Thursday, April 16, 2015

Libraries as social hubs



From as long as I can remember, the library was always a place for me to go to after school to do homework, get help with research and to find books of course! During my high school years there was an after school homework tutoring program that I went to get help with homework from student tutors but most importantly to interact with others and build friendships. The afterschool program was THE place for freshman high school students to be at and it was located in the library itself. I spent my sophomore and junior years as a student tutor one day a week because I wanted to help incoming students (like I was helped) into becoming high achieving, motivated students with an interest in lifelong learning and literacy.



Libraries nowadays have departed from the old-fashioned places that are quiet and serious where all you see are students or patrons researching and studying, where speaking is discouraged. Public libraries have been transformed into community places where community members meet, network and have fun together. Libraries host events like summer concert series, chess club, book clubs, children story time, author visits, informative workshops and so much more!




Many libraries host video game groups for middle school to high school students that engage young people, create a safe place for them to have fun with their friends. Games are a great way for youth and young adults to interact with each other, learn social skills and even are great places to learn. “Good video games are first and foremost complex and challenging problem solving spaces” (Gee, 2012.) Many people do not realize that video games can be a great way for students and children to learn new skills and practice problem solving in ways that are innovative and fast paced. Gee states, “remember that what is really at stake for higher-order learning is what I call the ‘Big G Game’, that is, the game as a piece of software integrated with all the social activity around it organized for participation, production, and proactive learning. Games are digital invitations to rich social interactions (2012.) Libraries benefit from hosting video game groups, events and activities because it will bring the youth in and help create life-long learners because they might be tempted to check-out a book now and again.

“Libraries have also historically served as cultural hubs, particularly public libraries. . . “(Harris, 2013.) This said libraries are known as places where artistic expression and a place where intellectual freedom is protected.  This is why libraries have become community centers and are can be considered in my opinion an avenue for social hubs. 
The American Library Association has some great information on the role of the social role of libraries.
http://www.ala.org/research/librariesmatter/taxonomy/term/143


Works Cited

Gee, James Paul. "Digital Games And Libraries." Knowledge Quest 41.1 (2012): 60-64. Academic Search Premier. Web. 16 Apr. 2015.

 Harris, Ryan, et al. "Creating Shared Campus Experiences: The Library As Culture Club." Journal Of The Medical Library Association 101.4 (2013): 254-256. Library, Information Science & Technology Abstracts. Web. 16 Apr. 2015.


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