Social and Behavioral Sciences
Blockchain In Libraries, Michael Meth
Blockchain In Libraries, Michael Meth
Faculty Research, Scholarly, and Creative Activity
This issue of Library Technology Reports (vol. 55, no. 8), “Blockchain in Libraries,” examines the application of blockchain in libraries. Blockchain technology has the ability to transform how libraries provide services and organize information. To date, most of these applications are still in the conceptual stage. However, sooner or later, development and implementation will follow. This report is intended to provide a primer on the technology and some thought starters. In chapter 2, the concept of blockchain is explained. Chapter 3 provides eight thought and conversation starters that look at how blockchain could be applied in libraries. Chapter 4 looks …
Chinese College Students' Health Information Seeking Behavior: Implications For Academic Libraries, Yanxia Shi, Lili Luo
Chinese College Students' Health Information Seeking Behavior: Implications For Academic Libraries, Yanxia Shi, Lili Luo
Faculty Publications
In 2016, Zexi Wei, a 21-year old Chinese college student died after receiving experimental treatment for synovial sarcoma at the Second Hospital of the Beijing Armed Police Corps. He learned about this treatment from a promoted result on the Chinese search engine Baidu (the equivalent of Google in China), and ultimately discovered that the hospital had misled patients by providing fraudulent information about the treatment's success rate. Wei's death prompted Chinese regulators to investigate Baidu's advertising practices, and drew widespread attention from the public about the ill-regulated practices of online dissemination of health information. As academic librarians, this tragic incident …
Examining Good-Game Design Mechanics That Enhance Student Motivation: A Case Study Of “The Research Race” Game, Ngoc-Yen Tran
Examining Good-Game Design Mechanics That Enhance Student Motivation: A Case Study Of “The Research Race” Game, Ngoc-Yen Tran
Faculty and Staff Publications
The Research Race (hereon referred to simply as The Race) is an active learning game played in one-shot information literacy sessions. It is an exercise that has students working together in teams to find answers and to locate materials in a friendly competition with their classmates, while also introducing them to the physical and digital spaces of the library. This chapter outlines how to play The Race and gives rationale for how The Race can enhance motivation through the use of good game design mechanics.