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Explore how social software impacts teen engagement at libraries, covering definitions, examples, safety tips, and statistics on Millennials. Understand the benefits and implications for libraries. Discover tools like blogs, wikis, and social networking. Engage with interactive media sharing and cataloging services. Learn how virtual worlds and games influence teen internet habits. Gain insights into teen brain development and information-seeking behaviors. Discover best practices for adapting library services to meet the needs of tech-savvy Millennials.
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Social Software, Teens, and Libraries Cheryl Becker & Shawn Brommer South Central Library System NEWIL, April 2007
Today’s Agenda • Definitions and examples • Statistics/Millennials • Benefits • Safety • Discussion and Demos • (somewhere—a break)
What is social software? • Social software enables people to rendezvous, connect or collaborate through computer-mediated communication and to form online communities.(from Wikipedia) • “Web 2.0”
Some Examples of Social Software: • Blogs / RSS • Wikis • Instant Messaging (IM) • Media sharing • Social Networking Services • Social Bookmarking • Social Cataloging • Virtual worlds and multiplayer online games
Blog • Short for “web log.” • User-generated website with entries in journal format. • Owner posts commentary, allowing others to comment. • Creates online discussion forum. • RSS (Really Simple Syndication) • Allows users to subscribe to blogs.
A Sampling of Blogs • Walking Paper • The Shifted Librarian • Tinfoil + Raccoon • librarian.net • TeenRead 07
Wiki • Collaborative resource creation • Allows users to add, edit, remove content • Examples • Wikipedia • Library Success • Citizendium
Instant Messaging • “IM” • Immediate, real-time chat (text) • Instantaneous • Point of need • AOL, MSN, Yahoo
Media Sharing • Organize, store, tag, share • Groups • Examples: • Flickr (photos) • SmugMug (photos) • YouTube (videos)
Social Networking Services • Places to meet and communicate • Shared interests or causes • Combines IM, blog, photo sharing, “Friending” • Examples: • MySpace • Facebook • Friendster
Social Bookmarking • Putting bookmarks of your favorite websites in a web directory to share with others. • Or yourself! • Examples: • del.icio.us • Furl • Blue Dot
Social Cataloging • Allow users to tag items • Share catalogs with others • Interact with others based upon shared items • (How very “library like”!) • “MySpace for books” • Example: LibraryThing
“Virtual Worlds” • Massively-Multiplayer Online Games (MMOGs) • Online places to meet and interact with other people/avatars in a virtual world (which looks somewhat like reality). • Examples: • Second Life • Runescape • Club Penguin
Teens, Internet Use & Social Networking • Teen brain development • Millennials • Information seeking habits of teens • Some statistics • Benefits • What does this mean for libraries?
Teen Brain Development • Hormones vs. Brains! • Social development • Risk taking • Emotional response
Information seeking habits of teens • Successful methods to address: • Cognitive approaches • Affective approaches • Socio-cultural approaches • Physical approaches Valenza, Joyce Kasman, “They Might Be Gurus.” VOYA, April 2006.
Millennials (1982 – 2000) • Larger than the Baby Boom generation • 36% of the U.S. population. • 31% of this population are from diverse cultures —Millennials Rising: The Next Great Generation, Neil Howe & Bill Strauss
Distinct qualities of Millennials • They are special • They are sheltered • They are confident • They are team-oriented • They are achieving • They are pressured • They are conventional Millennials Rising: The Next Great Generation, Neil Howe & Bill Strauss
Millennials: Deal With Them! • Digital Natives • Multi-taskers • Delay choices = Need info now • Social = Large network of friends • Games • Reading doesn’t necessarily mean books • Diverse learning styles —Stephen Abram
Teens & Technology • 87% of American teens use the Internet on a regular basis. • 1 out of 2 teens lives in a home with a broadband connection. • Their world is wired: 83% say most of the people they know use the internet —Teens & Technology, PEW Internet & Life Project
How are they using the Internet? • 81% are playing games (over 17 million) • 76% are getting news (over 16 million) • 43% are making purchases (9 million) • 31% are seeking health information (6 million) • Use email, but prefer IM (75% of teens use IM) —Teens & Technology (PEW Internet & Life Project)
Where are they when they go online? • 89% - home • 75% - school • 70% - a friend or relative’s house • 50% - the library • 9% - a community center or house of worship —Web 2.0 and What it Means to Libraries (PEW Internet & Life Project)
Source: Perceptions of Libraries and Information Resources, OCLC, 2005, question 1207.
Social software for kids in libraries because. . . • They live their lives online • They get their information from the Internet • They socialize online • They expect it
Additionally. . . • They are future tax-payers and future library supporters. • This is the way teens seek, share and recommend information • We want libraries to remain relevant • . . . Not to mention, there are benefits of social software!
Benefits of social software • Critical thinking • Reading and writing skills • 46% of teens read blogs • 39% of teens share their own creations (stories, poetry, artwork, photos, videos) • 28% of teens have created their own online journal or blog • Collaboration • 33% have worked together to create web pages (for school, clubs, friends or personal use)
Benefits (2) • Boundaries and expectations • Communicating with authors, experts, etc.—Social and cultural competence • Communication between those with special interests
Benefits (3) • Equalizing • Appearance, status, disabilities • Gaming: “Subversive Learning” • Learn skills • Form coalitions • Decision making • “Virtual malt shop”
Benefits (4) • See the YALSA articles (bibliography) • Social Networking and DOPA • Teens & Social Networking in School & Public Libraries
Libraries are using social software to: • Support informational, educational, entertainment needs • Attract and serve new users • Be where our users are—online • Satisfy user expectations for online service
Library Examples (“Library 2.0”)
Blogs • School: Mabryonline(Georgia) • Classroom: AP Calculus (Winnipeg) • Academic: UW Oshkosh • Public: Menasha Public Library • Special: St. Mary’s Health Sciences Library (Michigan)
Wikis • School: Pershing Middle (California) • Classroom: AP History (Pennsylvania) • Academic: Ohio University Libraries • Public: Stevens County Rural Library District (Washington)
Instant Messaging • School: Fremont High School (California) • Academic: UW Madison • Public: Stoughton Public Library • Special: Massachusetts Trial Court Law Libraries
Media Sharing • School: SmugMug example • Academic: Little Priest Tribal College (Nebraska) • Public: Thomas Ford Memorial Library (Illinois) • Special: Brooklyn Museum of Art
MySpace • Public: Public Library of Charlotte and Mecklenburg County(North Carolina) • Academic: University of Illinois at Urbana Champaign • Special: Brooklyn Museum(New York)
Del.icio.us • Public: Lansing Public Library (Illinois) • Academic: • Maui Community College Library(Hawaii) • Norwich University(Vermont)
LibraryThing • Public: Franklin Township Public Library(New Jersey) • Academic: Southwestern Community College (Iowa)
Gaming • Public: Beloit Public Library • Academic: Mohawk College(Ontario)
Is internet safety an issue? • It can be. • Not all information is accurate. • People online can be rude or exploitative. • (as in person!) • Anonymity can encourage bad behavior. • Potential for online scamming, identity theft, predation. • But, wait. . .
But wait. . . • Danger lurks in the “real world” too • Online networking isn’t going away • We don’t ban automobiles, or forbid children from walking alone • We teach them how to be safe • There are safety nets
Safety Nets • Education and Involvement • Tips for youth • Tips for parents • Library internet policies • Helpful sources
Problematic Safety Nets • Filters • DOPA (Deleting Online Predators Act)
Tips for Youth • Keep personal information private. • Never get together with anyone you “meet” online. • Don’t respond to inappropriate messages. • Tell your parents if someone online: • Asks for your personal information • Wants to meet you in person • Sends inappropriate messages • Don’t share passwords. • Follow rules/expectations.
Tips for Parents • Talk to kids! • Learn what they’re using: • Have them show/teach you • Spend time with them online • Get your own account(s) and explore • Keep computer in visible area in home. • Monitor computer time. • Set and enforce rules for internet use.
Sample Internet Policies (Schools) • Riverdale High School (OR) • Hattiesburg High School (MS) • Necedah Area Schools (WI) • Eau Claire Area School District (WI)
Sample Internet Policies (Public Libraries) • Public Library of Charlotte & Mecklenburg (NC). • Hennepin County (MN). • Portage Public Library (WI) • Thomas Ford Memorial Library (Western Springs, IL). (See Policy #4)
Sample Internet Policies(Academic Libraries) • Rutgers (NJ) • University of Oregon • Marquette(WI)