Tag Archives: library

New Horizons: How Libraries Create Smart Communities – For INFORUM 2018 in Prague

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Libraries are more important than ever. This is not the headline you see in news media these days. If there happens to be a library-related headline it often says that libraries are obsolete because of the technological development.

In a world where there is more information than ever before and where modern societies compete to get the attractive knowledge jobs librarians and libraries guide people towards digital literacy thereby empowering them as digital citizens and lifelong learners. Therefore libraries are strategically important for modern knowledge societies.

Aligning to the conference theme Different Perspectives, New Horizons Jan shares how a library strategy with a focus on learning lead to opening a library FabLab and what implications it has for supporting learning about new technology and creating new knowledge communities.

A library FabLab must have the focus on digital literacy, searching and evaluating information and actively supporting the creation of new knowledge just like the library does with more traditional media.

Jan also shares insights on European library advocacy from Public Libraries 2020 and the Library Advocacy Lab on how libraries change lives and he reveals the secret on how Public Libraries 2020 will be a driving force in creating a global knowledge school for forward-thinking librarians and why that is important.

 

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Upcoming talk: Libraries: The best possible shared space today and beyond.

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I am very excited to be the closing keynote speaker at this years SCL seminar under the theme Revitalise and Regenerate libraries. I am looking forward to learning opportunities and good debates in Coventry this early June.

The Society of Chief Librarians leads and manages public libraries in England, Wales and Northern Ireland.
SCL is made up of the head of service of every library authority, and advocates for continuous improvement of the public library service on behalf of local people.
That is exactly what I believe libraries are all about.

You can see the entire program for #SCLRevitalise here.

Gamification and libraries: Tools and examples

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Gamification can be a tool for libraries to engage and motivate the public to use the library – but like all other tools it is not a quick fix and must be used wisely.

In this article I share some tools and practical examples of how they have been used in libraries.

Storytelling:

Narratives are powerful. This is no secret to the library profession. The narrative element is also very important in games and is a way to engage people in the game.
Several gamification projects in libraries use this element. It is often combined with the game element Quest. A quest is the part of the story where you must solve some mysteries or puzzles to unlock more of the story.

Hidden Treasures:  A quest from Guldborgsund Public Library:

Guldborgsund Public Library invites local citizens and visitors of the city on interactive walks around the town as part of the project Hidden Treasures. Through their smart phone, ‘treasure hunters’ can have a new and different experience of the town and its history.

With the project Hidden Treasures Guldborgsund Public Library wants to meet people in the urban space in a fun and engaging way. The aim is to turn the local cultural and literary history into a vivid experience. Through a series of riddles and problems, the inquisitive-minded will hopefully see the town in a new light.

The interactive walks offer three different themes: a trip back to explorer and author Peter Freuchen’s Nykøbing Falster in the 1920s; an insight into the town when author Knud Romer grew up in the 1970s; and a contemporary tour with focus on local food from Falster.

Gamification elements used:

Narrative:
Each walk follows a narrative of a cultural person’s history and universe giving the participants knowledge about the city’s history and literary history as the walk and the story unfold.

Quest:
Each city walk is build up with a number of challenges you have to meet to move on in the walk and the story.

Progression:
There is a clear structure on the route of the walks and the game gives feedback on how people progress through the story.

Feedback:
The choices the players make trigger feedback from the game. “Great – The answer was correct. Continue towards the water tower to get the last question of your journey”

Leader boards:
Weekly leader boards at the library

Rewards:
People get a badge at the library when they finish the walk. All the walks end at the library.

Read more about Hidden Treasures at Tame The Web or visit the official site (in Danish)

Now for another example of a quest. This time from Singapore:

Quest of the Celestial Dragon:

Quest is a narrative written on the backside of beautifully illustrated collectible cards done in the same style as Japanese manga comics. The project’s vision is to make reading fun for kids through a game experience as opposed to forced reading like homework.

The cards are based on a story, titled Quest of the Celestial Dragon. It is a fantasy story where our protagonist, Ethan has the task to retrieve the eyes of a dragon statue and free the people of that world from evil doers who threaten to plunder them of their magic and culture. Already sounds exciting, right?

When you borrow books you get cards as a reward. When you collect all 60 cards you can read the whole story. The cards can also be used as trading cards since each card has points and power values. The project became a huge success since children encouraged each other to collect cards.

The NLB of Singapore also build upon Quest and arranged a writing competition and a drawing competition. Furthermore they had a dedicated website with extra downloads of drawings from the manga universe of Quest.

Thousands of children participated and millions of cards found the ways to the happy game players and readers making the project a huge success in engaging the children of Singapore to use the library.

Unfortunately the project is now off the web and it is hard to find a good link for further reading.

Gamification elements used:

Achievements:
Achievements reward the participants skills, luck or social interaction with other players. In Quest it rewards participation as you get cards each time you borrow a book, and the cards help you progress in the story.

Rewards:
The beautiful cards.

Progression:
Collect them all – get the whole story.

Narrative:
The story unfolds as a fantastic fantasy tale about good and evil and all other elements of a classic story and within a beautifully illustrated manga universe.

International Breakfast – At Aarhus Public Library DOKK1

“International Breakfast” is a service where foreign families are invited to eat breakfast together in the library, to have an experience with other newcomers and hopefully build a better network in the city.

Gamification was tested on the service as a method to create a greater desire among the participants to share knowledge, talk and have fun – together. There was a need to do this because the experience was that few participate did build new networks at the events.

Gamification elements used:

Competition:
Competition is a powerful gamification element. By participating in the game using skills or knowledge people can measure themselves against other teams or players.
In Aarhus the teams did compete on knowledge and it was made visual how well each team did with the Leader board of big soft LEGO bricks.

Cooperation:
Some challenges can only be solved (or be solved better) when you cooperate with other players. Teams cooperate to progress in the game or to beat other teams as in this case from Aarhus.
Cooperation was a powerful gamification tool to reach the goal of more social interaction between the participants in the international breakfast.

Feedback:
Visual feedback was used when each team got big LEGO bricks for each point to build a tower representing their status in the game.

What is in it for libraries?
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Gamification will appeal to people who like the game environments. Of course this is a very diverse group but since libraries often present themselves in a non-gamified way this approach can inspire and engage citizens that do not normally use the library.
Therefore it is important that both the game design is very good and also that the things that are gamified are relevant for the people experiencing the gamified library service and the library’s core tasks and mission.

The gamified library service is a story that wants to be told. It is often not aligned with the way media usually speaks about libraries, so it is a way to create a new narrative about our creative and inspiring libraries.

It is also a lot of fun. You will learn a lot and so will the rest of the staff at your library, and it is a way to actively support learning in the community in a fun and engaging way.

If you have a favorite example of a library gamification project please share it with me, and tell me more about your own projects for the updated version of this blog post. And remember: it is perfectly safe to try this at home. Have fun!

My slides from a presentation in Madrid, Spain: 15th December 2015 for: VIII Jornada Profesional de la Red De Bibliotecas del Instituto Cervantes: «Gamificación: el arte de aplicar el juego en la biblioteca»

 

Libraries Change Lives

There are 65000 libraries in Europe welcoming more than 100 million people each year. That is an amazing knowledge infrastructure to make our communities smarter.
In this short video some of these statistics and core values are shared.
Libraries connect people and their knowledge  – and support learning and knowledge creation.

Spend 90 seconds watching this video to celebrate and highlight the difference libraries make everyday across Europe and the rest of the world.
Libraries change lives.

The video is published by Public Libraries 2020 and The Reading & Writing Foundation. It is also strongly approved by the Library Avengers.

100 years old today – Guldborgsund Public Library

Today is a very special day. In November 1913 local politicians decided to open a public reading room in Nykøbing Falster thereby making the decision and providing the funds that made it possible to open the doors to the first public library in the city 100 years ago today.

As the city’s most used cultural organisation we are proud to provide cultural experiences, learning environments, knowledge sharing and knowledge creation, debate and much more to our community. Today – and for the next 100 years to come.

We celebrate today with the rest of the city. There will be a lot of music, there will be storytime, there will be children’s theatre, book talks etc. – and there will be cake.

If you want to follow along we will be documenting the day on our Instagram profile

Introducing library services brick by brick

The combination of fine libraries and LEGO bricks is not new and is often seen in the library blogosphere…
It is now wonder. Libraries are magnificent and LEGO is fun – What is not like?
This LEGO stop motion movie promotes the Faculty Library of Social Sciences at University of Copenhagen and it is absolutely awesome… Enjoy!

The video is Directed by Informationspecialists Hazel Engelsmann (haen@kb.dk, @engelsmann) & Marc Sales (masa@kb.dk, @docterz). Produced by Head of Faculty Library Christian Lauersen (@clauersen)

I have posted stop motion lego movies before – So if you want more.. Here you are.

Library advocacy… In stop motion

I want to share this library advocacy stop motion video with you.
In 70 seconds it shows some of the great stuff the library offers – and yes… It IS starring a cat as important supporting actor.

The movie is made by awesome librarian, upcoming stop motion director and good friend Christian Lauersen . Enjoy!