Thursday, May 23, 2024

Virtual Reality and Libraries

 Virtual Reality is a new tool for learning. Public Libraries are key locations for making virtual reality technology more accessible to the public. Virtual reality in a public space gives patrons the opportunity to become familiar with the technology. I have no personal experience with virtual reality. At first I questioned how virtual reality could be helpful in the library but after reading this article it has many uses like giving people a chance to see places they may have never seen. Giving someone a chance to do something that otherwise they may be limited maybe physically or financially to do. Probably also very appealing to bring the youth into the library. I would like to try VR one day just to see what its all about.

Negin Dahya, Jin Ha Lee, Kung Jin Lee, W.E. King, Megha Goel, and Hekma Yassi 

            University of Washington Information School


Libraries in a digital age

 I am one who enjoys being able to have the library at my hands anytime I want but I also like to be able to visit a library and hold a book. Libraries in the digital age have allowed us to have access to the library 24 hours 7 days a week, not only public libraries but academic ones as well. Digital libraries allows free card access to information otherwise only available to those that could get to the library (Freedman). Digital library offers countless convivences and advantages with many databases to chose from books, articles, music, audiobooks and many more. 

 Freedman, Maurice J. “Continuity and Change for U.S. Libraries in the Digital Age: How U.S. Public                   and Academic Libraries Are Confronting the Challenge of the Digital Library.” Information                         Services & Use, vol. 23, no. 4, Oct. 2003, pp. 211–26. EBSCOhost, https://doi-                                             org.ezproxy.palomar.edu/10.3233/ISU-2003-23402.

Digital Story Telling

When giving the subject of digital storytelling I didn't really understand what is was, but after researching I realized how much I have used digital storytelling through podcasts and digital books. I found a good article that opened my eyes a little more, and gave me a better understanding of digital storytelling.
I learned that digital stories are more than just videos they include many multimedia formats and tools that allow students to communicate ideas to an audience (Hernandez). Digital stories can include digital books, audio recordings, podcasts, visualizations and infographics (Hernandez). Many benefits to digital learning including student engagement. Digital storytelling redefines literacy. I welcome digital storytelling.

Hernandez, Michael. “The Power of Digital Storytelling.” Educational Leadership, vol. 81, no. 4, Dec. 2023, pp. 59–          64. EBSCOhost, search.ebscohost.com/login.aspx?direct=true&db=ulh&AN=174169202&site=ehost-                      live&scope=site.

Friday, May 17, 2024

Virtual Reality and Libraries

a blurry image of a baseball player swinging a bat
Image Source: Photo by julien Tromeur on Unsplash

Adapting and integrating new and emerging technology into a library environment can bring about challenges and adjustments. Adoption of new technology may also often generate questions about usage and usefulness to the library. VR is one such technology we can consider within this context. VR or virtual reality can be defined as a user experience where they remain physically within the real world while entering a virtual world, while using a headset attached to a computer or mobile device (Frost). VR, as it’s a newer emerging technology that’s yet to gain widespread usage, is not considered to be part of a library’s core technological infrastructure. Instead it is perceived as an extension of library services, one geared towards a library’s educational goals and information literacy (Ellern). The adoption of VR technology has been done mostly by academic libraries, and through various studies we can get and idea about library usage and the challenges that arise from adopting such technology. 

A common challenge VR adoption faces is VR training. With the use of VR technology not being widespread as others, the average library user may not have much experience using the technology. To fill this gap librarians and library staff find themselves having to creating introductory training protocols to introduce this technology. Staff find they have to be in charge of both safeguarding VR equipment and ensuring appropriate use, while also coaching new users on proper usage of equipment (Ellern). Another challenge arising from VR adoption is how to apply its use to a broader demographic. Based on a survey of usage at an Academic Library, those in STEM related fields made up the majority of VR usage (Frost). When asked about the issue many students couldn’t see a use for VR in fields outside of STEM, such as those within the humanities and social sciences (Frost). However, outside of an academic context, many students were able to see a use for VR for more extracurricular use, such as stress relief or exploring other parts of the world. These ideas hint at the potential VR may have in nonacademic libraries, as the casual library user may find similar uses of VR technology to be an intriguing activity to experiment with. 

VR highlights how libraries find themselves having to adapt to the introduction of new technologies and how they can be used to benefit library users. The issue of VR also highlights how such new technology can bring about new challenges libraries must adapt to in order to effectively use such technology. 


Works Cited:

Ellern, Gillian D., and Laura Cruz. “Black, White, and Grey: The Wicked Problem of Virtual Reality in Libraries.” Information Technology & Libraries, vol. 40, no. 4, Dec. 2021, pp. 1–18. EBSCOhost, https://doi-org.ezproxy.palomar.edu/10.6017/ital.v40i4.12915.


Frost, Megan, et al. “Virtual Reality: A Survey of Use at an Academic Library.” Information Technology & Libraries, vol. 39, no. 1, Jan. 2020, pp. 1–12. EBSCOhost, https://doi-org.ezproxy.palomar.edu/10.6017/ital.v39i1.11369.

Digital Storytelling

Adobe Software Keyboard Shortcuts - Typing Keyboard Clip Art
Image Source: https://clipart-library.com/clipart/typing-cliparts-23.htm

Digital storytelling can be defined as a subset of storytelling where digital media is used to create and share stories in a digital format. These stories tend to be short and often tell personal tales or recount historical events (Detlor). Libraries can use these digital stories to record memories of a community and also to engage with learners while cultivating different intelligences and literacies (Sukovic). Historical digital storytelling is a more popular focus of digital storytelling, during which the public works in partnership with the library to create, collect, and distribute digital stories. This focus on history is good way to engage with a library’s community, by providing them with means to share and express personal stories (Detlor).

Digital storytelling can also be a way to engage younger library users and provide them with storytelling tools to share their voices and personal stories. In Yazadian and Diamant-Cohen’s article, “Upping Your Digital Storytelling Game,” they discuss multiple storytelling tools available specifically for younger users. These tools are suited for younger audiences both in preschool and at the school age. They also range from websites, web-based platforms, or apps, providing a wide variety of formats to choose from. With these tools younger users can engage in digital storytelling in a variety of activities such as, creating comics, graphic novels, or other similar projects utilizing various multimedia tools (Yazdian and Diamant-Cohen). 


 Works Cited:

Detlor, Brian, et al. “Digital Storytelling: An Opportunity for Libraries to Engage and Lead Their Communities.” Canadian Journal of Information & Library Sciences, vol. 42, no. 1–2, Mar. 2018, pp. 43–68. EBSCOhost, search.ebscohost.com/login.aspx?direct=true&db=lxh&AN=146114292&site=ehost-live&scope=site.


Sukovic, Suzana. “ITell: Transliteracy and Digital Storytelling.” Australian Academic & Research Libraries, vol. 45, no. 3, Sept. 2014, pp. 205–29. EBSCOhost, https://doi-org.ezproxy.palomar.edu/10.1080/00048623.2014.951114.


Yazdian, Lisa M.Sensale, and Betsy Diamant-Cohen. “Upping Your Digital Storytelling Game.” Children & Libraries: The Journal of the Association for Library Service to Children, vol. 21, no. 1, Spring 2023, pp. 35–36. EBSCOhost, https://doi-org.ezproxy.palomar.edu/10.5860/cal.21.1.35.


Presentation Tools in Libraries

Oral Presentation Clipart
Image Source: https://clipart-library.com/clipart/101764.htm 

Presentation tools can be a useful resource for libraries, with many potential functions. As we’ve seen throughout this course, these tools can be a useful way to share and promote library services and resources. There is a wide variety of presentation tools available to choose from, and it may be challenging to decide which one is a good fit, or if a combination of multiple presentation tools is the best choice. When deciding on which presentation tool is the best fit one can do a brief evaluation to find the best one. Some of the evaluation criteria includes; ease of use, technical compatibility, accessibility, and security. Other factors to consider include the development status of the tool, the help system of the tool, and the available features of the tool (Hodges and Clark). 


We’ve utilized Canva a lot in this course, and it’s very easy to use and one library users may find easy to learn. Some other presentation tools mentioned that I have used before and could also be useful options include Google Docs and Prezi. A lot of users may already be familiar or have working knowledge of Google Docs and its features. Users may be less familiar with Prezi, but it is still a good presentation tool with useful features. Prezi may also have a steeper learning curve for users, which may be less ideal in library settings. If you're looking for a tool that offers more templates and customization options then Prezi would be the ideal choice, but if user interface is more important then Goggle Docs would be the better choice. Cost can also be a deciding factor between the two. Unlike Google Docs which is free with a Google account, Prezi has a monthly subscription fee, which may be cost prohibitive to users when there’s equally available free options.  





Works Cited:

Hodges, Charles B., and Kenneth Clark. “Selecting a Web 20 Presentation Tool.” Library Media Connection, vol. 30, no.3, Nov. 2011, pp. 42-45. EBSCOhosthttps://login.ezproxy.palomar.edu/login?auth=shibboleth&url=https://search-ebscohost-com.ezproxy.palomar.edu/login.aspx?direct=true&db=a9h&AN=67787787&site=ehost-live&scope=site


Howfinity. "How to Use Google Docs - Beginner's Guide." YouTube, 26 May. 2020, https://www.youtube.com/watch?v=z9i_h-WMQ68.


How to Simple. "Prezi Tutorial For Beginners | How to Use Prezi in 2024." YouTube, 17 Aug. 2022, https://www.youtube.com/watch?v=JKxbCYFSf6E


Thursday, May 16, 2024

Libraries in the Digital Age

photograph of library users at tables using personal computers

With an increasing shift towards a digital age, libraries are finding themselves in positions where they must adapt to continue serving users effectively. From personal experience some of the main ways I have seen libraries make this shift is by adopting digital resources and materials for their collections. Libraries have begun to add ebooks into their main collections in addition to the physical print materials already within their collections. We can also see many libraries offering and adopting apps that offer collections of ebooks and audiobooks for users to check out, my local libraries tend to use the app Libby for this service. While the digital age does translate to an increased demand for digital collections and offerings, there is still a constant demand for physical print resources. Many library users still like to check out physical copies of books. The equal demand for both print and digital materials highlights one of the many challenges libraries in the digital age face. Fortunately, when libraries have the budgetary funds they need, many find themselves able to maintain a balance between print and digital for their collections. It may seem that libraries have to be at the forefront of innovation as they transition into the digital age, but there are some that don’t believe libraries should take such a leading role. Some believe libraries should be more reactive and adaptive instead. Rather than striving for innovation libraries should focus on reacting and adapting to the needs of their users. An ideology that is definitely useful for libraries who face limited budgets and cannot afford to adopt the latest technology and the latest innovations in the field. While the digital age has brought about changes to libraries, many seem well equipped to meet and adapt to these changes, and continue fulfilling the needs of their users. 


Works Cited:


Benton Foundation, Washington, DC. Buildings, Book, and Bytes: Libraries and Communities in the            Digital Age. A Report on the Public's Opinion of Library Leaders' Visions for the Future. 1 Nov, 1996.    EBSCOhost, https://login.ezproxy.palomar.edu/login?auth=shibboleth&url=https://search-ebscohost-   com.ezproxy.palomar.edu/login.aspx?direct=true&db=eric&AN=ED403884&site=ehost-live&scope=site

Readers Win when Libraries Add e-books, but Preserve Print, as Well (Posted 2015-07-11 01:00:10): In    the Digital Age, Libraries have to Balance Electronic and Print Options. WP Company LLC d/b/a The    Washington Post, Washington, D.C., United States Washington, D.C., 2015. ProQuest,    https://login.ezproxy.palomar.edu/login?auth=shibboleth&url=https://www.proquest.com/blogs-podcasts-   websites/readers-win-when-libraries-add-e-books-preserve/docview/1695335367/se-2?accountid=35685


Virtual Reality and Libraries_Angela M. Luna

(outer space PNG Designed By 588ku from https://pngtree.com/freepng/cartoon-vr-virtual-reality-universe_4119045.html?sol=downref&id=bef)

    When I think of Virtual Reality, I think of video games or other fun media, not really of a library. However, after diving into this topic, I've realized all the potential that there is for bringing this technology to libraries. Imagine being able to read about a concept or subject, and then engage with an immersive experience to further explore. The Pacific University of Oregon published a great article on the uses of Virtual Reality at the library, stating that "patrons can embark on virtual tours of historical sites...transport users to different times and places, allowing for deeper understanding and engagement...Furthermore, libraries are utilizing VR to digitize their collections and create virtual libraries and archives." One could have a more immersive experience engaging with a library's collections from the comfort of their own home or sitting down in the library. This remote access and enhancement to the educational process are both positives to bringing Virtual Reality into the library. 

    Dahyla et. al state a quote from a librarian, "I definitely saw more excitement with learning through VR, both from the teens and adults. From adults especially, I heard multiple times that, ‘If this had been around when I was in school, I would have done so much better"." However, they also state that the equipment while helpful and a great tool is "expensive and not yet a necessity." This article from the University of Washington Information School provides great research and findings on this topic. I find myself agreeing with the statement above as I don't believe that libraries need to offer this technology as a necessity. While It would be nice, I imagine it would also be expensive and bring about new issues for staff to manage with a virtual reality center setup. I do however think that bigger libraries could start with implementing virtual reality programs to see how the community takes to the technology. Perhaps offering a tour of a museum or of an art collection in a virtual space. 

Here is a great video to start exploring how to incorporate VR at your library:

Works Cited

“Augmented Reality and Virtual Reality in Libraries - Pacific University Libraries.” Pacific                 University Libraries - Pacific University, Oregon - Library Website, 11 Mar. 2024,                         www.lib.pacificu.edu/augmented-reality-and-virtual-reality-in-libraries/. 

Dahya, N., Lee, J.H., Lee, K.J., King, W.E., Goel, M., & Yassin, H. (2019). Virtual reality in public           libraries. Retrieved from https://ischool.uw.edu/vrinlibraries




Canva

 Library Presentation Tools: Canva

by Rachel T.



Like many of my classmates, I absolutely love using Canva. The software offers a variety of free templates for brochures, posters, slideshows, business cards, and more. The templates and visual elements make the design process easy and fun! Also, I recently discovered that Canva allows you to create videos. I placed a brief Canva tutorial below - watch this for instructions on how to upload and edit your videos.



Libraries need to promote their services, and most libraries post content on social media. For a comprehensive look into strategy and content creation, check out Managing Your Library’s Social Media Channels by David King (2015). According to King, it’s important to add visuals (ideally, photos) and/or video to your social media posts in order to draw the viewer in. For social media posts, my primary tool would be Canva, as it’s user-friendly and has many templates. Though I haven’t tried it, Canva Pro has a resize and magic switch button. This feature helps you size a creation for your use (for example, shrink a program flyer for an instagram post).

 


Work Cited:


King, D. L. (2015). Managing Your Library's Social Media Channels. Library Technology Reports, 51(1), 5-. https://caccl-palomar.primo.exlibrisgroup.com/permalink/01CACCL_PALOMAR/juba46/cdi_gale_infotracmisc_A397579376 




Digital Storytelling_Angela M. Luna


   



(black computer PNG Designed By 588ku from https://pngtree.com/freepng/black-computer-and-books_4573785.html?sol=downref&id=bef)

    Yazdian and Diamant-Cohen describe digital storytelling as, "the process of using multimedia tools to tell a story. A digital story can be something as simple as narrating a story over a single photo or as complex as a movie with audio and visual effects." They elaborate that "Allowing children to use technology to tell stories can generate interest and motivation in content creation, ignite creativity, and support the development of twenty-first-century literacy skills." There are many tools that one can use to make this process easier, Best free digital storytelling tools for teachers lists some suggestions to use for digital storytelling, from Canva to StoryboardThat. 

Here is a link to an example of digital storytelling from the Peacehaven Community School Digital Storytelling Project :

    While I personally do not have any experience with this topic, reading about it and seeing examples shows me how valuable it is to engage in storytelling beyond traditional methods. From what I gather from my research, digital storytelling allows people to gain literacy skills by making media rather than simply consuming it. Czarnecki when speaking to a librarian at a public library regarding their digital storytelling program notes that these programs can, " Offer an engaging context for promoting and enhancing traditional literacy skills: research skills, writing skills, information-management and information assessment skills, interview skills, and presentation skills (26)." I would love to explore this topic further and bring a similar program to the library where I work. 

Works Cited
"Digital Storytelling in Different Library Settings.” Library Technology Reports, vol. 45, no. 7,             Oct. 2009, pp. 20–30. EBSCOhost, search.ebscohost.com/login.aspx?                                            direct=true&db=f6h&AN=47797170&site=ehost-live&scope=site.

Kharbach, Med. “Digital Storytelling Tools for Teachers.” Educators Technology, 4 May 2024,      www.educatorstechnology.com/2023/05/some-of-the-best-free-digital-storytelling-tools-for-teachers.html.
“Peacehaven Community School Digital Storytelling Project.” Digital Storytelling,                             blogs.brighton.ac.uk/digitalstorytelling/projects/peacehaven-community-school-                    digital-storytelling-project/. Accessed 16 May 2024.

Yazdian, Lisa M.Sensale, and Betsy Diamant-Cohen. “Upping Your Digital Storytelling                     Game.” Children & Libraries: The Journal of the Association for Library Service to                     Children, vol. 21, no. 1, Spring 2023, pp. 35–36. EBSCOhost, https://doi-org-palomar-idm-oclc-org.ezproxy.palomar.edu/10.5860/cal.21.1.35.


        




Presentation Tools in Libraries_Angela M. Luna


(Image downloaded from Freepik: www.freepik.com)

    When it comes to presenting information to patrons of a library there are a number of tools online to help staff create content. However after that media is created, the location where the information is shared is just as important. For example, videos are very important presentation tools that can be used to convey important information, from a tutorial on how to use a library app, to a book trailer for your library's most popular circulating items.  There are many locations where one can choose to display the media created, such as the library's website, TikTok, or YouTube/Instagram shorts. In regards to tools used to make the presentations, one could use something as simple as Capcut Creator to make an aesthetically pleasing and intriguing piece of media. In his article, King states "Make sure to create great, useful content. This is the hardest “rule” of social media and the one that will gain you the most traction in using social media for an organization. Share great content, and your customers will want to connect with you." Choosing what media to make and where to share it is important, making sure to keep the appropriate audience in mind. This chart from the PewResearch Center shows recent trends in which social media apps/sites teens tend to use. 

    Social Media is a powerful tool that libraries can engage and experiment with to better connect with their community. Libraries can share what events are coming up, and other informative information. Social Media can be difficult, however, Hilburn states several key principles for important aspects of social media, like growing a following, such as: Remembering that one does not need to be a graphic design expert when tools such as Canva and Capcut exist and ensuring that one is consistent in both design and posting times on their social media (13).  Below are videos to help get you started on using social media as a presentation tool for your library. I believe that social media is a very important presentation tool that libraries must engage with to better connect with patrons. 

       


Works Cited

Hilburn, Jessica. “Dad Jokes and Storytime Posts: How to Create a Fun, Informative Library             Social Media Presence.” Information Today, vol. 37, no. 3, Apr. 2020, pp. 12–14.                             EBSCOhost, search.ebscohost.com/login.aspx?                                                                                    direct=true&db=hch&AN=142482454&site=ehost-live&scope=site.

King, David Lee. “Landscape of Social Media for Libraries.” Library Technology Reports, vol.             51, no. 1, Jan. 2015, pp. 10–15. EBSCOhost, search.ebscohost.com/login.aspx?                                direct=true&db=f6h&AN=100279059&site=ehost-live&scope=site.

Vogels, Emily A. “Teens, Social Media and Technology 2022.” Pew Research Center, Pew Research Center, 10 Aug. 2022, www.pewresearch.org/internet/2022/08/10/teens-social-media-and-technology-2022/.

Wednesday, May 15, 2024

Gadget for Blog - Stella C.


 The gadget I added to the blog is located on the right sidebar. I decided to add the Contact Form gadget because I thought it would be a useful tool to use if anyone needs to communicate with the contributors of the blog, or if a reader has a question about the blog they would like answered. 


VR in the Library By Heather Tesiero

 




Imagine being able to travel anywhere from the library. Libraries can now deliver their patrons to other locations through the power of VR. Rider University in New Jersey has an immersive VR program taking students to the Anne Frank House in Amsterdam without leaving New Jersey. The link to the promotional video is here:


Library access to VR will help bring the technology to those who may not be first adapters. As VR technology evolves there will be more adaptations for educational use. Students can use the device to explore historic sites such as the Anne Frank House shown in the video. Travel to Antarctica and explore penguin life.
There are various brands and types of VR headsets and each library will need to access their own needs. Rider University mentioned in the ALA interview mentions the Oculus brand headset. I have personal experience with the  Playstation VR2, I have Kayaked in the Arctic with the VR and it is very engaging and fun. Other Virtual Reality headsets are Meta Quest 3, Google Cardboard, Apple Vision, and Meta Quest Pro, are the more popular ones available.

References:

Anne Frank House. (2018, June 12). Anne Frank House VR Trailer | Anne Frank House [Video]. YouTube. https://www.youtube.com/watch?v=HCFUuyi-lIc

Ellern, G. D., & Cruz, L. (2021). Black, White, and Grey: The Wicked Problem of Virtual Reality in Libraries. Information Technology and Libraries, 40(4)10.6017/ital.v40i4.12915A new mechanism for dialogue: virtual reality programs in academic libraries | Programming Librarian. (2022, May 17). https://programminglibrarian.org/articles/new-mechanism-dialogue-virtual-reality-programs-academic-libraries

Gadget added by Heather Tesiero

 I added the Book review websites gadget to the right side tool bar. I frequently use these sites when looking for books or information on books. 







Digital Story Telling by Heather Tesiero

 




Digital storytelling is fun and engaging. There are many programs that offer free versions of their storytelling software on-line. A popular tool is StoryboardThat. https://www.storyboardthat.com it is easy to drag and drop items into your story board. After dropping a few items into the storyboard users are asked to set up a free account. This would be a fun tool to use for a library program on story writing for children. They would enjoy the ease of use and the cute characters available. Digital storytelling can help children remember activities.  (Pagano et al., 2024)


Animoto is a tool that will also help create digital stories.https://animoto.com/business/education Animoto is also a drag and drop to create storis. Animoto helps you integrate videos into the story. The program is targeted to promote schools and programs. This would be a fun tool to use for school library announcements. Videos are very engaging. 

Make Beliefs Comix by Bill ZImmerman https://makebeliefscomix.com/Comix/ is a interactive comic building program. Similar to StoryboardThat there are various backgrounds and characters to choose from to build your comic. Comics can be a maximum of 18 panels. The tool is a little trickier to navigate but it has a wide variety of images to use in designs. Graphic novel fans would love using this tool to create their very own Graphic Novel. I created these two images quickly with Comix:




References:

Kharbach, M., PhD. (2024, May 4). Digital storytelling tools for teachers. Educators Technology. https://www.educatorstechnology.com/2023/05/some-of-the-best-free-digital-storytelling-tools-for-teachers.html

Pagano, L. C., George, R. E., Uttal, D. H., & Haden, C. A. (2024). “You gotta tell the camera”: Advancing children's engineering learning opportunities through tinkering and digital storytelling. Child Development, n/a10.1111/cdev.14094



Library Services in the Digital Age_Angela M. Luna

While most people think of coming to the library for services related to printed materials such as checking out books or DVDs, many people also come to make use of the building's wifi or the free computers. According to the Pew Research Center who did a survey,  77% said that free access to computers and the Internet was an essential library service. The Pew Research survey mentioned previously also stated that "26% of Americans ages 6 and older say they used the computers there or the Wi-Fi connection to go online."  About 66% stated that this internet use was for research for school or work. In today's modern world where everything is online and the internet is no longer something optional, people need a place where they can come to do essential tasks such as applying for a job, doing homework, or even relaxing with some videos. I myself spent most of my time after school at the library in order to complete my homework, as I did not have access to reliable internet where I lived growing up in a rural area. Both my school's library and the public library having computers where I could complete my homework, allowed me to complete assignments and keep up with my peers. 

In this digital age, libraries must offer services to accommodate this. Allconnect.com states that "In the United States, 1 in 5 households is not connected to the internet at home." This could be due to a number of factors, such as economic reasons, but regardless people rely on the library for this service as much as they do for print books or reference services. As stated by Huff-Eibl, "Not all Internet access is equal, and students often rely on outdated technology, particularly when they are unaware of available resources. Adequate technology has become a basic need for students to successfully participate in learning (411)." From public computers to Homework/Technology Centers to Children's Learning Stations, even the layout of the library has changed in today's age to make room for more technology.  At many libraries, patrons can also check out laptops and mobile hotspots as easily as an audiobook. Just as the libraries need to be prepared to offer these necessary services, staff must also be ready to help patrons with questions related to digital media or tools. 



Works Cited

Author, No. “Library Services in the Digital Age.” Pew Research Center, Pew Research Center, 22 Jan. 2013, www.pewresearch.org/internet/2013/01/22/library-services/.

Huff-Eibl, Robyn and Travis Teetor. "Overcoming Technology Barriers for Students." portal:             Libraries and the Academy, vol. 23 no. 3, 2023, p. 411-425. Project MUSE,                                         https://doi.org/10.1353/pla.2023.a901561.

“Libraries as Media: Redefining a Library in the Digital Age.” IFLA, www.ifla.org/publications/libraries-as-media-redefining-a-library-in-the-digital-age/. Accessed 15 May 2024.

Supan, Joe. “Report: 1 in 5 Households Is Not Connected to the Internet.” Allconnect, 3 Apr. 2024, www.allconnect.com/blog/key-internet-statistics#:~:text=Over%20two%2Dthirds%20of%20the,to%20the%20internet%20at%20home.



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Virtual Reality and Libraries

 Virtual Reality is a new tool for learning. Public Libraries are key locations for making virtual reality technology more accessible to the...