Saturday, May 11, 2024

Cases Associated with Book Bans

 White, Sabrina

SW

Spilka, J. (2022). 377 Book Challenges Tracked by ALA in 2019--and the Problem Is Growing:        Book Banning and Its Adverse Effects on Students. Knowledge Quest, 50(5), 30-.

 

Summary: Spilka (2022) suggests that book banning not only misrepresents student voices, but some parents as well.  Furthermore, it points to several student victory cases who have prevailed against bans or censorship.  The article concludes with the “adverse effects of book bans” and then future Florida legislation. 

 

Evaluation: The structure and diction were at an appropriate level for stressed students who have previously read eight plus articles prior to and useful.  Its value came from the citing of several recent cases where students have fought back.  However, the adverse effects were subpar.  It did not contribute to previously known reasons.

 

Tags: Advocates, access, voice or representation

 

Interesting Line: “…banning a book is like banning an opportunity.” 

Freedom to Read

 White, Sabrina

SW

Teel, Z. A. (2023). Discouraging freedom in the library. ˜the œSerials Librarian/˜the œSerials     Librarian, 84(1–4), 5–10. https://doi.org/10.1080/0361526x.2023.2173357


Summary: Teel (2023) addresses several questions including the history and reasoning behind book bans and censorship before providing an optimistic future. 


Evaluation: I liked how this article was written.  It alluded to past crucifixion of innocent people being falsely convicted of religious crimes to today’s book ban.  It feeds into conspiracy theory or reality of QAnon being a crusader in the plight to ban books.  Furthermore, it makes a clear distinction between censorship and banning which made me think about how some libraries require parental consent for specific books.  It also made an interesting point about student choosing based on interest that made me think.

Tags: first amendment, censors, minority groups

 

Interesting line: “Censors want to control the minds of the young.  They are fearful of the educational system because students who read learn to think.  Thinkers learn to see.  Thoses who see often question.”


Gamification Pedagogy & Children's Reading

Article Source: Li, X., & Chu, S. K. W. (2021). Exploring the effects of gamification pedagogy on children’s reading: A mixed‐method study on academic performance, reading‐related mentality and behaviors, and sustainability. British Journal of Educational Technology52(1), 160–178. https://doi.org/10.1111/bjet.13057


I chose this article by Li & Chu (2021) based on the reading and writing flood I'm working on for project # 6. My chapter is on the gamification of reading. I approached it with the belief that I would map out a way for young readers to approach reading and writing in the same manner that they do videogames. As both an avid reader and gamer, this was a topic that was of great interest to me. Was there a way to turn the world of gaming into a pattern that could be used for young readers? 

Li & Chu (2021) stated "Results suggests that deep engagement in the gamified e-learning platform helped improve students’ reading interest, motivation, habits and abilities, especially in second language reading. Students read more frequently and widely" (p. 174). They pulled from three studies that measured the affects of applying a gaming system to the reading and writing assignments for young students. Their methodology outlined three studies that I will highlight below. 

In the first study reading, "was implemented in a real learning context where students’ use of RB was not controlled by the research team but occurred naturally based on their own will" (Li & Chu, 2021, p. 166). Students were given the rules of how points would be awarded for reading and writing, but they weren't pigeonholed to a certain route. This study found that when given the freedom, young readers gravitated towards the carrot of reading, but the added freedom of choosing how to do it themselves allowed them the breathing room to not feel forced. The group results were positive for this reading group. 

In the second study, "Participants in Study 2 attended semi-structured interviews to report their experience and perceptions of participating in RB" (Li & Chu, 2021, p. 166). They were interviewed following their assignments and it was a more structured experience than study 2. There were positive results for this study too, but it didn't have the positive feedback that the first study had. 

In the final study, readers were asked to fill out a questionnaire during three different sessions while completing the assignment. This study had the least favorable results of the three studies (Li & Chu, 2021). 

What I took away from this study is that young readers benefitted from a gamified reading environment, but once structures of measuring were implemented than the results were less favorable. If I were to set up a system similar to the three studies, I would set it up exactly like a videogame complete with side quests. Anyone familiar with videogames would understand that side quests can sometimes be more entertaining than the final game. With these avenues worked into the reading and writing assignment, I would hope to capture the attention of the young readers that fall to the wayside when theyre unable to complete the main reading. If you present a student with a book like "Where the Red Fern Grows", they're handed an assignment that is similar to what has been asked about that book for decades. I would change it up by making side quests within the reading. If a young reader was drawn more towards the dogs and cared nothing for the main protagonist, that wouldn't be an issue. If they concentrated on the descriptions of the environment and didn't care much for the dialogue, that would be passing as well. I believe that the concentration of having reading summarized into what graduate students take away from the text is what alienates a lot of young readers. You don't have to be Hemingway to enjoy reading and writing, sometimes you're memes and short stories and that shouldn't discourage a young reader from being a part of the community. 

The research that is going into the gamification of reading and writing and that you will find in Dr. L's work is growing and with the progress being made with AI, the sky will be the limit in the ways that lessons can be manipulated to make it more accommodating for everyone. 

Friday, May 10, 2024

The experience economy of TV promotion at San Diego Comic-Con

 Kohnen, M. E. S. (2021). “The experience economy of TV promotion at San Diego Comic-Con”. International Journal of Cultural Studies, 24(1), 157-176. https://doi-org.libaccess.sjlibrary.org/10.1177/1367877920935888


 Overview: 

For this assignment, I wanted to showcase research about the significance of fandom and immersive experiences. Fandom is an affinity towards a form of media entertainment such as books, movies, shows, or animation. Fandom immersive experiences have gained mainstream popularity due to social media and fan participation.  This participation can be seen in the creation of fanworks such as art, stories, and short videos. Museums are known for creating immersive spaces where visitors can interact and learn about history or science. This can be seen with the La Brea Tar Pits exhibit where visitors can pull a lever and feel how thick the asphalt is and imagine how difficult it was for animals that became stuck.Transformative works such as fanart and fanfiction allow fans of a media property to engage with the medium. The proliferation of social media has allowed fans from all over the world to connect over a shared medium which fosters a sense of community.


 But even before the mainstream popularity of social media, conventions were the places where fans of an entertainment property would congregate and bond.  Companies have taken note of this increased fan participation and have responded in kind by creating more interactive fan experiences through social media campaigns, pop up shops, and by setting up booths and fan-centered immersive experiences at events  such as San Diego Comic Con. This is part of a growing trend of transmedia where the relationship between brands and consumers has shifted into a more collaborative and interactive one. Brands such as Amazon, Disney, and Warner Bros. have taken the opportunity to create immersive experiences based on beloved properties and shows. The consumer is no longer a passive user, but is a critical component of the marketing and companies have become more responsive to this demand. The experience economy is reaching another generation of fans who value experience as much if not more than collectibles. 


Summary: 


    The article examines how fandom and brand culture are being redefined in immersive and theatrical spaces. Companies tap into their followers and create immersive experiences as a way to promote their products, engage the consumers, and create immersive experiences that redefine what fandom is. San Diego Comic Con is an annual convention that takes place every July at the San Diego Convention Center. Conventions such as San Diego Comic Con have become spaces where fans of a particular genre or entertainment medium gather and engage with each other and the creators of their beloved property. Conventions have been associated with the obsessive collector but with the popularization of films such as Harry Potter and Twilight and the increased participation of women and fans from diverse backgrounds, conventions and the companies have had to become more creative and mindful in how they engage the consumers of their properties. 


 They are now immersive spaces where fans of any genre such as science fiction or fantasy can engage with the medium in other ways. One example of this can be seen with the “off site”. An off site is a set up that usually takes place outside of the convention center. It is a booth or a set up that is based on a show or a movie. They can include mazes, activations, trivia, games, and interactive experiences. The fans will usually be given with a gift bag or “swag” for taking part of this form of experience, or experiential promotion. 


  Book fairs in a K-12 setting function in a very similar fashion. Scholastic Book Fairs will sometimes have theme fairs and send the schools themed decorations such as garlands, posters, displays, boards, and bookmarks. The article mentions events such as parties, drinks, food, and games as part of a company’s way of connecting with fans and perhaps reaching a new audience with their setups, booths, and interactive experiences. Librarians in a K-12 setting can apply this concept in their respective spaces. 


   The article also emphasizes the experience economy as a proactive space where fans are as much a part of the medium as the actual creators. The author stresses this when she states, “At offsites, fans become important “co-creators” as marketers rely on them to spread buzz about TV shows, films, and entertainment brands” (Kohnen, 2020). This quote pretty much sums up how the relationship between the medium and the fan has been reinterpreted and reinvented. In theory, a school librarian could apply this concept into their space by inviting students who are a fan of a certain medium to create an immersive experience in the school library. Students could take a fantasy title or a manga and create a space that spotlights the title or series. This could engage other students who may not be familiar with the library’s collection. This can foster a sense of community in the school library space. While San Diego Comic Con is composed of large companies such as Amazon, Disney, and Warner Brothers, a librarian in a K-12 setting can utilize this strategy and recreate a similar space to foster connections and utilize a space for fundraisers. 


In conclusion:


    Companies such as Disney, Paramount, and Nickelodeon have taken up space at the convention and surrounding area where they set up booths and exhibitions where fans and curious onlookers can participate. Libraries have applied and can continue to learn  from this concept in order to create a similar environment and experience for their respective school communities. Immersive experiences are also an opportunity for children and teens to be introduced to a media property that may have been adapted from a book. In theory, this could lead to an increase in readership of a specific title or series. Immersive experiences are a symbiotic relationship where companies can promote their products and services while fans and visitors can have an introduction to a form of media and entertainment that they may not have been exposed to. School libraries can apply this into their school communities on a much smaller budget and through student participation. Students who are fans of a specific manga title or Star Wars can help promote the fandom and introduce new or casual readers to material. Public and academic libraries can also incorporate this into their respective educational environments and create a community without the presence of large media. They already have the materials. They just need some collaboration and student participation.


Tuesday, May 7, 2024

Virtual Reality (ALA Trends)

 APA Citation:

Virtual reality. American Library Association. (2017, June 16). https://www.ala.org/future/trends/virtualreality

Posted by: Federwisch, Erik

Summary:

This article provides a detailed overview from the ALA about the importance of AI in libraries in the upcoming years. While the article is from 2017, it provides several useful insights into the role AI might play in the future. Some of these reasons include providing equitable access to an emerging technology, assistance for patrons overcoming phobias, increased social interaction and implementation of new learning environments made possible through a 360 degree virtual space that users can traverse. The "Notes and Resources" section is where this article shines, though. It provides 30 resources to give librarians and library workers a better scope of the possibilities AI presents libraries.

Opinion:

While the article mostly provides an overview of AI as it applies to libraries, the resources it compiles in the "Notes and Resources" section are invaluable to understanding how you may implement VR in your own library to create better connections between patrons and resources

Link to full article:

https://www.ala.org/future/trends/virtualreality

Monday, May 6, 2024

AI in Indian Libraries: Prospects and Perceptions from Library Professionals

Posted by:

McQuiston, Regina

APA Citation

Subaveerapandiyan, A. & Gozali, A. (2024). AI in Indian Libraries: Prospects and Perceptions from Library Professionals. Open Information Science, 8(1), 20220164. https://doi.org/10.1515/opis-2022-0164 

Summary

    A 2024 study which uses a survey of 386 information professionals in a variety of institutions (“Colleges, Universities, Technical Institutes, Management Institutes, Medical Institutes, and Research Institutes”). The survey focuses on five areas: socio-demographic information about the participants, their fundamental comprehension of AI, a self-assessment of their proficiency with AI systems in libraries, Perspectives on AI Libraries, and usage of AI tools and services. Overwhelmingly, these surveys demonstrated that these information professionals recognize that AI is crucial, support its utilization as a tool, and believe that AI cannot replace librarians. The results indicate that these information professionals have a strong understanding of AI and its potential use as a tool that further enhances the capabilities of ever-necessary human librarians. Below is a figure of some of the survey's relevant findings.




Opinion

    While exploring AI’s (nearly inevitable) role in the future of libraries, I found myself wondering about Library Professionals’ experience with - and opinions of - the practical application of AI in libraries. Much of the discussion surrounding AI revolves around how AI works, what it can do, and the risks associated with its use. Many of the articles I have explored - even ones specific to the use of AI in libraries - have been centered on the technology itself, largely neglecting the perspectives of the professionals who will be expected to use it. This study, however, offered a more human-centered insight into relevant professionals’ understanding of AI as well as the way AI can be utilized as a tool to maximize library offerings. It was interesting to see such a positive outlook from information professionals regarding the use of AI as a tool to supplement human capabilities and further the advancement of libraries and information professionals.

Sunday, May 5, 2024

Assemblies: An Impactful School Library Initiative

 The School Assembly

    One of the most impactful library initiatives in the elementary school experience is undoubtedly an assembly. It serves as a unique platform for students to interact with individuals who offer invaluable lessons and motivation, often not found elsewhere. As we gather in the gym, students practice assembly expectations, aligning with our school charter. These assemblies are not just about learning; they are about celebration, discovery, and community, introducing students to fresh perspectives and ideas. The atmosphere crackles with excitement and anticipation. 

    At Emerson Elementary, I have helped plan numerous assemblies, made possible by the unwavering support of the specialist team. From coordinating decorations to supervising students during planning times, from managing cleanup to setting up microphones and seating charts, the specialist team plays a pivotal role in ensuring the success of these events. Their dedication and assistance are essential in creating memorable and enriching experiences for our students.

    These assemblies serve as wellsprings of inspiration, as students are exposed to authors, speakers, or performers who share their experiences, insights, and creativity, igniting motivation and aspiration within them. Furthermore, the exposure to artistic performances nurtures creativity and encourages students to explore their own artistic talents and expressions. Witnessing individuals overcome challenges or adversity instills resilience and determination in students, fostering empathy, critical thinking, leadership, and a deeper appreciation for diversity—all essential skills and values crucial for their holistic development.

    Our assemblies have been a tapestry of experiences, hosting a diverse array of guests ranging from authors and illustrators to break dancer Jeromeskee, symphonies, Olympic gold medalists, professional cheerleaders, mascots, football players, Seahawks and Sounders, high school drum lines, and even girl scouts. And the excitement doesn't stop there; we're eagerly anticipating the upcoming visit from the reptile lady later this month. However, among all these remarkable guests, one stands out as a favorite: author and illustrator Peter Brown, renowned for "The Wild Robot." Peter Brown's visit was nothing short of magical. With his book, he not only shared tales of hope, perseverance, and dreams but also provided our students with a rare opportunity—to meet a real-live author and illustrator. It was a moment of connection and inspiration that left a lasting impression on everyone and continues to as the students draw Roz the Robot and write stories based on the characters and inspiration. We are so thankful for the invaluable role that community support plays in enriching our experiences. Whether it's through partnerships with local businesses like Third Place Books, organizations like the Everett Public School Foundation, or the dedication of our PTA, their support ensures that we can provide diverse and engaging opportunities for our community. the transformative power of literature and the arts in shaping young minds and hearts.



References:

 Gillum, S. & Williams, N. (2019, August 5). Promoting Library Visibility Through Creative Programming. Medical Reference Services Quarterly, 38 (3) 236-251. https://doi-org.libaccess.sjlibrary.org/10.1080/02763869.2019.1623616

 Harlan, M.A. (2022). Literacy and Media Centers. In S Hirsh (Ed.) Information Services Today (3rd ed., pp. 91-101). Rowman & Littlefiel

Hermon, A. (Host). (2024, March 1). Inclusive Programming (No. 262) [Audio podcast episode]. In School Librarians United. https://schoollibrariansunited.libsyn.com/size/5/?search=inclusive+program