Library 2.0 & 3.0 Flipped

‘Library 2.0’ utililses Web 2.0 interactive tools, such as, blogs, wikis, RSS feeds, twitter, podcasts and audio files (Refer: Creative Commons, 2009a) to center user contributions in a ‘digital age’(Blowers, 2007; Casey & Savastinuk, 2006; Idaho, 2008).  Greenhill’s presentation (2007) -‘What is Library 2.0’?- outlines global changes such as, interaction at all hours, creative self-centred participation and escalating social interaction as word-of-keyboard create mash-ups of links to access information. Helene Blower, developer of ‘23 things’, summarised Library 2.0 as ‘cultivating communities’ and stresses the importance of becoming a ‘player’. Although discussions have arisen querying the terminology, most agree one fundamental core purpose is to empower users to interact online and thus enhance library services through the use of varied communicative tools of Web 2.0 technology. Today, 3.0 technology means an interaction with users and their correlations with the real world.

The shared leadership library program of Victoria states that Library 3.0 refers to: 

"....libraries using technologies such as the semantic web, cloud computing, mobile devices, and re-envisioning our use of established technologies such as federated search, to facilitate user-generated content and collaboration to promote and make library collections accessible. The end result of Library 3.0 is the expansion of the 'borderless library', where collections can be made readily available to library users regardless of their physical location. Library 3.0 is a virtual complement to physical public library spaces, and ideally will work seamlessly within ....library services and collections....."  (Billing et al, 2011).

John Morvec presents evidence of  interactive shared learning spectrum of 3.0 when:

  • "Meaning is...Socially constructed and contextually reinvented;
  • Technology is...everywhere (digital universe);
  • Teaching is done...Teacher to student, students to students, student to teacher, people-technology-people (co - constructivism)
  • Schools are located...Everywhere (throughly infused into society: cafes,bowling alleys, bars, workplaces, etc.)
  • Parents view schools as..a place for them to learn too;
  • Teachers are...everywhere, everybody;
  • Hardware and software in schools...are available at a low cost and are used purposely;
  • Industry views graduates as...co-workers or entrepreneurs"

(http://www.educationfutures.com/2008/02/15/moving-beyond-education-20/).


A Borderless Library/Society is the key term. Today, as students go in and out of the classroom with extra curricular activities and vocational learning, it is more important than ever to create an online learning environment in flipped classrooms where the students/learner takes responsibility in their learning program. 

There are five major 'flipped' components in todays learning environment.

FIVE FLIPPED CONCERNS

1. Physical space and virtual space are irrelevant with mobile devices.

2. Today students and teachers roles are 'flipped', as students often can support 

     teachers in learning new tools.

3. School & Society become one learning field.

4. Text and Visual properties are as important as each other.

5. Teacher Librarians and Teachers roles are intertwined.  However, teachers are more 

    time-poor than ever with increasing responsibilities and follow-through's required.

   Teacher Librarians can guide and support the load as a team with the teacher.




 

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