2015
Vol 51, No 4 (2015): May/June
Vol 51, No 3 (2015): April
This issue of Library Technology Reports, "Coding for Librarians: Learning by Example," draws from more than fifty interviews with librarians who have written code in the course of their work. Its goal is to help novice and intermediate programmers understand how programs work, how they can be useful in libraries, and how to learn more.
Three chapters discuss use cases for code in libraries. These include data import, export, and cleanup; expanded reporting capability; and patron-facing services such as improvements to catalog and LibGuide usability. Most of the programs discussed are short—under a hundred lines—so that implementing or modifying them is within the reach of relatively novice programmers. Where possible, links to the code itself are provided. Several scripts are explained in depth.
Additional chapters focus on nontechnical aspects of library code. One chapter outlines political situations that have been faced by librarians who code and the solutions they have employed. Another chapter shares interviewees’ advice on specific resources and strategies for learning to code.
Vol 51, No 2 (2015): February/March
Gamification, which refers to applying gaming elements to a real-world activity, is not necessarily a new idea. But (1) the rapid adoption of the smartphone, (2) the tremendous growth of the mobile web, and (3) the increased use of social media have made it possible for gamification to be implemented in an unprecedentedly seamless, ubiquitous, and social manner, thereby transforming it into a portable activity interwoven with reality. This report explains the concept of gamification and how it differs from related concepts such as games, playful design, and toys; distinguishes game mechanics, dynamics, and aesthetics from one another; describes a number of gamification examples and projects in businesses, education from K-12 to higher education, and public and academic libraries; and discusses what they do, how they work, and how successful they are. This report also addresses a number of issues and variables that need to be taken into consideration when designing successful gamification for educational purposes, including the undermining effect of gamification’s external rewards on intrinsic motivation.