In this age of the ubiquitous mobile device, information and digital literacy skills remain as essential as they have always been for critical thinking. However, in mobile spaces, it is often difficult for librarians and other information professionals to create pathways for the acquisition of these skills. It can be especially challenging in this environment to construct training spaces for outreach populations.
Program
Digital Literacy Coaching in the Mobile Environment: Challenges and Opportunities for Outreach
Face2Face: Using Social Media Tools to Create Great Customer Connections
The average library or organization has yet to embrace emerging social tools. In fact, many haven’t even started. Yes, they have a website. But the content is mostly ABOUT the organization – there’s no face 2 face engagement between customers and the organization.
Gaming in Libraries: From Goblins to Pirates
Games are being used in a variety of ways in libraries. Gaming events are taking place where patrons or students can play board games or video games in the library. Librarians are also creating games to use in libraries, such as murder mysteries, orientation scavenger hunts, and video game like tutorials to introduce the library and resources to patrons.
Google+ Hangouts, Pinterest and Twitter @ The Library
This session will explore well known social networks, Pinterest and Twitter. A lesser known tool, Google+ Hangouts and the Google+ mobile app, will also be examined. Participants will learn how to choose the best tool for the need and how these technologies can help us more effectively serve library users.
iTeach: iPads in Library Instruction
Current projections suggest that mobile web usage will overtake desktop usage this year. Faculty and librarians are charged to find ways to use mobile devices to contribute to learning.
Libraries to Go: Mobile Tech in Libraries
We are in a time of ubiquitous computing, one in which people are able to access information on the Web from home, work and everywhere in between via their personal mobile devices. Today, 77% of the world’s population are mobile subscribers, and 1 billion of the world’s mobile phones are now smartphones.
Librarygames
Libraries have historically had a transformative effect on society. Where are we headed with libraries and the concept of gamification? What can this mean for creating engaging and delightful library experiences?
Marketing the Mobile Part of Your Library
We are relatively well-experienced at promoting the traditional library services and resources. Anyone who walks into the physical space of a library will notice a circulation desk, a reference desk, and stacks of books. But how visible and prominent is the mobile part of your library?
The State of Mobile Connectivity
Lee Rainie, Director of the Pew Research Center’s Internet & American Life Project, will present the latest Project findings about how many people have mobile devices and how they use these devices – for accessing all kinds of content, using apps, social media, and for specialized searches such as for politics, news, and for health [...]
Workshop #1: Building a Simple Mobile-optimized Web App Using the jQuery Mobile Framework
By the end of 2012, it is expected that more than 80% of the world’s population will have access to a smartphone. Your library users will assume that your library can be accessible from anywhere, at any time, and on any device. Now is the time to be ready! (Additional registration fee.)
Workshop #2: State of the eReader
This featured workshop will focus on the legal, ethical, and technical aspects of eReaders. The goal is to give librarians and library staff the broad info they need to help patrons access and manage mobile digital content. Discussion will include examples of effective eReader use in a variety of libraries and tips on creating accessible eBook and eReader collections. (Additional registration fee.)














