The Library as a Launchpad for the Future of Work: Infinite Learning Reflection

Just as the success of alternative education models like Montessori, Waldorf, Reggio Emilia and others have spurred a reformulation of what a functional classroom looks like, the rapid growth of information technology and demands for collaborative learning in modern education are redefining what libraries must offer their users. In order to serve as an extension of the classroom, libraries need to embody these new pedagogies by developing intentional, flexible spaces where people can explore their interests, by experimenting with unfamiliar tools, and by connecting learning to real opportunities (Freeman, 2005). 

Examples like The Urban Libraries Council’s Partners for Middle School STEM initiative demonstrate how libraries are finding unique opportunities, by following user feedback and needs assessment data, to reshape the function of the library to act as STEM learning centers and critical career-development hubs in their local communities. The initiative recognized that libraries can address educational inequities by forming community partnerships and reaching young people who may not otherwise encounter these opportunities. (Urban Libraries Council, 2019). 

I see a pathway for libraries to enhance these vital career-preparation services by utilizing virtual reality technology. VR is especially compatible with the library-as-classroom model because it emphasizes active, experiential learning that connects the user’s physical action with higher-order thinking – the embodied cognition effect (Karutz & Bailenson, 2015). These lifelike simulations allow users to respond to real situations, become familiar with the methods and tools of the trade, and receive feedback in a controlled, low-stakes setting. 

Lifeliqe, a VR company specializing in immersive workforce training and upskilling opportunities, offers library-focused VR experiences connected to healthcare, advanced manufacturing, HVAC, technical mathematics, and career navigation. The company presents libraries as alternative educational centers that can connect job seekers and students with career pathways, credentials, schools, employers, and training providers (Lifeliqe, n.d.). Employing such programs, libraries could host virtual career field trips that allow students to enter simulated workplaces, investigate emerging STEM occupations, and begin developing the skills required for those careers. I imagine a library VR program in which students could explore careers in medical technology, environmental science, advanced manufacturing, engineering, or other emerging STEM fields. A virtual experience could introduce the tools and procedures of a profession, while accompanying group activities and conversations could develop communication, collaboration, creativity, empathy, and critical thinking. 

A Lifeliqe-Enabled Girls Engineering and Design Program  

A VR-enabled library has the potential to move the library as classroom goalposts closer to library as laboratory or library as apprenticeship giving students the opportunity to live within their desired careers and build the skills necessary to excel in a future of exciting, emerging fields.

References

Freeman, G. (2005). The library as place: Changes in learning patterns, collections, technology, and use. Council on Library and Information Resources. https://www.clir.org/pubs/reports/pub129/freeman/#:~:text=It%20is%20a%20place%20to,for%20the%20next%20day’s%20seminar

Karutz, C. O., & Bailenson, J. N. (2015). Immersive virtual environments and the classrooms of tomorrow. In S. S. Sundar (Ed.), The handbook of the psychology of communication technology (pp. 290–310). Wiley.

Lifeliqe (n.d.). Solutions: Libraries. https://www.lifeliqe.com/solutions/libraries 

Urban Libraries Council. (2019, March 18). Public libraries are teaming up to prepare middle schoolers for 21st century careers and increase access to STEM learning opportunities. Library Technology Guides. https://librarytechnology.org/pr/24146

One Comment

  • Becca Slick

    @heyrobbiej I like the idea of a VR space where students can explore different careers in a setting that encourages not only the use of technology, but sort of an immersive experience without having to step a physical foot in the space. This offers students the chance to experience and then reflect on the programming offered by the library to encourage dialog about the good and bad of it. Some students don’t have access otherwise to explore career opportunities based on many factors, and libraries can create equitable access to information, this makes a great fit. Something like this I could see developing partnerships or sponsorships with many companies who could then further the conversations by adding additional programs or opportunities for job shadowing, internships and more.

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