ETL402 4.1 Digital Publishing Trends

Identify one trend that you have experienced in an educational or library setting and reflect on how this could shape or inform future library services.

Just before she left and I took over, the previous teacher librarian at our school purchased an ebook subscription via Wheelers ePlatform for our library. It was slow to take off (possibly because of our school’s mobile phone/BYOD policy and DEAR procedures) but became more popular during online learning and in the school holidays, which suggests that many of our students enjoy the continued flexible access it provides. A lot of our staff have also taken advantage of the online library collection. During online learning I expanded the collection to include an Audiobook and Wellness package, though I’m not sure if these are providing value for money at the moment. Based on our current data over the past 12 months, it’s worked out at around $13 per resource that has been borrowed. I suppose it’ll take time, effort, and patience (as well as continued advertising and promotion!) to build a general culture of reading in our school, let alone one that relies on digital access! 

However, one issue associated with these online collections (apart from the inequities around technology and internet access) is that the Australian Government’s lending rights payments aren’t currently extended to digital formats despite their increasing popularity. It’ll be interesting to see how this issue proceeds over the next few years.

I’m personally really interested in how transmedia storytelling and gamification can help build engagement with literature. As a classroom teacher I’ve often relied on role-plays and simulations to engage my students and deepen their understanding of historical periods and concepts as well as literary themes. The year I advertised Year 11 Ancient History by stating we’d be investigating Assassin’s Creed: Origins we had enough students to create an extra class!  While a lot of the articles in the readings for this module focused on technology-based gaming as a resource, I think there’s a lot of potential in analogue, ‘old-school’ games too. For instance, a few years ago I was able to teach a unit on ballads and narrative poetry by getting my Year 8s to play Dungeons and Dragons. In my experience I’ve found that Mary Poppins was right, and regardless of the way the game is delivered, if it’s fun, they’ll learn.

One particular example I can think of where transmedia storytelling could be used in the library to support curriculum outcomes and pleasure reading is our Year 9 English unit on Survival. Students could play/watch the prologue of a digital game such as The Last of Us as a fun hook activity; honestly, this introduction is one of the best, most emotional examples of digital storytelling I’ve ever played. This could be supplemented throughout by a role-play/simulation that drew on elements of tabletop gaming to test their own survival skills. The library could provide the space/resources for these activities, and the TL could co-teach the role-play lessons to encourage engagement with library resources and staff.