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1 – 10 of over 96000
Article
Publication date: 10 November 2014

Michael Stephens

The purpose of this paper is to examine the “Mobile 23 Things” survey results from the program offered by Guldborgsund-bibliotekerne (a public library in Denmark) and present the…

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Abstract

Purpose

The purpose of this paper is to examine the “Mobile 23 Things” survey results from the program offered by Guldborgsund-bibliotekerne (a public library in Denmark) and present the findings as support for professional development (PD) models to increase library staff familiarity with emerging technologies.

Design/methodology/approach

Using an integrated, exploratory approach, a web-based survey tool, developed for a previous Learning 2.0 study, was adapted for this study, with survey questions translated English – Danish, and responses Danish – English. The data gathered from both pre- and post-program surveys are presented and analyzed.

Findings

The research results identify that 23 Mobile Things increases familiarity with movable technologies, promotes inclusive learning, and can be an effective model for delivering PD.

Originality/value

This paper reports on the first research study to evaluate the 23 Mobile Things model and provides evidence that this model of library staff PD can be an overall beneficial experience that increases staff knowledge and expertise related to mobile devices and applications.

Details

Library Management, vol. 35 no. 8/9
Type: Research Article
ISSN: 0143-5124

Keywords

Article
Publication date: 6 July 2015

Carl Gustav Johannsen

The paper aims to report on a Danish Web 2.0 user training project from 2009. Besides, reporting the main results of the project, the paper discusses some broader perspectives…

1234

Abstract

Purpose

The paper aims to report on a Danish Web 2.0 user training project from 2009. Besides, reporting the main results of the project, the paper discusses some broader perspectives concerning social media in library context. Many public and academic libraries worldwide have, inspired by the American “23 Things” Web 2.0 training program, been involved in training and educating both of their internal staff and of their users. The key questions are: whether concepts like “23 Things” and the like are likely to contribute to solving the problems of the computer illiterate segments of the population and whether Web 2.0, Twitter, Facebook, Flickr and the like represent subjects which should be legitimately taught as part of professional public and academic library activities.

Design/methodology/approach

Based on systematic evaluation of public library-based social media courses, inspired by the “29 Things” concept, targeted at users.

Findings

The article points out that it is questionable whether the “23 Things” project, as based on principles of self-directed learning, ownership for one’s own learning and similar popular notions, which fit very well into the taste and preferences of computer literate middle-class individuals, will also work among computer illiterate citizens. Concerning the second key question, the article points out that only a few critical opinions are against social media in libraries and that the presence of social media is legitimized through different reasons, including marketing, learning and higher-order purposes.

Originality/value

The findings of the Danish public library social media courses in 2009 have not been reported before.

Details

The Bottom Line, vol. 28 no. 1/2
Type: Research Article
ISSN: 0888-045X

Keywords

Article
Publication date: 13 November 2017

Hualing Xie, Shengtao Wang, Xiaoli Chen and Jingjing Wu

The purpose of this paper is to gain an understanding of the current research on Internet-plus.

Abstract

Purpose

The purpose of this paper is to gain an understanding of the current research on Internet-plus.

Design/methodology/approach

The authors collected scholarly publications from the scientific databases Web of Science, Core Collection, Inspec and Compendex (Ei Village 2) and performed statistical analysis of the retrieved data from five perspectives.

Findings

The research on Internet-plus has obtained increasing attention in China. The top three research fields were social science, education and management.

Originality/value

The study will help researchers understand the current trends on Internet-plus.

Details

Information and Learning Science, vol. 118 no. 11/12
Type: Research Article
ISSN: 2398-5348

Keywords

Article
Publication date: 2 September 2013

Anna Richards and Barbara Sen

LibraryThing is a Web 2.0 tool allowing users to catalogue books using data drawn from sources such as Amazon and the Library of Congress and has facilities such as tagging and…

1382

Abstract

Purpose

LibraryThing is a Web 2.0 tool allowing users to catalogue books using data drawn from sources such as Amazon and the Library of Congress and has facilities such as tagging and interest groups. This study seeks to evaluate whether LibraryThing is a valuable tool for libraries to use for promotional and user engagement purposes.

Design/methodology/approach

This study used a sequential mixed methods three-phase design: the identification of LibraryThing features for user engagement or promotional purposes, exploratory semi-structured interviews and a questionnaire.

Findings

Several uses of LibraryThing for promotional and user engagement purposes were identified. The most popular reason libraries used LibraryThing was to promote the library or library stock, with most respondents using it specifically to highlight collections of books. Monitoring of patron usage was low and many respondents had not received any feedback. LibraryThing was commonly reported as being easy to use, remotely accessible, and having low cost, whilst its main drawbacks were the 200 book limit for free accounts, and it being a third-party site. The majority of respondents felt LibraryThing was a useful tool for libraries.

Practical implications

LibraryThing has most value as a promotional tool for libraries. Libraries should actively monitor patron usage of their LibraryThing account or request user feedback to ensure that LibraryThing provides a truly valuable service for their library.

Orginality/value

There is little research on the value of LibraryThing for libraries, or librarians' perceptions of LibraryThing as a Web 2.0 tool.

Details

Library Hi Tech, vol. 31 no. 3
Type: Research Article
ISSN: 0737-8831

Keywords

Article
Publication date: 2 January 2009

Hui‐Lan H. Titangos and Gail L. Mason

The purpose of this paper is to examine the significance of 23 Things @SCPL, a learning Library 2.0 program based on Web 2.0, running from September 2007 to January 2008 at Santa…

1783

Abstract

Purpose

The purpose of this paper is to examine the significance of 23 Things @SCPL, a learning Library 2.0 program based on Web 2.0, running from September 2007 to January 2008 at Santa Cruz Public Libraries.

Design/methodology/approach

The paper introduces a new methodology in promoting the concept that learning could not only be self‐directed and collaborative, but also fun and rewarding.

Findings

By studying indepth the program's implementation process, the two authors report their findings in the following areas: organizing the first project in the history of Santa Cruz Public Libraries, to involve the whole organization in the learning process about the digital realm; helping staff members overcome typical learners' stress and blocks, by offering an innovative teaching approach; key to success I: comprehensive curriculum; key to success II: strong leadership; and impact on library services and beyond.

Practical implications

The paper analyzes a successful implementation of the “lighten‐up” approach for program management. For this purpose, it adopts a user‐friendly and easy approach, so as to reach a broader audience.

Originality/value

The paper helps project managers to organize, develop and succeed in their new projects.

Details

Library Management, vol. 30 no. 1/2
Type: Research Article
ISSN: 0143-5124

Keywords

Article
Publication date: 1 June 1997

James L. Price

Addresses the standardization of the measurements and the labels for concepts commonly used in the study of work organizations. As a reference handbook and research tool, seeks to…

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Abstract

Addresses the standardization of the measurements and the labels for concepts commonly used in the study of work organizations. As a reference handbook and research tool, seeks to improve measurement in the study of work organizations and to facilitate the teaching of introductory courses in this subject. Focuses solely on work organizations, that is, social systems in which members work for money. Defines measurement and distinguishes four levels: nominal, ordinal, interval and ratio. Selects specific measures on the basis of quality, diversity, simplicity and availability and evaluates each measure for its validity and reliability. Employs a set of 38 concepts ‐ ranging from “absenteeism” to “turnover” as the handbook’s frame of reference. Concludes by reviewing organizational measurement over the past 30 years and recommending future measurement reseach.

Details

International Journal of Manpower, vol. 18 no. 4/5/6
Type: Research Article
ISSN: 0143-7720

Keywords

Article
Publication date: 5 October 2010

Julia Gross and Lyn Leslie

The purpose of this paper is to describe “what happened” with round two of the implementation of Learning 2.0 with a large and diverse group of library staff at Edith Cowan…

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Abstract

Purpose

The purpose of this paper is to describe “what happened” with round two of the implementation of Learning 2.0 with a large and diverse group of library staff at Edith Cowan University (ECU) Library during 2007/2008.

Design/methodology/approach

A previous paper reported on a study of the suitability of the 23 Things Learning 2.0 program for a small group of early adopters in the ECU Library. This follow‐up paper reports challenges that library management faced when the remaining staff were given the 23 Things Learning 2.0 program. All remaining library staff members were encouraged to undertake the program, but take‐up was not strong and only 25 per cent of staff completed the program. At the conclusion of round two of Learning 2.0, all staff were surveyed to find out reasons for completion or non‐completion, what types of technologies they needed support with, and how they wished to learn about the emerging/Web 2.0 technologies.

Findings

From the observations and survey responses in this study it was found that while Learning 2.0 was a suitable program, some staff required extra time and a more hands‐on approach to their workplace learning.

Originality/value

The paper is unique in that it follows up on previous research at the same institution, and reveals new findings.

Details

The Electronic Library, vol. 28 no. 5
Type: Research Article
ISSN: 0264-0473

Keywords

Article
Publication date: 4 April 2016

Jennifer O’Neill

The purpose of this innovative, highly replicable paper is to teach library staff learn to use mobile apps to lead and assist patrons and effectively market library services.

Abstract

Purpose

The purpose of this innovative, highly replicable paper is to teach library staff learn to use mobile apps to lead and assist patrons and effectively market library services.

Design/methodology/approach

This web-based class introduces participants to one mobile app a week. Participants must download the app to an Apple or Droid device, complete an activity and answer a few thought-provoking questions. Participants’ time commitment does not exceed one hour per week.

Findings

Participants were proud and excited to have mastered their mobile device and 23 mobile apps. They reported that they planned to create programs to teach apps to patrons, market their services using apps and continue to stay current with technological advances.

Researchlimitations/implications

Participants need to have access to a mobile device.

Practicalimplications

Library directors allowed staff to use an hour a week of work time to complete this program.

Socialimplications

Library staff enjoyed talking about the apps and working together. Each Monday morning when a new app was revealed, they competed to be the first to complete the activity and post answers to the questions online. They had fun.

Originality/value

This program allows customization. It was customized to meet the strategic needs of the authors’ organization, encouraging a sense of community among participants, marketing their services and highlighting member libraries that were already using some of the apps well. (One of our libraries had their own app and that became one of the Things.)

Details

Library Hi Tech News, vol. 33 no. 2
Type: Research Article
ISSN: 0741-9058

Keywords

Article
Publication date: 19 October 2020

James I. Novak

The purpose of this paper is to provide insight into the way object data on Thingiverse changes over time, analyzing the relationships among views, downloads, likes, makes…

Abstract

Purpose

The purpose of this paper is to provide insight into the way object data on Thingiverse changes over time, analyzing the relationships among views, downloads, likes, makes, remixes and comments over 500 days.

Design/methodology/approach

In total, 30 of the most popular things on Thingiverse were tracked between August 26, 2018 and January 7, 2020, with data collected about the different interactions at five intervals.

Findings

Highlights include: “#3DBenchy” became the first thing to reach one million downloads during this study. The “Xbox One controller mini wheel” achieved the highest documented download rate of 698 downloads per day. The average conversion rate from downloads to makes for all 30 things was one make for every 474 downloads at the start of the study, declining to one make for every 784 downloads by the conclusion.

Research limitations/implications

With over 1.6 million things on Thingiverse, this study focused on an exclusive group of things that have gained significant attention from makers and does not represent most things on the platform.

Practical implications

Although often considered a novelty or niche maker community, this research shows that things on Thingiverse are achieving popularity comparable to digital music, video and imagery, and a large ecosystem of things has been growing that has implications for designers, manufacturers, supply chain managers and universal popular culture.

Originality/value

This is the first study to track the digital behaviors of 3D printable things over time, revealing new knowledge about how people interact with content and the scale of these interactions.

Details

Rapid Prototyping Journal, vol. 26 no. 10
Type: Research Article
ISSN: 1355-2546

Keywords

Article
Publication date: 22 August 2008

John Maxymuk

The purpose of this paper is to look at social networking aspects of Web 2.0 and how they might relate to libraries and library education.

765

Abstract

Purpose

The purpose of this paper is to look at social networking aspects of Web 2.0 and how they might relate to libraries and library education.

Design/methodology/approach

The paper looks at The 23 Things, a focus of the Public Library of Charlotte and Meckenburg County in North Carolina's (PLCMC's) learning program for librarians, which focused on two or three new things to discover and learn about each week. The paper looks at various sites that might be useful to the librarian.

Findings

The paper suggests that the PLCMC's process represents a path that all librarians should follow.

Originality/value

The paper presents a variety of sites that are useful tools for the librarian.

Details

The Bottom Line, vol. 21 no. 2
Type: Research Article
ISSN: 0888-045X

Keywords

1 – 10 of over 96000