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Full-Text Articles in Education

Workshops Mise En Place: Working With Campus Partners To Cook Up Tech Workshops In The Library, Nancy R. Curtis, Grace Liu, Anne Marie Engelsen Nov 2021

Workshops Mise En Place: Working With Campus Partners To Cook Up Tech Workshops In The Library, Nancy R. Curtis, Grace Liu, Anne Marie Engelsen

Faculty Research, Scholarly, and Creative Activity

No abstract provided.


Are You Hip?: Building The Value Of Libraries And Library Instruction With High-Impact Practices, Ngoc-Yen Tran May 2016

Are You Hip?: Building The Value Of Libraries And Library Instruction With High-Impact Practices, Ngoc-Yen Tran

Faculty and Staff Publications

There is growing evidence that, when done well, High-Impact Educational Practices (HIPs) programs and activities have been shown to be beneficial in increasing rates of retention and engagement amongst students from many backgrounds. Therefore, it is no surprise that higher education institutions are developing activities firmly rooted in the philosophies of the HIPs. Examples of HIPs include common intellectual experiences, learning communities, and service learning. These practices are broad and depending on the institution, they can take on many different forms or activities. In order to encourage participation, these activities are often combined with one another and offered in a …


Teaching 21st Century, Executive-Functioning, And Creativity Skills With Popular Video Games And Apps, Randy Kulman, Teresa Slobuski, Roy Seitsinger Jan 2014

Teaching 21st Century, Executive-Functioning, And Creativity Skills With Popular Video Games And Apps, Randy Kulman, Teresa Slobuski, Roy Seitsinger

Faculty and Staff Publications

21st century skills, include flexible thinking, collaborative communication skills, executive funtiona nd critical thinking skills, and digital literacy, will be necessary for education and jobs in the future. Video games and apps are an exteremly powerful tool for teaching 21st century skills due to game mechanics that build in learning principles and their highly engaging nature. Games such as Minecraft, Portal 2 and variety of casual video games have been demonstrated to teach skills, such as problem solving, processing efficiency, cognitive flexibility, and the 21st century skill of digital literacy.


Information Literacy In The Workplace: A Cross-Cultural Perspective, Yuhfen Diana H. Wu Apr 2012

Information Literacy In The Workplace: A Cross-Cultural Perspective, Yuhfen Diana H. Wu

Faculty and Staff Publications

This cross-cultural study has two main purposes: to investigate how information literacy is perceived in the workplace and to discover how employees obtain information to carry out their jobs in an effective and timely fashion. This project applies a mix of research methods, including site visits, interviews, and a survey. More than 120 participants from forty companies were involved in this study. They were from a wide variety of industries in Taiwan and Silicon Valley, in Northern California, where many companies base offices or operations from around the world. Major obstacles in conducting cross-continent research are cost, time demands, scheduling, …


Situated Practices Of Information Use And Representation: An Ethnographic Study Of A Web Design Project For Boys, Kristen Rebmann Jun 2010

Situated Practices Of Information Use And Representation: An Ethnographic Study Of A Web Design Project For Boys, Kristen Rebmann

Faculty Publications

This article explores the production practices employed by children building personal webpages in a semi-structured afterschool program: the Fifth Dimension (5D). Following a critical Multiliteracies (CritMLs) approach to learning design, this ethnographic study introduced web-building practices to the children of the 5D and followed their production of personal webpages over a 9 month period. By structuring the intervention this way, it was possible to simultaneously observe the development of both the webpage as artifact as well as the child-participant. Along these lines, the study describes the unique and particular social contexts from which personal webpages emerge and develop over time. …


Supporting Youth Boundary Crossing: Intertextuality As A Component Of Design For Information And Visual Literacy, Kristen Rebmann (Clark) Jan 2009

Supporting Youth Boundary Crossing: Intertextuality As A Component Of Design For Information And Visual Literacy, Kristen Rebmann (Clark)

Faculty Publications

This article charts attempts to derive a theoretically guided approach to engaging children in boundary crossing toward literacies and practices associated with the Age of Information. Using Fifth Dimension (5D) afterschool programs as laboratories for informal learning design, interventions were designed to explore the extent to which youth cultures and literacies can be used as intertextual gateways to more educative practices associated with visual and information literacy. Intertextuality is introduced as a concept to consider the relevance of using semantic relationships between popular and educative texts to inform learning design for afterschool programming.


Information-Seeking Behavior Of Multicultural Students: A Case Study At San Jose State University, Mengxiong Liu, Bernice Redfern Jul 1997

Information-Seeking Behavior Of Multicultural Students: A Case Study At San Jose State University, Mengxiong Liu, Bernice Redfern

Faculty and Staff Publications

In 1995 a survey was conducted on the campus of San Jose State University where, for the first time, so-called minorities made up 50.7 percent of the total student population. Asian students compose the largest group among other ethnic groups. The study shows that students who use English as their primary language are usually more successful in using the library than those who use English as a second language. Length of stay in the United States also affects how often students use the library, as well as their behavior in asking reference questions. The survey found that Asian students are …