• Title/Summary/Keyword: Education of Information and the Library as Subject Matter

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The Discourse for Academic Generation of 'School library Education Science' (문헌정보교육학의 학문적 생성 담론)

  • Hahm, Myung-Sik
    • Journal of the Korean Society for Library and Information Science
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    • v.42 no.4
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    • pp.223-241
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    • 2008
  • This study presents the discourse for academic generation of 'School Library Education Science' based on integrative research between library & information science and education science. The study discusses research fields and themes of 'School Library Education Science' as the base to define the roles of the school library and of teacher-librarians. It contributes to upgrading the research level of the school library. The research field in the school library analyzes and integrates both aspects of library & information science and of education science. The developed theories of 'School Library Education Science' present Library-Based Education and Library-Based Learning, Base Connectionism, Base Integrationism, Top456 Approach, Curriculum-Based Approach, Viewpoint Approach, and Education of Information and the Library as a Subject Matter. The trends in research of the school library analyze the thesis numbers of academic journals. The future research challenges of 'School Library Education Science' discuss the educational basics of the school library, operational management, electronic school libraries, and educational activities. Conclusively, this study analyzes the current situation of the school library & of teacher-librarians in Korea, and provides its solution by the aspects of 'School Library Education Science'.

A Base Stydy on the Impact of School Libraries on Academic Achievement (학교도서관이 학업성취도에 미치는 영향에 관한 기초 연구)

  • Hham, Myung-Shik
    • Journal of the Korean Society for information Management
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    • v.20 no.2
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    • pp.43-71
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    • 2003
  • This thesis is the study of the relationship between school libraries and academic achievement. This thesis defines research areas between shool libraries and academic achivement, analyzes the representive related thesis, and then partly applies meta-analysis methodology. This thesis presents research sciences, research methodologies, statistical techniques, and research pursuit pertinent to Korea for the scientific research between school libraies and academic achievement. In the future, to develop school libraries in the long term, in-depth academic research must be developed. The focus of the research should include the MLS and Ph. D. thesis of 'education of information and library as a subject matter' field to analyze the realtionship between school libraries and academic achievement.

Trends in the Education and Training of Library and Information Professionnals-Based On Analysis of Curricular of Library Science (도서관 및 정보전문직 교육 방향에 관한 연구; 교과과정 분석을 통하여)

  • Hahn Bock Hee
    • Journal of the Korean Society for Library and Information Science
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    • v.11
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    • pp.43-75
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    • 1984
  • Information science is the study how in formation is transferred and all the intermediate steps of collecting, organizing, interpreting, storing, retrieving, disseminating and trans foming information. Professional education means the transfer of knowledge, the development of cognitive abilities and the infusion of professional attitudes. Training may be defined as practice-based instruction in the development and use of professional skills. Each is affected by the confluence of social, economic and technological realities of the environment where the learning takes place. We have witnessed controversy about methods of curriculum revision and change. Should information science courses be added to the traditional library science curriculum or should the new approaches be integrated within the subject matter of each individual course? The article is based upon the assumption that education for librarianship is at a turning point. To provide this information, 25 curricula of colleges and universities were analysed to assist in the study. Also 32 information professionals were asked to assist in the study. In the experimental part of this study, curricula based on the education and training of library and information profession als were examined. The most frequently offered compulsory course 'Introduction to Information Science' exposes students to a new way of looking at library and information problems. Information retrieval, library automation, computer programming, data processing, indexing and abstraction, communication, system analysis has offered. These indicate a curriculum slowly shift from traditional librarianship to an emphasis on computerization and automation. Also from a questionnaire listing 58 events might influence library and information science education.

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On the Application of Gamification Elements in Libraries

  • Seong-Kwan Lim
    • Journal of Information Science Theory and Practice
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    • v.11 no.2
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    • pp.1-11
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    • 2023
  • Libraries are still conservative in their approach or practice of providing various services for the unspecified majority of visitors attending these institutions. It is very apparent that libraries are not actively trying to increase the interest and participation of users by applying the various angles or elements associated with gamification. By its very nature, gamification is the application of game-playing elements such as point scoring, peer competition, team work, score tables, and such used to motivate participants and make them more engaged with the subject matter. In areas such as education, marketing, and exercise, the implementation of gamification techniques is actively taking place in order to maximum participation by taking advantage of uncertainties or the competitive nature that many people have with the setting of goals. In this study, four libraries that have applied gamification are analyzed to understand how and to what degree gamification has been applied. Broken down into four different elements, this includes: Point, Reward, Leaderboards & Competition, Self-expression & Achievement. By focusing on the results of this analysis, gamification measures that can be applied to other libraries are specifically proposed. The overall results of this study will provide useful guidance and potential plans for libraries seeking to increase the number of users by using gamification to increase user participation and/or satisfaction with additional library services.