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LI802


Collaborative
Learning Project

  Leslie Cryan
                   1
Reference Question #1

 Are there Gender Differences in
Young Adult Information Seeking?

      In my observations, teen girls are more willing
      to use an index, or jot down possible titles or
      subject headings and then go get the
      material. It seems guys want the quickest
      and easiest route to the information.
                                  Welch 2007, p.180
Research Shows that Young Adult Men:
     • View the library as ineffective in meeting their
               information needs
     • Tend to have immediate information needs due to
            “last minute” projects
     • Are reluctant to ask for help searching Welch 2007, p.180
     • Dislike the search process and appreciate
            “shortcuts” Welch, 2007, p.180
     • Prefer non-fiction to fiction books
     • Prefer magazines/comics to books
     • Use more “hits per minute” on computers and can be
       more effective web searchers than women Roy, Taylor & Chi,
        2003
Research Shows That Young
      Adult Women:
• Express more positive views of libraries success in
      meeting their information needs Agosto, 2007

• Like narrative fiction better than non-fiction

• Are more patient with the research process
                                              Welch 2007, p.180
• Take responsibility for gathering sex and
      reproductive health information

• Use less “hits per minute” than men in web
  searching, tend to read more webpage content
       Roy, Taylor & Chi, 2003
Young Men and Women use the
      Library differently
      • They have different methods of seeking
        information and different preferences

      • They have different feelings about asking
        for assistance

      • They desire different reading materials

      • They have different “life concerns”

      • They have different attitudes about the
        library environment and are often treated
        differently
Reference Question #2


How Can You Engage Young
  Adults in The Library?
   Young people read, seek, use, transfer and
   interpret information well beyond the
   boundaries of life’s “concerns”... Not all of
   their literacies help solve “problems” or
   make a serious decision. In other words,
   they also seek joy.
                          Anthony Bernier from
                   Chelton & Cool, 2007, p.xx
Attracting Teens to the Library
The attitudes of library staff do influence
the attraction of young adults to public
libraries.                     Bishop & Bauer 2002



        • Teens want to find multiple copies of
             popular books in good condition
        • Teens prefer a bookstore atmosphere-
             welcoming spaces, not morgues!
        • Teens want volunteer opportunities
        • Teens want access to technology and
             training
        • Teens do not think libraries are cool,
             but are willing to help them change
                                                     Meyers, 1999
Attracting Boys to the Library
Mike McQueen http://www.guysread.com

       •   Encourage FOOD!
       •   Provide comfortable seats
       •   Make it look cool
       •   Provide materials that boys like
       •   Develop relationships
       •   Involve parents
       •   Start library programs boys like (Free
           Pancakes!)
                                  Mike McQueen, 2009
Teen Programs


In the past we offered numerous programs,
and the turnout was usually zero to two or
three kids…This past summer we started a
teen council, ... and we have about eight
members. They have now started to decide
what kind of programs they want. Our first
program was origami, and we had thirty to
forty kids out.


                               Bishop & Bauer,
2002
Successful Teen Programs
Patrick Jones- www.connectingYA.com

    • Teen Lock-ins
    • Mother/daughter or Father/son book
      club
    • Poetry and short story contests
    • Teen Art Show
    • Teen suggestion box
    • Teen Library “zine”
    • Poster Design Contest
    • PSAT Night with teacher from Kaplan
Successful Teen Programs (2)
Patrick Jones- www.connectingYA.com

  • Battle of the Bands (held outside)
  • Pizza and Games/Movie Night -after hours
  • Buddy Programs reading to young children
    or seniors in nursing homes
  • Henna Tattoo -Crafts
  • Teen Coffee House- one night per week
  • Games Night-board and video
Teen Programs Best Practice
• Get E-mail addresses of any teen who attends teen
       program
• Develop programs with other teen-serving agencies:
       Juvenile Detention Center, programs for teen
       mothers, or GED/ESL classes
• Film teen library “spots” (in cooperation with local
       cable access channel)
• Partner with local Parks and Recreation for mutual
       program advertising
• Send library card applications to local school media
       centers, mail cards to students
• Allow teens to manage teen or children’s programs
Evaluating your Young Adult Library
     • A short survey can be an effective method of
       determining your YA libraries’ needs. Mikowski, 2003
     • A focus group or advisory panel consisting of
       teens can enlighten staff to teens library needs.
       Walter & Meyers, 2003, p. 111

     • Teen programs should include “outcome targets”,
       or objectives for evaluating a programs level of
       success. These should include more than just
       quantitative data and may involve talking to
       patrons! Walter & Meyers, 2003 p. 91
Reference Question #3



Is Gaming a Good Option for
    Young Adult Libraries?

    The primary goal of a library’s YA space
    is to provide information to teens, in
    whatever form it is packaged. By
    overlooking games, librarians ignore a
    huge segment of the teen population.

        Wilson, 2005
Gaming and Learning
• Gamers consistently outperform non-gamers in tests of
  attention span and information-processing time. After 1 week
  of gaming, non-gamers scores on standard visual tests
  improved. Johnson 2007
• The Federation of American Scientists (FAS) endorsed video
  games as a potential means for teaching “higher-order
  thinking skills, such as strategic thinking, interpretive analysis,
  problem solving, plan formulation and execution, and
  adaptation to rapid change.” Johnson 2007
• Laparoscopic surgeons who played games for more than 3
  hours a week made 37% fewer errors than their non-gaming
  peers, thanks to improved hand-eye coordination and depth
  perception. Johnson 2007
Gaming in The Library
• Scordato (2008) states,” The first thing to recognize about
  American video game culture is that it's not a niche consumer
  group and hasn't been for a very long time.”

• Gaming appeals to more than just teens: 76% of American heads
  of households play computer and video games. The average age
  of a game player is 33 and has been playing for an average of 12
  years. Scordato, 2008
• Sanford (2008) highly recommends the placement of video games
  in public and school libraries, believing libraries have the perfect
  structure to support this new complex, non-linear and fast-paced
  type of learning. Sanford applauds the idea of the “new library”
  that recognizes the strong connections between “learning” and
  “play.”
Where Gaming Meets Literature

• Manga titles such as Hack
  and Kingdom Hearts are a      • Novelizations of popular
  good fit due to some online     video games such as the
  gaming crossover.               Halo series, Doom and
                                  Resident Evil are still
• Online Role Playing and         popular
  video games are the
  subjects of Gloria            • Popular Gaming magazines
  Skurzynski’s Virtual War        such as Playstation, Games
  Chronologs, Conor Kostick’s     for Windows and PSM
  Epic and Rune Michaels’                            Welch 2008
  Genesis Alpha
Reference Question #4

What are the Best Readers Advisories
     for Young Adult Libraries?
      • ALAN: The Assembly on Literature for Adolescents
        http://www.alan-ya.org/

      • Teen Librarian
        http://www.teenlibrarian.com/

      • YALSA: Young Adult Library Services Association

        http://www.ala.org/ala/mgrps/divs/yalsa/booklistsawar
Best Readers Advisories (2)

• A librarians guide to manga and anime:
  http://www.koyagi.com/Libguide.html

• Recommended Graphic Novels
  for Public Libraries
  http://my.voyager.net/~sraiteri/graphicnovels.htm

• Reading Rants!
  Out of the Ordinary Teen Booklists!
  http://www.readingrants.org/

• Guys Read
  http://www.guysread.com/
Other Useful Sites

• Internet Public Library for Teens
      http://www.ipl.org/div/teen/


• Patrick Jones

  http://www.connectingya.com/publications.html


• Mike McQueen-Getting Boys to Read
      http://www.gettingboystoread.com/
References
Agosto, D.E., Paone, K.L. & Ipoock, G.S. (2007) The Female-Friendly Public Library: Gender Differences in Adolescents' Uses and

     Perceptions of U.S. Public Libraries. Library Trends. (56)2, 387-401.

Bishop, K. & Bauer, P (2002). Attracting Young Adults to Public Libraries: Frances Henne YALSA/VOYA Research Grant Results.

     Journal of Youth Services in Libraries. (15)2, 36-44.

Chelton, M.K. & Cool, C. (2007). Youth Information Seeking Behavior II. Lanham, Maryland, Scarecrow Press.

Johnson, S. & Schlesinger, V. (2007) This is your Brain on Video Games. Discover. Retrieved from

     http://discovermagazine.com/2007/brain/video-games/article_view?b_start:int=1&-C=

Jones, P. (2008) Patrick Jones, Presentations. Retrieved July 5, 2009 from http://www.connectingya.com/presentations.html

Machado, J., Lentz, B,. Wallace, R., & Honig-Bear, S. (2000). A Survey of Best Practices in Youth Services around the Country: A

     View from One Library. .Journal of Youth Services in Libraries. (13)2, 30-35.


McQueen, M. (2009) Getting Boys to Read. Retrieved July 3, 2009 from http://www.gettingboystoread.com/
References (2)
Meyers, E. E. (1999). The Coolness Factor: Ten Libraries Listen to Youth. American Libraries, (30)10, 42-45.

Mikowski, L. (2003). OLA. (9)3, 16-17.

Roy, M., Taylor, R,. Chi, M, T,H. (2003) Searching for Information Online and Offline: Gender Differences among Middle School

     Students. Journal of Educational Computing Research (29)2 229-252.

Sanford, K, & Madill, L (2007) Understanding the power of new literacies through video game play and design. Canadian Journal

     of Education. (30)2: 432(24).

Sanford, K. (2008) Videogames in the Library? What Is the World Coming To? School Libraries Worldwide (14)2, 83-88.

Scordato, J. (2008) Gaming as a Library Service. Public Libraries. (47)1 67-73.

Walter, V.A. & Meyers, E.E. (2003). Teens and Libraries: Getting it Right. Chicago, American Library Association.

Weisel, H. (2003). YA Resources 101. OLA (9)3 18-24.

Welch, R.J. (2007). The Guy Friendly YA Library. Westport, CT: Libraries Unlimited.

Welch, R.J. (2008). From Platforms to Books? I’m Game. Young Adult Library Services (6)2, 30-31.

Wilson, H,. (2005) Gaming for Librarians: An Introduction. Voice of Youth Advocates. (27)6, 446-449.
Thank You!

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802 Research Leslie Cryan

  • 2. Reference Question #1 Are there Gender Differences in Young Adult Information Seeking? In my observations, teen girls are more willing to use an index, or jot down possible titles or subject headings and then go get the material. It seems guys want the quickest and easiest route to the information. Welch 2007, p.180
  • 3. Research Shows that Young Adult Men: • View the library as ineffective in meeting their information needs • Tend to have immediate information needs due to “last minute” projects • Are reluctant to ask for help searching Welch 2007, p.180 • Dislike the search process and appreciate “shortcuts” Welch, 2007, p.180 • Prefer non-fiction to fiction books • Prefer magazines/comics to books • Use more “hits per minute” on computers and can be more effective web searchers than women Roy, Taylor & Chi, 2003
  • 4. Research Shows That Young Adult Women: • Express more positive views of libraries success in meeting their information needs Agosto, 2007 • Like narrative fiction better than non-fiction • Are more patient with the research process Welch 2007, p.180 • Take responsibility for gathering sex and reproductive health information • Use less “hits per minute” than men in web searching, tend to read more webpage content Roy, Taylor & Chi, 2003
  • 5. Young Men and Women use the Library differently • They have different methods of seeking information and different preferences • They have different feelings about asking for assistance • They desire different reading materials • They have different “life concerns” • They have different attitudes about the library environment and are often treated differently
  • 6. Reference Question #2 How Can You Engage Young Adults in The Library? Young people read, seek, use, transfer and interpret information well beyond the boundaries of life’s “concerns”... Not all of their literacies help solve “problems” or make a serious decision. In other words, they also seek joy. Anthony Bernier from Chelton & Cool, 2007, p.xx
  • 7. Attracting Teens to the Library The attitudes of library staff do influence the attraction of young adults to public libraries. Bishop & Bauer 2002 • Teens want to find multiple copies of popular books in good condition • Teens prefer a bookstore atmosphere- welcoming spaces, not morgues! • Teens want volunteer opportunities • Teens want access to technology and training • Teens do not think libraries are cool, but are willing to help them change Meyers, 1999
  • 8. Attracting Boys to the Library Mike McQueen http://www.guysread.com • Encourage FOOD! • Provide comfortable seats • Make it look cool • Provide materials that boys like • Develop relationships • Involve parents • Start library programs boys like (Free Pancakes!) Mike McQueen, 2009
  • 9. Teen Programs In the past we offered numerous programs, and the turnout was usually zero to two or three kids…This past summer we started a teen council, ... and we have about eight members. They have now started to decide what kind of programs they want. Our first program was origami, and we had thirty to forty kids out. Bishop & Bauer, 2002
  • 10. Successful Teen Programs Patrick Jones- www.connectingYA.com • Teen Lock-ins • Mother/daughter or Father/son book club • Poetry and short story contests • Teen Art Show • Teen suggestion box • Teen Library “zine” • Poster Design Contest • PSAT Night with teacher from Kaplan
  • 11. Successful Teen Programs (2) Patrick Jones- www.connectingYA.com • Battle of the Bands (held outside) • Pizza and Games/Movie Night -after hours • Buddy Programs reading to young children or seniors in nursing homes • Henna Tattoo -Crafts • Teen Coffee House- one night per week • Games Night-board and video
  • 12. Teen Programs Best Practice • Get E-mail addresses of any teen who attends teen program • Develop programs with other teen-serving agencies: Juvenile Detention Center, programs for teen mothers, or GED/ESL classes • Film teen library “spots” (in cooperation with local cable access channel) • Partner with local Parks and Recreation for mutual program advertising • Send library card applications to local school media centers, mail cards to students • Allow teens to manage teen or children’s programs
  • 13. Evaluating your Young Adult Library • A short survey can be an effective method of determining your YA libraries’ needs. Mikowski, 2003 • A focus group or advisory panel consisting of teens can enlighten staff to teens library needs. Walter & Meyers, 2003, p. 111 • Teen programs should include “outcome targets”, or objectives for evaluating a programs level of success. These should include more than just quantitative data and may involve talking to patrons! Walter & Meyers, 2003 p. 91
  • 14. Reference Question #3 Is Gaming a Good Option for Young Adult Libraries? The primary goal of a library’s YA space is to provide information to teens, in whatever form it is packaged. By overlooking games, librarians ignore a huge segment of the teen population. Wilson, 2005
  • 15. Gaming and Learning • Gamers consistently outperform non-gamers in tests of attention span and information-processing time. After 1 week of gaming, non-gamers scores on standard visual tests improved. Johnson 2007 • The Federation of American Scientists (FAS) endorsed video games as a potential means for teaching “higher-order thinking skills, such as strategic thinking, interpretive analysis, problem solving, plan formulation and execution, and adaptation to rapid change.” Johnson 2007 • Laparoscopic surgeons who played games for more than 3 hours a week made 37% fewer errors than their non-gaming peers, thanks to improved hand-eye coordination and depth perception. Johnson 2007
  • 16. Gaming in The Library • Scordato (2008) states,” The first thing to recognize about American video game culture is that it's not a niche consumer group and hasn't been for a very long time.” • Gaming appeals to more than just teens: 76% of American heads of households play computer and video games. The average age of a game player is 33 and has been playing for an average of 12 years. Scordato, 2008 • Sanford (2008) highly recommends the placement of video games in public and school libraries, believing libraries have the perfect structure to support this new complex, non-linear and fast-paced type of learning. Sanford applauds the idea of the “new library” that recognizes the strong connections between “learning” and “play.”
  • 17. Where Gaming Meets Literature • Manga titles such as Hack and Kingdom Hearts are a • Novelizations of popular good fit due to some online video games such as the gaming crossover. Halo series, Doom and Resident Evil are still • Online Role Playing and popular video games are the subjects of Gloria • Popular Gaming magazines Skurzynski’s Virtual War such as Playstation, Games Chronologs, Conor Kostick’s for Windows and PSM Epic and Rune Michaels’ Welch 2008 Genesis Alpha
  • 18. Reference Question #4 What are the Best Readers Advisories for Young Adult Libraries? • ALAN: The Assembly on Literature for Adolescents http://www.alan-ya.org/ • Teen Librarian http://www.teenlibrarian.com/ • YALSA: Young Adult Library Services Association http://www.ala.org/ala/mgrps/divs/yalsa/booklistsawar
  • 19. Best Readers Advisories (2) • A librarians guide to manga and anime: http://www.koyagi.com/Libguide.html • Recommended Graphic Novels for Public Libraries http://my.voyager.net/~sraiteri/graphicnovels.htm • Reading Rants! Out of the Ordinary Teen Booklists! http://www.readingrants.org/ • Guys Read http://www.guysread.com/
  • 20. Other Useful Sites • Internet Public Library for Teens http://www.ipl.org/div/teen/ • Patrick Jones http://www.connectingya.com/publications.html • Mike McQueen-Getting Boys to Read http://www.gettingboystoread.com/
  • 21. References Agosto, D.E., Paone, K.L. & Ipoock, G.S. (2007) The Female-Friendly Public Library: Gender Differences in Adolescents' Uses and Perceptions of U.S. Public Libraries. Library Trends. (56)2, 387-401. Bishop, K. & Bauer, P (2002). Attracting Young Adults to Public Libraries: Frances Henne YALSA/VOYA Research Grant Results. Journal of Youth Services in Libraries. (15)2, 36-44. Chelton, M.K. & Cool, C. (2007). Youth Information Seeking Behavior II. Lanham, Maryland, Scarecrow Press. Johnson, S. & Schlesinger, V. (2007) This is your Brain on Video Games. Discover. Retrieved from http://discovermagazine.com/2007/brain/video-games/article_view?b_start:int=1&-C= Jones, P. (2008) Patrick Jones, Presentations. Retrieved July 5, 2009 from http://www.connectingya.com/presentations.html Machado, J., Lentz, B,. Wallace, R., & Honig-Bear, S. (2000). A Survey of Best Practices in Youth Services around the Country: A View from One Library. .Journal of Youth Services in Libraries. (13)2, 30-35. McQueen, M. (2009) Getting Boys to Read. Retrieved July 3, 2009 from http://www.gettingboystoread.com/
  • 22. References (2) Meyers, E. E. (1999). The Coolness Factor: Ten Libraries Listen to Youth. American Libraries, (30)10, 42-45. Mikowski, L. (2003). OLA. (9)3, 16-17. Roy, M., Taylor, R,. Chi, M, T,H. (2003) Searching for Information Online and Offline: Gender Differences among Middle School Students. Journal of Educational Computing Research (29)2 229-252. Sanford, K, & Madill, L (2007) Understanding the power of new literacies through video game play and design. Canadian Journal of Education. (30)2: 432(24). Sanford, K. (2008) Videogames in the Library? What Is the World Coming To? School Libraries Worldwide (14)2, 83-88. Scordato, J. (2008) Gaming as a Library Service. Public Libraries. (47)1 67-73. Walter, V.A. & Meyers, E.E. (2003). Teens and Libraries: Getting it Right. Chicago, American Library Association. Weisel, H. (2003). YA Resources 101. OLA (9)3 18-24. Welch, R.J. (2007). The Guy Friendly YA Library. Westport, CT: Libraries Unlimited. Welch, R.J. (2008). From Platforms to Books? I’m Game. Young Adult Library Services (6)2, 30-31. Wilson, H,. (2005) Gaming for Librarians: An Introduction. Voice of Youth Advocates. (27)6, 446-449.