Personal librarian program for transfer students: an overview

2017 ◽  
Vol 45 (2) ◽  
pp. 346-354 ◽  
Author(s):  
Amanda MacDonald ◽  
Suchi Mohanty

Purpose This paper aims to address the emergence of personal librarian programs and to discuss the development and implementation of the Personal Librarian for Transfer Students Program at The University of North Carolina at Chapel Hill (UNC-CH). Design/methodology/approach The literature is limited to research focused on personal librarians and programs. This paper examines the process by which the program was established at UNC-CH and includes a discussion about how campus and library buy-in was secured. Findings The response to the program has been positive. Survey responses and anecdotal feedback shows that the program resonates with a select group of transfer students. Originality/value This research provides an overview of an effective, sustainable way to forge personal connections with transfer students to support their academic development.

2016 ◽  
Vol 34 (4) ◽  
pp. 657-668 ◽  
Author(s):  
Amanda Tickner

Purpose The purpose of this paper is to investigate the usability and user perceptions of the display technology in the library to evaluate the utility of the Liquid Galaxy (LG) technology and how it was deployed in a library setting. Design/methodology/approach This paper presents the results of a mixed method (survey and interview) qualitative study of users of the LG Google Earth/Google Street View immersive display in the Research Hub of Davis Library of the University of North Carolina Chapel Hill conducted in April 2015. In total, 25 users of the LG responded to survey or interview questions about their user experience and their emotional response to the LG. Findings Users found the LG easy to use and they had many reasons for using the LG including: research, education, entertainment, trip planning and nostalgic virtual travel. Originality/value There are few studies on users’ experience of innovative non-way finding display technology in library settings and this study then adds to the literature on this subject. These results may assist organizations evaluating incorporating an immersive display such as the LG into their offerings.


2015 ◽  
Vol 43 (4) ◽  
pp. 643-655 ◽  
Author(s):  
Lisa Martin ◽  
Will Martin

Purpose – The purpose of this paper is to discuss how to use a web-based library game as an outreach tool at events. Games in higher education are a trend that libraries have used for information literacy but less frequently for outreach. Although there are relatively few examples of the use of games in academic library outreach events, games have the potential to be excellent outreach tools by engaging students and presenting them with the opportunity to change their perceptions of the library. Design/methodology/approach – The University of North Dakota (UND) Libraries successfully connected with students at an outreach event by using a modified version of the Information Literacy Game originally developed by the University of North Carolina Greensboro (UNCG). UND Librarians created specific technical modifications and an event workflow, highlighted here, that other academic libraries can adapt for use at outreach events to attract both students who are and those who are not typically users of the library. Findings – The information literacy game, with some specific technical changes, is customizable in relatively inexpensive ways that allow librarians from institutions of all sizes to engage students with a game at outreach events. Originality/value – Games, especially Web-based games, have not previously been used in outreach events. The literature on the use of games in information literacy sessions but outreach is an even more logical fit for gaming. This paper presents a practical, value-oriented method for academic libraries to modify an information literacy game for use in outreach.


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