바로가기메뉴

본문 바로가기 주메뉴 바로가기

Learning with Information in Digital Age: School Library Media Programs as Learning Commons

Journal of the Korean Society for Library and Information Science / Journal of the Korean Society for Library and Information Science, (P)1225-598X; (E)2982-6292
2016, v.50 no.1, pp.353-375
https://doi.org/10.4275/KSLIS.2016.50.1.353

  • Downloaded
  • Viewed

Abstract

Although people seriously worry that “digital paradox” is a “quiet crisis” to our society as a whole and threatens our future generation, we need to reconsider how we utilize digital media for effective learning as we understand its characteristics and compare the differences among all formats of media that used for learning. The purpose of this study is to suggest and analyze school library media programs as Learning Commons by applying the relevant theories on information, learning, learning with media, and meaningful learning. The study assumes the importance of the school library media programs that manage rich Information in various formats in an educational system. The study provides theoretical grounds and insights to practitioners and researchers in the relevant field as they face the challenges in putting an emphasis of today’s school library media programs for student learning in digital age.

keywords
Digital Paradox, Quiet Crisis, School Libraries, School Library Media Programs, Learning Commons, Learning with Information, Learning with Media, Meaningful Learning, 디지털 패러독스, 조용한 위기, 학교도서관, 학습코먼스, 정보와 학습, 매체와 학습, 의미 있는 학습

Reference

1.

교육부. 2014. 제5차 교육정보화 기본계획(2014~2018). 서울: 교육부.

2.

미래창조과학부. 2015. 2014년 인터넷중독 실태조사 결과. 과천: 미래창조과학부. [online][cited 2015. 11. 10.]<http://www.msip.go.kr/web/msipContents/contentsView.do?cateId=mssw11241&artId=1275294>

3.

임형연. 2014. 도서관 정보코먼스에서 러닝코먼스로의 진화: 일본 공공도서관의 러닌코먼스화 사례를 중심으로. 한국도서관․정보학회지, 45(3), 441-462.

4.

정진수. 2003. 풍부한 정보환경에서 정보와 함께하는 학습: 인지기술 활용을 중심으로. 정보관리학회지, 24(3), 135-158.

5.

정진수. 2015. 다양하고 풍부한 맞춤콘텐츠를 구축하여 제공하는 학교도서관. 학교도서관저널, 51, 57-60.

6.

한국교육학술정보원. 2013. 초중등학생 스마트기기 활용실태 조사. 대구: 한국교육학술정보원. [online] [cited 2015. 1. 15.]<http://lib.keris.or.kr/search/media/img/CAT000000010279?metsno=000000000867&fileid=M000000000867_FILE000001>

7.

통계청, 여성가족부. 2013 청소년 통계. 대전: 통계청, 서울: 여성가족부. [online] [cited 2015. 11. 10.] <http://kostat.go.kr>

8.

Anderson, D. R., and Collins, P. A. 1988. The Impact on Children’s Education: Television’s Influence on Cognitive Development. Washington, DC: Office of Educational Research and Improvement. ERIC No. 295-271.

9.

Anderson, L. W., and Krathwohl, D. R. Ed. 2001. A Taxonomy for Learning, Teaching, and Assessing: A Revision of Bloom's Taxonomy of Educational Objectives. Complete ed. New York: Longman.

10.

American Academy of Pediatricians. 2015. Growing up Digital: Media Research Symposium. Elk Grove Village, IL: American Academy of Pediatrics. [online] [cited 2016. 1. 1.]<https://www.aap.org/en-us/Documents/digital_media_symposium_proceedings.pdf>

11.

Bloom, B. S. 1956. Taxonomy of Educational Objectives: The Classification of Educational Goals. Handbook 1: Cognitive Domain. New York: David McKay Company.

12.

Bransford, J. D. Brown, A. L., and Cocking, R. R. 2000. How People Learn: Brain, Mind, Experience, and School. Washington, DC: National Academy Press.

13.

Bransford, J. D., and Johnson, M. K. 1972. Contextual Prerequisites for Understanding: Some Investigations of Comprehension and Recall. Journal of Verbal Learning and Verbal Behavior, 11, 717-726.

14.

Buckland, M. 1991. Information As Thing. Journal of American Society of Information Science, 42(5), 351-360.

15.

Carr, N. 2011. The Shallows: What the Internet Is Doing to Our Brains. New York: W. W. Norton & Company.

16.

Chung, J. S. 2003. Information Use and Meaningful Learning. Ph.D. diss., College of Information Studies, University of Maryland, U.S.

17.

Churches, A. 2011. Digital Learning. Teacher Librarians, 39(2), 34.

18.

Cognitive and Technology Group. 1991. Technology and the Design of Generative Learning Environments. Educational Technology, 31(5), 34-50.

19.

Deloura, M. 2014. The White House Education Game Jam. Washington DC: The White House. [online] [cited 2015. 1. 15.]<https://www.whitehouse.gov/blog/2014/10/06/white-house-education-game-jam>

20.

Department of Education. 2015. 2016 National Educational Technology Plan. Washington DC: Office of Educational Technology. [online] [cited 2016. 1. 15.]<http://tech.ed.gov/netp/>

21.

Gee, J. P. 2005. What Would a State of the Art Instructional Video game Look Like?Innovative: Journal of Online Education, 1(6). [online] [cited 2016. 1. 1.]<http://nsuworks.nova.edu/innovate/vol1/iss6/1>

22.

Guernsey, L., and Levine, M. H. 2015. Tap, Click, Read: Growing Readers in a World of Screens. San Francisco, CA: Jossey-Bass.

23.

Haloday, M. A., and Hasan, R. 1976. Cohesion in English. London: Longman.

24.

Hannafin, M. et. al. 1994. Learning in Open-Ended Environments: Assumptions, Methods, and Implications. Educational Technology, 34(8), 48-55.

25.

Jacobson, M. J. 2008. A Design Framework for Educational Hypermedia Systems. Educational Technology Research and Development, 56(1), 5-28.

26.

Loertscher, D., and Koechlin, C. 2014. Climbing to Excellence: Defining Characteristics for Successful Learning Commons. Knowledge Quest, 42(4), 1-10.

27.

Kozma, R. 1991. Learnin with Media. Review of Educational Research, 61(2), 79-211.

28.

Loertscher, D., Koechlin, C., and Zwaan, S. 2008. The New School Learning Commons Where Learners Win. Spring, TX: Hi Willow Research & Pub.

29.

Marchionini, G. 1995. Information Seeking in Electronic Environments. Cambridge, MA:Cambridge University Press.

30.

Mayer, R. 1984. Aids to prose comprehension. Educational Psychologist, 19, 30-42.

31.

Mellon, C. 1986. Library Anxiety: A Grounded Theory and Its Development. College &Research Libraries, 47(2), 160-165.

32.

Middleton, J. A. 1995. A Study of Intrinsic Motivation in the Mathematics Classroom:A Personal Constructs Approach. Journal for Research in Mathematics Education, 26(3):255-257.

33.

Neuman, D. 2011. Learning in an Information Rich Environment. New York: Springer.

34.

Novak, J. 1998. Learning, Creating, and Using Knowledge. Mahwah, NJ: Lawrence Erlbaum.

35.

Rieber, L. P. 1992. Computer-Based Microworlds: A Bridge Between Constructivism and Direct Instruction. Educational Technology Research and Development, 40(10), 93-106.

36.

Salomon, G. 1972. Can We Affect Cognitive Skills Through Visual Media? A Hypothesis and Initial Findings. AV Communication Review, 20(4), 401-422.

37.

Seels, B. et al. 2004. Research on Learning Form Television. In Jonassen, D. H. ed. Handbook of Research on Educational Communications and Technology. 2nd Ed. Mahwah, NJ: Lawrence Erlbaum.

38.

Smaldino, S. E. et al. 2008. Instructional Technology and Media for Learning. 9th ed. Upper Saddle River, NJ: Lawrence Erbaum.

39.

Wixson, K. 1984. Level of Importance of Postquestions and Children’s Learning from Text.American Educational Research Journal, 21(2), 419-433.

40.

Wolf, M. 2007. Proust and the Squid: The Story and Science of the Reading Brain. New York: Harper Collins.

Journal of the Korean Society for Library and Information Science