Knowledge map: a creative visual path to library guides and resources

2020 ◽  
Vol 38 (5/6) ◽  
pp. 943-962
Author(s):  
Weiling Liu

Purpose This paper aims to indicate that library guides seem to be unfamiliar to most students or not easy to find or use. Some improvements have been made by embedding the guides in the learning management system or promoting the guides in formal library instructional classes. Are there other ways to promote or improve the use of library guides? The author proposes an exploratory visual solution to minimize this gap between library users and library guides. Design/methodology/approach Guided by the cognitive load theory, the proposed solution is a knowledge map created with Freeplane. The proposal is illustrated by comparing a sample knowledge map with its content source, a subject guide in LibGuides, via three browsing paths in locating a recommended database for a particular course on the sample subject guide website. Findings The knowledge map can display contents in different ways and provide a simple and visual layout with direct access to the library resources, which may help lessen users’ intrinsic cognitive load, minimize extraneous load or promote germane load. The map can also be beneficial to librarians for preparing teaching materials or guides management. Practical implications The proposed solution can be implemented with Freeplane based on existing library guides or created from scratch. Originality/value The proposed solution addresses a gap in the library field, where the use of knowledge maps for library services is overlooked.

2011 ◽  
Vol 403-408 ◽  
pp. 5146-5149
Author(s):  
Chih Chung Lee ◽  
Baw Jhiune Liu ◽  
Chen Chi Chang

There have been many growing learning materials in Internet. With the popularization of the Internet, digital learning has become a new method of knowledge acquisition. The range of electronic resources from online databases to e-books and e-journals, different resources gains in different service providers. More and more people like to take the digital courses to discuss the topics or the issues which they are interested. Online course has become an important knowledge exchange platform in virtual world. Personal knowledge maps can follow the research interests of learners and learning process as learners need a wide range of electronic resources to be integrated. Currently, although a number of electronic resources will introduce by libraries. However, lack of effective organization and integrated in the single user interface, the user must learn multiple interfaces for the use of electronic resources. The personal knowledge map system has three notable characteristics. First, connect the courses and online resources. Second, visualize the learning process. Third, combine the library resources into courses. Fourth, group the students with the same learning interests.


2006 ◽  
Vol 27 (6/7) ◽  
pp. 411-422 ◽  
Author(s):  
Jia Mi ◽  
Frederick Nesta

PurposeThis paper aims to examine the role of marketing to new generations of library users.Design/methodology/approachThe paper reviews classical marketing texts and current user studies for applicability to library service.FindingsThe paper finds that libraries can apply classic marketing principles to attract and better serve new generations of users. Although libraries no longer have a monopoly on information sources, libraries do offer value‐added services.Originality/valueBy understanding the users and their contexts, the paper proposes various strategies of value to market librarians and library resources.


2020 ◽  
Vol 41 (6/7) ◽  
pp. 339-353
Author(s):  
Joel Nakitare ◽  
Emily Sawe ◽  
Joyce Nyambala ◽  
Tom Kwanya

PurposeThe main purpose of this study was to investigate the emerging roles of academic librarians in Kenya, with a view to determining whether they perform better as apomediaries or infomediaries. The specific objectives were to: examine the characteristics of the changing information universe in which academic librarians in Kenya currently operate; analyse the information-seeking behaviour of academic library users in the new information universe and examine the emerging roles of academic librarians in Kenya.Design/methodology/approachThis study adopted a descriptive research design and used an online survey research technique to collect data from practising academic librarians. This study targeted senior librarians from all the 67 private and public universities in Kenya. One senior librarian per university was purposefully selected to fill the questionnaire owing to their experience and expertise. 33 out of the 67 senior librarians responded to the survey. The collected data were descriptively analysed using SPSS, and as per the study objectives.FindingsThis study established that most library users are digital independent and access library resources remotely. Nonetheless, many users still borrow and utilize print books despite the ubiquity of digital platforms. The findings revealed that academic librarians to a great extent now play the role of apomediaries, going beyond information giving to empowering their users.Practical implicationsThere is need for academic librarians in Kenya to not only be aware of the characteristics of their current users but also to continuously develop professionally so as to be able to adequately cater for the needs of their clients.Originality/valueThis paper contributes to the scholarship on librarians' roles in Kenya by demonstrating that most of them are transitioning to the apomediary roles.


2022 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Anupta Jana ◽  
Rosalien Rout

Purpose In the absence of a working model for describing, managing and archiving the human library resources, this study aims to attempt a practical approach that will provide all the necessary information to the library users, library professionals and researchers. Design/methodology/approach Initially, different metadata standards, archival projects and attributes of the human books were reviewed to identify appropriate metadata standards that accurately describe the resources of the human library. A free and open-source software; DSpace was considered for implementing newly defined metadata schema in this study. Thereafter, a set of new subject entries was incorporated to standardize the contents of the human library. Findings This study finds that the widely used metadata schema – Dublin Core (DC) is not appropriate to describe the contents of the human book. It shows that selected metadata elements from the types – person and event of schema.org can be used for describing, organizing and archiving the resources of the human library. It further highlights that existing subject entries are not sufficient to standardize the contents of these types of resources. Research limitations/implications Two metadata fields in DSpace are strongly recommended by the DSpace community to consider in the input-forms.xml file, that is why the study could not completely omit DC metadata elements in describing human books. Originality/value The study provides a roadmap to the library professionals on the inclusion of new metadata schemas in describing the uniquely featured resources of the library.


2019 ◽  
Vol 47 (1) ◽  
pp. 6-20
Author(s):  
Jim Hahn

Purpose The purpose of this paper is to undertake a formative evaluation of growth over time that would demonstrate diverse library users’ development as they interact with mobile digital library services. Design/methodology/approach This paper incorporated a server log analysis to evaluate first, the location of users. To study the nature of diverse user development, users from unique locations were identified and tracked over several years. The type of growth that this paper analyzes is the development of a library user from the beginning stages of use into one who is more experienced. For the purposes of this paper, the authors define library experts as experienced library users. These are users who have come back to the library over multiple sessions of learning and branched out into multiple areas of library functionality and services. Findings The findings of modular mobile use over time suggest that, while over half of users only utilized one module, 39 per cent of all users accessed more than one module. This formative approach to assessing student library engagement suggests alternative metrics for assessing outreach and distance learning. Originality/value The underlying departure point for this study is that formative models may introduce descriptive data valuable to the learning analytics toolkit. The library research literature on learning analytics, and perhaps library service offerings that support learning, may gain additional value by attending to students’ formative development as they interact with library resources. Describing the way in which mobile app users develop can yield insights about learning over time, both on campus and at a distance.


2018 ◽  
Vol 15 (3) ◽  
pp. 220-237 ◽  
Author(s):  
Christopher Hughes ◽  
Jamie Costley ◽  
Christopher Lange

Purpose The paper aims to examine the effect of levels of self-regulated effort (SRE) and levels of cognitive load on the watching and completing of video lectures used as the main source of instruction in online learning environments. Design/methodology/approach A survey provided data on the students’ engagement with video lectures, their level of SRE and the level of cognitive load they perceived while watching video lectures. The relationships between these variables and statistical significance were analyzed. Findings There were three key findings: a positive relationship between SRE and both watching and completing lectures; a negative relationship between SRE and perceptions of existing cognitive load; and students in different demographic groups watched fewer lectures, experienced higher cognitive load and reported lower levels of SRE. Research limitations/implications Implications of this study are that video lecture creation would benefit from the development of best practices, consideration of students’ levels of self-regulation, minimization of extraneous load and individual differences among groups of students. Limitations are the context-specific nature of the findings and the fact that data were drawn from self-reported survey responses, meaning they are subjective in nature. Originality/value The originality of this paper lies in its investigation of relationship between SRE, cognitive load and video lecture viewership. No research of this topic could be found during the literature review. Findings are of value to those interested in reaping increased levels of video lecture viewership by showing elements that will encourage engagement, satisfaction and better transmission of instruction.


2014 ◽  
Vol 2014 ◽  
pp. 1-12 ◽  
Author(s):  
Paige Vitulli ◽  
Rebecca M. Giles ◽  
Edward L. Shaw

This study examined the use of knowledge maps as a tool for teacher education students to increase knowledge acquisition and retention of concepts related to the visual arts design elements: line, color, and shape. Participants were randomly assigned to either the no map or knowledge map group. Three instruments—Student Autobiography, Elements of Design Tests (EDT), and Knowledge Map Questionnaire—were used to collect data. Results revealed significantly higher means on the immediately administered posttest for the elements line and color and the delayed posttest for line map group. Questionnaire responses indicated positive attitudes toward knowledge map use as a study strategy. Specifically, endorsement was reported toward maps’ clarity, effectiveness for learning concepts, and enjoyment of use.


2018 ◽  
Vol 36 (3) ◽  
pp. 394-413 ◽  
Author(s):  
Chunxiu Qin ◽  
Pengwei Zhao ◽  
Jian Mou ◽  
Jin Zhang

Purpose Browsing knowledge documents in a peer-to-peer (P2P) environment is difficult because knowledge documents in such an environment are large in quantity and distributed over different peers who organize the documents according to their own views. This paper aims to propose a method for constructing a personal knowledge map for a peer to facilitate knowledge browsing and alleviate information overload in P2P environments. Design/methodology/approach The research presents a method for constructing a personal knowledge map. The method adopts an ontology-concept-tree-based classification algorithm to recognize a peer’s personal knowledge structure and construct a personal knowledge map, and uses a self-organizing map algorithm to cluster and visualize the knowledge documents. The correctness of the created knowledge map is evaluated with a collection of abstracts of academic papers. Findings The method for constructing a personal knowledge map is the main finding of this research. The evaluation shows that the created knowledge map is good in quality. Research limitations/implications The proposed method provides a way for P2P platforms to understand their users’ knowledge background, as well as to improve the P2P platform environment. However, the proposed method will not help a peer when he has nothing in his individual knowledge document repository (i.e. the “cold start” problem). The method also requires a relatively good ontology base for a P2P document sharing system to use the method effectively. Originality/value It is novel that the proposed method organizes the knowledge documents related to a peer’s knowledge background into a personal knowledge map. Moreover, the created knowledge map combines the advantages of a hierarchical display and a map display. It has values for a distributed P2P environment to facilitate users’ knowledge browsing and to alleviate information overload.


2020 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Eugene Okyere-Kwakye ◽  
Khalil Md Nor

Purpose Electronic library (E-library) is a form of computer mediated system that uses electronic media, such as Web/internet devices and distributes resources to improve on the quality of teaching and learning. Students’ use of e-library for learning is essential and as such the government has invested hugely into its subscription for several university libraries in Ghana. However, most university students feel reluctant to use the e-library resources for their studies. The purpose of this paper is therefore to examine the factors that influence students’ intention to use e-library resources for their studies. Design/methodology/approach Questionnaire was used to collect data from 200 students from one Technical University in Ghana. Structural equation modeling (SmartPLS) was used to analyze the data. Findings The study found that accessibility, attitude, perceived ease of use, perceived usefulness and relevance to studies have positive significant effect on students’ attitude to use e-library. In addition, self-efficacy, subjective norm and attitude have positive significant influence on students’ intention to use e-library. Research limitations/implications Although the sample frame used for this study may be unique, but the total amount of data collected was limited to providing the general representative of the Ghanaian students in one particular university. Other researchers may consider collecting data from other universities to extend the sample frame for a larger sample size of students. Practical implications Academic administrators need to organize training and workshops on how to use the e-library portal for their search and other didactic assignments. Most importantly, students should be given IT or internet tutorials as foundation for the use of the e-library portal. Social implications Universities have to provide internet access such as hotspot and network routers at the labs, classrooms and other vantage points. It is believed that with these in place, adequate access to the internet would promote students’ engagement on the e-library facility. Originality/value The study examines the factors that influence students’ intention to use e-library resources for their studies in Ghana.


2015 ◽  
Vol 14 (4) ◽  
pp. 118-123 ◽  
Author(s):  
Lauren Trees

Purpose – The purpose of this paper is to present enterprise social networking and gamification as two potential tools to help organizations engage Millennial employees in collaboration and learning. Design/methodology/approach – The research provides general descriptions of enterprise social networking and gamification approaches, shares data on adoption of these approaches from APQC’s “2015 Knowledge Management Priorities Data Report” (based on a January 2015 survey of 524 knowledge management professionals) and includes four company examples adapted from APQC’s Connecting People to Content and Transferring and Applying Critical Knowledge best practices studies. The methodology for APQC’s best practices studies involves screening 50 or more organizations with potential best practices in a given research scope area and identifying five or six with proven best practices. APQC then conducts detailed site visits with the selected organizations and publishes case studies based on those site visits. Findings – Enterprise social networking platforms are in place at 50 per cent of organizations, with another 25 per cent planning to implement them by the end of 2015. By providing near-immediate access to information and answers, enterprise social networking helps Millennials learn the ropes at their new workplaces, gives them direct access to more knowledgeable colleagues who can assist and mentor them, and helps them improve their business outcomes by reusing knowledge and lessons learned across projects. Younger workers can also harness the power of social networking to create a sense of belonging and build their reputations in large, dispersed firms, where it is particularly difficult for them to gain visibility. A recent APQC survey indicates that 54 per cent of organizations either currently employ gamification to encourage collaboration or expect to implement it within the next three years. The rush to gamify the enterprise is, at least in part, a reflection of employers’ desire to satisfy Millennials and make them feel connected to a community of co-workers. Although games appeal to a wide range of age groups, Millennials grew up with digital interaction and tend to prefer environments that emphasize teamwork, social learning and frequent feedback – all of which can be delivered through gamification. Originality/value – The value of this paper is to introduce the value of and relationship between enterprise social networking and gamification platforms to human resource (HR) professionals looking to increase engagement and retention rates for Millennial employees.


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