“We are born to learn, but somewhere along the way many of us pick up the idea that we must be taught in order to learn. We think that if someone doesn’t stand up in front of us and talk to us with either a chalkboard or PowerPoint slides, we cannot learn. We must regain our sense of wonder and our desire to learn.” — R.Tennant, “Strategies for Keeping Current,” Library Journal, 9/15/2003, p.28.
The library as classroom requires inspired and insightful management that can do those things and more. The library as classroom also requires well-trained, user-focused staff who understand how people of all ages can learn socially. In A New Culture of Learning, authors Douglas Thomas and John Seely Brown write, “Where imaginations play, learning happens.” This could and should define our services for now and in the future. The library as creative classroom means we approach the learning opportunities we create with thought, user-directed planning, and insights from research. This classroom may include physical spaces for instruction and discovery as well as online, multiscale platforms aimed at social learning and participation. AND it means we must always be learners too!
Things to Read
- Bookey, J. L. (2015). 8 Awesome Ways Libraries Are Making Learning Fun.
- Kenney, B. (2015). Where Reference Fits in the Modern Library.
- Lippincott, J. (2015). The Future for Teaching and Learning.
- Stephens, M. (2014). Library as Classroom.
- Pewhairangi, S. (2016). Library as a Classroom for Library Staff.
- Stephens, M. (2012). Learning everywhere: A roadmap.
- Stephens, M. (2013). Learning to learn.
- Stephens, M. (2011). Lessons from learning 2.0.
- Mathews, B. (2013). Curating learning experiences: A future role for librarians?
- Ballance, C. (2013). Mobilizing knowledge to create convenient learning moments.
- Nygren, Å. (2014). The public library as a community hub for connected learning.
- Block, J. (2014). Embracing messy learning.
- Park, Y. (2016). 8 digital skills we must teach our children.
Things to View
- Lego Foundation. (2016). What do we Mean by Learning Through Play?
Things to Explore
- Blowers, H. (2006). About the Learning 2.0 project.
- DC Public Library. Memory Lab (Currently in transition)
- Mears, J. (2016). Digital curation and the public: Strategies for education and advocacy.
- Rainie, L. (2011). Internet Librarian 2011 Keynote: Libraries and learning communities.
- Rainie, L. (2011). Internet Librarian 2011 Keynote: Libraries and learning communities (Video).
- Stephens, M. (2011). Beyond the walled garden: LIS students in an era of participatory culture.
- Stephens, M., & Cheetham, W. (2012). The impact and benefits of learning 2.0 programs in Australian public libraries.
- USC Annenberg. (2013). Create circulate connect collaborate.
- Lawley, E. (2013). Gameful design for libraries.
- Chant, I. (2014). Who needs books? A Q&A with the ‘Bookless Library’ head librarian.
- Koralesky, B., & Sparrow, J. (2014). On the shoulders of giants: Leveraging peer networks for leading-edge professional development.
- Chamorro-Premuzic, T. (2015). How your personality determines how you learn.
- Rudai 23 (n.d.). A 23 Things Collaboration from Ireland.
- Stephens, M. (2016). The Research Journey.
- Wolff, C. (2017). U.S. Library Survey 2016. doi:10.18665/sr.303066
- Charles Sturt University. (2017). 23 Things for digital knowledge.