Ticer

Recommended reading

Several lecturers recommend to read the following. Unless otherwise indicated it it is not required to read this prior to the course. However, doing so will definitely increase your learning experience!

Module 1: Strategic Developments and Library Management

John Wilbanks (please read in advance!)

Ronald Milne

No recommended reading.

Birte Christensen-Dalsgaard

Stephen Town

Module 2: Technological Developments: Threats and Opportunities for Libraries

Robin Murray

Peter Binkley

No recommended reading.

Anne Christensen

Chatbots to check out:

Ton Verschuren

Module 3: Hands-on: Open Source Software for Libraries and XML

Eric Lease Morgan
(Open Source Software in Libraries)

Eric Lease Morgan
(Getting Started with XML)

Module 4a: Libraries Supporting Research and Open Access

Pauline Simpson

No recommended reading.

Chuck Severance

No recommended reading.

Peter Doorn

No recommended reading.

John MacColl

No recommended reading.

Module 4b: Hands-on: Library 2.0 Technologies to Reach out to your Customer

David Free

Lisa Janicke Hinchliffe

Module 5: Libraries Supporting Teaching and Learning

Joan Lippincott

Patricia Iannuzzi

  • Corinne Laverty, Andy Leger, Denise Stockley, Mary McCollam, Stefan Sinclair, Donald Hamilton and Christopher Knapper. Enhancing the Classroom Experience with Learning Technology Teams, EDUCAUSE Quarterly, November 3, 2003, pages 19 - 25. http://www.educause.edu/ir/library/pdf/eqm0334.pdf.
  • Elizabeth A. Dupuis, Christina Maslach, Cynthia D. Schrager, and Sarah McDaniel. Information Literacy and Undergraduate Research: Meeting the Challenge at a Large Research University, in Information Literacy Collaborations That Work. Ed. T. E. Jacobsen and T. P. Mackey. New York: Neal Schuman, 2006.
  • Mellon Library Faculty Fellows for Undergraduate Research. http://www.lib.berkeley.edu/mellon/.
  • Jean Donham and Corey Williams Green. Developing a Culture of Collaboration: Librarian as Consultant, The Journal of Academic Librarianship, Volume 30, Issue 4, July 2004, Pages 314-321.
  • Embedding Learning Technology Institutionally - New Role, structures, alliances. JISC Senior Management Briefing Paper April 2003. http://www.jisc.ac.uk/media/documents/publications/embedding-learning-tech-bp-apr-2003-rtf.rtf.

Anne Bell

No recommended reading.

Igor S. Mayer

Highly recommended:

  • Gee, J. P. (2003). What Video Games Have to Teach Us About Learning and Literacy, Palgrave Macmillan.
  • Murray, J. H. (1997a). Hamlet on the Holodeck. Cambridge, The MIT Press.
  • Aldrich, C. (2005). Learning-by-Doing: A Comprehensive Guide to Simulations, Computer Games, and Pedagogy in e-learning and Other Educational Experiences. San Francisco, Pfeiffer.
  • Prensky, M. (2001). Digital Game-based Learning, McGraw-Hill.

Further recommended reading:

  • Aldrich, C. (2004b). Simulations and the future of learning. An innovative (and perhaps revolutionary) approach to e-learning. San Francisco, Pfeiffer.
  • Annetta, L. A., M. R. Murray, et al. (2006). "Serious Games: Incorporating Video Games in the Classroom." Educause Quarterly 29(3) (http://www.educause.edu/apps/eq/eqm06/eqm0633.asp).
  • Copier, M. (2007). Beyond the magic circle - a network perspective on roleplay in online games. Utrecht, University of Utrecht (PhD thesis).
  • DOK Delft (2007). If you're not gaming you're losing [documentary] (http://www.dok.info/index.php?cat=home&video_id=63)
  • Egenfeldt-Nielsen, S. (2005). Beyond Edutainment: Exploring the Educational Potential of Computer Games. Department of Digital Aesthetics & Communication. Copenhagen, IT-University of Copenhagen. PhD: 280 (http://www.seriousgames.dk/downloads/egenfeldt.pdf).
  • Juul, J. (2005). Half-Real - Video Games between Real Rules and Fictional Worlds, MIT Press.
  • Kirriemuir, J. and A. McFarlane (2004). Report 8: Literature Review in Games and Learning, Futurelab (http://www.futurelab.org.uk/research/reviews/08_01.htm).
  • Mayer, I., K. M. Jager, et al. (2007). Spelend Leren in Virtuele Werelden - Bouwstenen voor online gaming in het hoger onderwijs, Wolters Noordhof.
  • McFarlane, A., A. Sparrowhawk, et al. (2002). Report on the educational use of games, TEEM, department of Education and Skills (http://www.teem.org.uk/publications/teem_gamesined_full.pdf).
  • Pratchett, D. (2005). Gamers in the UK. Digital play, digital lifestyle. London, BBC, new media and technology.
  • Prensky, M. (2006). "Don't Bother Me Mom - I'm Learning!" St. Paul, Paragon House.
  • Raessens, J. and J. Goldstein, Eds. (2005). Handbook of Computer Game Studies. Cambridge (MA) MIT Press.
  • Sandford, R., M. Ulicsak, et al. (2006). Teaching with Games: Using Commercial off-the-shelf computer games in formal education, Futurelab (http://www.futurelab.org.uk/download/pdfs/research/TWG_report.pdf).
  • Sandford, R. and B. Williamson (2005). Games and learning: A handbook from Futurelab. Bristol, UK, Futurelab (http://www.futurelab.org.uk/download/pdfs/research/handbooks/games_and_learning.pdf).
  • Veen, W. (2006). Homo Zappiens: Growing Up in a Digital Age Network Continuum Education.