Virtual Reality in Instruction: a Common-Sense Solution (Lightning Round)

Presenter Information

Felicia Smith, Stanford University

Description

Felicia Smith is exploring the possibilities for incorporating Virtual Reality technology such as Oculus Rift, into library instruction for undergraduates. This Virtual Reality activity would put students in an initial set of everyday situations, requiring them to use their "common-sense." Students are immediately transferred into a secondary setting, in the library, requiring them to use the exact same reasoning. Option 1: Is it safe to drink something from a stranger, in a nightclub, that could be spiked? Option 2: Is it safe to drink water and pills from an Emergency Room (E.R.) nurse, who you never met before? These scenarios illustrate the same thought processes that are used to evaluate situations and determine who is a trusted source and ascribe motives to each. This is the same discernment needed to become Information Literate. The nightclub character represents an unknown information provider. The nurse's credibility represents trusted expertise, similar to scholarly materials in academia. This presentation will show students that they already possess all the analytical power they need to be Information Literate. Felicia’s Virtual Reality program idea was published in the January 2018 issue of Computers in Libraries and her book chapter will be published by ALA, in Fall 2018 within a book titled, “Beyond Reality: Augmented, Virtual, and Mixed Reality in the Library.” Felicia has a proven record of incorporating Active Learning techniques and technology into library instruction. She published a book (Cybrarian Extraordinaire) detailing her highly successful library activities using the Virtual World of Second Life.

Start Date

21-3-2019 2:15 PM

End Date

21-3-2019 3:45 PM

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Mar 21st, 2:15 PM Mar 21st, 3:45 PM

Virtual Reality in Instruction: a Common-Sense Solution (Lightning Round)

Felicia Smith is exploring the possibilities for incorporating Virtual Reality technology such as Oculus Rift, into library instruction for undergraduates. This Virtual Reality activity would put students in an initial set of everyday situations, requiring them to use their "common-sense." Students are immediately transferred into a secondary setting, in the library, requiring them to use the exact same reasoning. Option 1: Is it safe to drink something from a stranger, in a nightclub, that could be spiked? Option 2: Is it safe to drink water and pills from an Emergency Room (E.R.) nurse, who you never met before? These scenarios illustrate the same thought processes that are used to evaluate situations and determine who is a trusted source and ascribe motives to each. This is the same discernment needed to become Information Literate. The nightclub character represents an unknown information provider. The nurse's credibility represents trusted expertise, similar to scholarly materials in academia. This presentation will show students that they already possess all the analytical power they need to be Information Literate. Felicia’s Virtual Reality program idea was published in the January 2018 issue of Computers in Libraries and her book chapter will be published by ALA, in Fall 2018 within a book titled, “Beyond Reality: Augmented, Virtual, and Mixed Reality in the Library.” Felicia has a proven record of incorporating Active Learning techniques and technology into library instruction. She published a book (Cybrarian Extraordinaire) detailing her highly successful library activities using the Virtual World of Second Life.