1 / 68

Social Software, Teens, and Libraries

Social Software, Teens, and Libraries. Cheryl Becker & Shawn Brommer South Central Library System. WAPL, May 2007. Today’s Agenda. Definitions and examples Statistics/Millennials Benefits Safety. What is social software?.

milo
Download Presentation

Social Software, Teens, and Libraries

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Social Software, Teens, and Libraries Cheryl Becker & Shawn Brommer South Central Library System WAPL, May 2007

  2. Today’s Agenda • Definitions and examples • Statistics/Millennials • Benefits • Safety

  3. 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”

  4. 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

  5. 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.

  6. http://www.walkingpaper.org/

  7. Wiki • Collaborative resource creation • Allows users to add, edit, remove content • Examples • Wikipedia • Library Success • Citizendium

  8. Instant Messaging • “IM” • Immediate, real-time chat (text) • Instantaneous • Point of need • AOL, MSN, Yahoo

  9. Media Sharing • Organize, store, tag, share • Groups • Examples: • Flickr (photos) • SmugMug (photos) • YouTube (videos)

  10. Social Networking Services • Places to meet and communicate • Shared interests or causes • Combines IM, blog, photo sharing, “Friending” • Examples: • MySpace • Facebook • Friendster

  11. Example of a MySpace Account

  12. 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

  13. 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

  14. “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

  15. Teens, Internet Use & Social Networking • Teen brain development • Millennials • Information seeking habits of teens • Some statistics • Benefits • What does this mean for libraries?

  16. Teen Brain Development • Hormones vs. Brains! • Social development • Risk taking • Emotional response

  17. 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

  18. 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

  19. 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

  20. 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

  21. 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)

  22. 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)

  23. Source: Perceptions of Libraries and Information Resources, OCLC, 2005, question 1207.

  24. 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

  25. 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!

  26. Benefits of social software • Critical thinking • Reading and writing skills • Collaboration • Communicating with authors, experts, etc.—Social and cultural competence • Boundaries and expectations

  27. Benefits (2) • Communication between those with special interests • Equalizing • Appearance, status, disabilities • Gaming: “Subversive Learning” • Learn skills • Form coalitions • Decision making • “Virtual malt shop”

  28. Benefits (3) • See the YALSA articles (bibliography) • Social Networking and DOPA • Teens & Social Networking in School & Public Libraries

  29. 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

  30. Library Examples (“Library 2.0”)

  31. http://mabryonline.org/blogs/media/

  32. http://www.wals.lib.wi.us/blogs/newbooks_menasha/

  33. http://www.scrldwiki.org/

  34. Stoughton Public Library

  35. www.flickr.com/photos/thomasfordmemoriallibrary

  36. SmugMug

  37. MySpace at the Public Library of Charlotte & Mecklenburg County (The Loft)

  38. http://www.lansing.lib.il.us/

  39. http://www.franklintwp.org/teenmainpage.htm

  40. http://als.lib.wi.us/BPL/youthpages/teens.html

More Related