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Social and Behavioral Sciences Commons

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Selected Works

2015

Active learning

Articles 1 - 2 of 2

Full-Text Articles in Social and Behavioral Sciences

Ethnography In Action: Active Learning In Academic Library Outreach To Middle School Students, Samantha Godbey, Nancy Fawley, Xan Goodman, Susan Wainscott Dec 2015

Ethnography In Action: Active Learning In Academic Library Outreach To Middle School Students, Samantha Godbey, Nancy Fawley, Xan Goodman, Susan Wainscott

Nancy Fawley

This article describes an outreach activity developed and coordinated by academic librarians as part of a state program for low-income middle school students. Rather than offering a traditional library tour, the library organizers wanted to provide the middle school students with a meaningful experience that would encourage active participation, critical thinking, and alleviate library anxiety. As a spin on the traditional tour, students applied an ethnographic approach to learning about the library. The authors describe the development and implementation of the activity and provide recommendations for other librarians involved in outreach to K-12 students.


When Active Learning Goes Flat: Using Gamification To Motivate Student Learners, Lindsey Mclean, Elisa Slater Acosta Mar 2015

When Active Learning Goes Flat: Using Gamification To Motivate Student Learners, Lindsey Mclean, Elisa Slater Acosta

Elisa Slater Acosta

What happens when an active learning activity goes flat? You rapidly transform your lackluster exercise into an engaging activity midway through the semester! In this presentation we will discuss our instructional design efforts for a required in-person library instruction session for 73 Rhetorical Arts classes (1,273 freshmen). We used elements from both the hybrid approach and gamification techniques. Hybrid, or blended learning is a method of instruction in which students learn through a combination of face-to-face instruction and computer-mediated activities. The paper-based, active learning exercise the students completed in class was “gamified” and transformed into a digital learning object to …