Open Access. Powered by Scholars. Published by Universities.®

Library and Information Science Commons

Open Access. Powered by Scholars. Published by Universities.®

Articles 1 - 6 of 6

Full-Text Articles in Library and Information Science

Where Is The Evidence? Realising The Value Of Grey Literature For Public Policy & Practice: A Discussion Paper, Amanda Lawrence, John Houghton, Julian Thomas, Paul R. Weldon Nov 2014

Where Is The Evidence? Realising The Value Of Grey Literature For Public Policy & Practice: A Discussion Paper, Amanda Lawrence, John Houghton, Julian Thomas, Paul R. Weldon

Dr Paul Weldon

The internet has profoundly changed how we produce, use and collect research and information for public policy and practice, with grey literature playing an increasingly important role. The authors argue that grey literature (i.e. material produced and published by organisations without recourse to the commercial or scholarly publishing industry) is a key part of the evidence produced and used for public policy and practice. Through surveys of users, producing organisations and collecting services a detailed picture is provided of the importance and economic value of grey literature. However, finding and accessing policy information is a time-consuming task made harder by …


More Than Just Plain Old Technology Adoption: Understanding Variations In Teachers' Use Of An Online Planning Tool, Heather Leary, Victor R. Lee, Mimi Recker Oct 2014

More Than Just Plain Old Technology Adoption: Understanding Variations In Teachers' Use Of An Online Planning Tool, Heather Leary, Victor R. Lee, Mimi Recker

Heather Leary, Ph.D.

This paper examines variability in teachers’ usage patterns as they interacted with an online teacher support tool, the Curriculum Customization Service (CCS), as part of their professional work. The CCS is a web application that supports teachers in planning, adapting, sequencing, and enacting differentiated instruction in Earth science education. By mining the usage log files of over 40 teachers who used the CCS over a yearlong period, we analyzed for variability using a framework developed in marketing research to characterize appropriation of technology. This analysis helped reveal different kinds of teachers’ patterns along two dimensions: frequency and variability of use. …


More Than Just Plain Old Technology Adoption: Understanding Variations In Teachers' Use Of An Online Planning Tool, Heather Leary, Victor R. Lee, Mimi Recker Oct 2014

More Than Just Plain Old Technology Adoption: Understanding Variations In Teachers' Use Of An Online Planning Tool, Heather Leary, Victor R. Lee, Mimi Recker

Heather Leary, Ph.D.

This paper examines variability in teachers’ usage patterns as they interacted with an online teacher support tool, the Curriculum Customization Service (CCS), as part of their professional work. The CCS is a web application that supports teachers in planning, adapting, sequencing, and enacting differentiated instruction in Earth science education. By mining the usage log files of over 40 teachers who used the CCS over a yearlong period, we analyzed for variability using a framework developed in marketing research to characterize appropriation of technology. This analysis helped reveal different kinds of teachers’ patterns along two dimensions: frequency and variability of use. …


Participatory Design Of Purdue University’S Active Learning Center Final Report, Nancy Fried Foster, Teresa Balser, Rae Lynn Boes, Dianna Deputy, William Ferrall, Michael Fosmire, Jeremy Garritano, Amanda Gill, Vicki Killion, Monica Kirkwood, Clarence Maybee, Kristen Twardowski, Jane Yatcilla, Tao Zhang Apr 2014

Participatory Design Of Purdue University’S Active Learning Center Final Report, Nancy Fried Foster, Teresa Balser, Rae Lynn Boes, Dianna Deputy, William Ferrall, Michael Fosmire, Jeremy Garritano, Amanda Gill, Vicki Killion, Monica Kirkwood, Clarence Maybee, Kristen Twardowski, Jane Yatcilla, Tao Zhang

Michael Fosmire

Purdue University’s commitment to active learning requires facilities that support small-­‐group work, peer learning, the use of technology, and other classroom innovations. The Active Learning Center is intended to provide classroom space combined seamlessly with library space to meet these needs. Members of the Libraries faculty and staff conducted a series of information-­‐gathering activities to gain insight into the range of activities, work practices and preferences that the new building must support. It is our hope that the building will indeed support these activities, serve as a centrally located, flagship building for Purdue University, and support and inspire learning for …


The Impact Of Library Resource Utilization On Undergraduate Students' Academic Performance: A Propensity Score Matching Design, Felly Kot, Jennifer Jones Dec 2013

The Impact Of Library Resource Utilization On Undergraduate Students' Academic Performance: A Propensity Score Matching Design, Felly Kot, Jennifer Jones

Jennifer L. Jones

This study uses three cohorts of first-time, full-time undergraduate students (N=8,652) at a large, metropolitan, public research university to examine the impact of student use of three library resources (workstations, study rooms, and research clinics) on academic performance. To deal with self-selection bias and estimate this impact more accurately, we used propensity score matching. Using this unique approach allowed us to construct treatment and control groups with similar background characteristics. We found that using a given library resource was associated with a small, but also meaningful, gain in first-term grade point average, net of other factors.


A Literature Review Of How Videogames Are Assessed In Library And Information Science And Beyond, Ron T. Brown Dec 2013

A Literature Review Of How Videogames Are Assessed In Library And Information Science And Beyond, Ron T. Brown

Ron T. Brown

In this paper the author explores how videogames and gaming are assessed in Library and Information Science (LIS) and in other fields. The author concludes with a discussion of some potential future directions for assessment practices of videogames and gaming in LIS.