Yaw's Experience
Sunday, October 27, 2013
Week 13: Final Reflect
This is my final reflection for the unit INN333 Information Programs. I chose to complete it in a form of a podcast because I feel that podcasting makes information seem more personal since the content of my podcast is directly communicated to the listener. I hope you enjoy my thoughts on the subject as I have enjoyed my experiences and sharing them with all my colleagues.
Sunday, October 20, 2013
Week 12: Online Applications Reflect
Discuss how libraries (or a
professional setting of your choice) might make use of online applications and
productivity tools, and what impact might they have on front-of-house services
and behind-the-scenes work? Talk about the benefits and potential risks.
In the final blog of the semester,
I am to answer the given question and share my thoughts on the matter
respectively. With this said, I think that it is certainly possible for
libraries to utilize online applications and productivity tools for their
front-of –house services. Certain online application components such as
calendars, task organizers, announcement and event planning tools, and chat
tools are all examples of online applications that can be used to benefit the
productivity and efficiency of library services. Calendars from Microsoft
Outlook have been used on several occasions to organize activities in the work
place. The use of Microsoft Outlook to organize the library can greatly simplify
processes in terms of how staff members collaborate with one another, and which
tasks are allocated to which staff members. For announcement services, online
applications such as Twitter have already been used for announcements to keep
all staff members informed and up to date on the current workplace news.
Another online application called Evernote can be used for organizing workplace
tasks, creating to-do lists, and recording reminders to boost the productivity of
the user(s). Libraries can also use an online application such as Meebo Mobile
which can be useful for communication and monitoring chat between users. As
technology continues to advance, more online applications are being created for
organizations to experiment and select for their preferred method of how they
choose to organize their office administration tasks. Online applications that
offer more than one service prove to me more useful as they provide more
features and components for organizations to utilize. Nevertheless, all the
applications mentioned can greatly contribute to the productivity and
efficiency of libraries if used in the proper manner and to satisfy the needs
of the organization using it respectively. It is also essential for all staff
members of the library to be informed and trained on how to use the online
applications the initial library has adopted as this will provide the most
benefits out of it.
Week 12: Online Applications Play
For week 12's Play activity we were required to create a basic form for colleagues to participate within. I have created forms and surveys before and I chose Google forms due to my familiarity with it and its ease of use. The form is a question requesting for feedback from peers offering multiple options to respond to.
The link to this form is: https://docs.google.com/forms/d/1mFi6COm8fKM3DvQd23_LdX9yR6NvrmJps1pj_IItSps/viewform
Sunday, September 29, 2013
Week 10: Games and gamification Play
For the play activity this week we are to design and plan an
outline for using gamification in a school library. Gamification is a
society-wide trend. A good idea is to use game and social based techniques to
encourage increased usage of resources.
Therefore a program or an item can be created that collects information
about the activities of patrons within a school library. In a school library
setting, this would mean students must have an item that allows them to access
the library and different services of the library. With this said, all students
have student cards. Nevertheless, a web application can be created that keeps
track of all student activities and give students points for the activities
they participate in within the library. Students can earn points by visiting
the library, checking out and returning books, logging into electronic
resources within the library and asking questions within the library. With this application there can be a
leaderboard to see which students participate the most. The site would have a
registration page where students can log into in order to start playing. Students
can then use their students number on their cards to link the cards with the
site in order to participate. Rewards can develop as the school sees what
students like. Perhaps a leading student or a student that wins certain
activities, given that they have provided details of their preferences, can be
rewarded with items that are linked to their preferences. For if a student puts
that their preference in their profile for books are “fantasy” books they may
be awarded with a free book such as Deltora Quest.
Week 10: Games and Gamification Reflect
For the week 10 activity we were required to share our
thoughts on how gamification could be a useful concept in the type of
organization we hope to work in after university. According to Lithium (2011), gamification is
the use of game attributes to drive game-like player behavior in a non-game
context. Therefore, using methods of gamification can provide the mechanics to
supply an environment of participation. A good example of gamification is that credit
card and online companies have been using the concept of gamification for many
years to entice their customers to earn rewards through their products and
services. This can be seen with passengers earning points for every flight they
arrange in hopes for gaining enough points to earn free flights.
Gamification can be a useful concept in the future
organization I work in if the organization can learn to:
- Customize
- Recognize and Reward
- Keep Employee Branding Fresh
- Making it Fun
- Support the Brand
This means that the organization
must allow gamification techniques to reflect its culture, mission and practices.
The key is to create and improve the loyalty and performance of employees to
help the organization move towards its goals. Additionally, when employees
perform well with the gamification they must be rewarded well and recognized
for their achievements with rewards that represents career advancement, money,
real recognition and/or meaningful goods. Keeping the employer branding fresh
means that employees should be engaged with what the gamification provides.
With this said, there should be upgrades and enhancements for the program to
keep the concept interesting.
Companies should utilize
gamification to yield undeniable employee engagement and human resource
results. With gamification, employees feel engaged as they feel that they must
be in it to win it. Moreover, the idea of adding gamification to the workplace
introduces entertainment and changes the behavior for employees for the better.
References
Lithium. (2011). What is gamification really. Retrieved from
http://lithosphere.lithium.com/t5/science-of-social-blog/What-is-Gamification-Really/ba-p/30447.
Sunday, September 22, 2013
Week 9: Mobile Reflect
How you use the mobile web in your
personal/professional/academic lives. You might like to discuss the impact
mobile has had on your work/play/study.
This week’s topic was mobile technology. Recent years have
witnessed a dramatic transformation in the mobile industry. Since I have
studied IT for the past 5 years I have adopted the use of mobile technology for
many of my daily activities in my personal and professional life. Ever since I
purchased an IPhone 4 my daily activities have been organized on the phone for
a simplified lifestyle. I carry my smartphone everywhere with me and connect to
different devices using Wifi and/or Bluetooth. I use Bluetooth on my phone to
connect to my Bluetooth speakers and connect to Wifi to save my phone credit
from being used. Being able to access the internet is a big factor in my daily
use of my smartphone due to my involvement in social networks such as Facebook,
Twitter, Snapchat and Whatsapp. In my professional life, it is used to contact
other colleagues, and also used to remind myself of activities I have to
participate within. With this said, I prefer using my mobile for most methods
of communication rather than my laptop. It is more portable and provides nearly
as much of the services my laptop provides. Additionally my smartphone has a camera which
I tend to use for apps such as Snapchat. I also use the camera to capture
images for future use on social networks. The mobile has become a dominant form
of telecommunications technology and mobile broadband has also increased. With
the improvement of the functionality smartphones have and the addition of
further services on smartphones, the experience of using mobile technology has
increased significantly and nevertheless, the use of mobile technology will
create a larger impact on the personal
and professional lives for many users in the future.
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