Core Competency H: Demonstrate proficiency in identifying, using, and evaluating current
and emerging information and communication technologies.
Introduction
In order to discuss the identifying, using, and evaluating current emerging and communication technologies one must acknowledge the types of virtual programming there is available. Whether it’s discussing library mobile applications or Virtual Reality, technology and information communications has become virtual. Meaning, finding information has become more digital than analog.
Identifying and Using Current and Emerging Information and Communication Technologies
In identifying and using current and emerging information and communication technologies one may think of Virtual Reality (VR). VR has become a video game phenomenon with its headset and computer connectivity. Virtual Reality has its gamer use controllers in a 3D space for instance, at the library. “Without proper training in cross-cultural communication styles, librarians may inadvertently misinterpret, misunderstand or possibly insult others” (Mestre, 2010). With VR, miscommunication is at a minimum with an option for microphone use. VR has special environments and chat rooms like regular computers except with VR it feels more like there’s presence since you are chatting and have an avatar body being represented in an application like VR Chat. People/Gamers from all over the world can be contacted in Virtual Reality. Communication is especially important if you are part of a group playing virtual full-bodied frisbee in a game called Echo Arena with controllers and a joystick. Librarians should be trained in communication in person and virtually to help library visitors/gamers use the hardware (headset, controllers, games). Some may be partially or fully bilingual speaking, for instance, Spanish and English or other languages. Or, maybe trained in some ASL (American Sign Language). That would help with communication issues that may arise while a technology like VR makes its way to libraries. This is especially true with full finger tracking with some VR applications like AdaptVR kit with Oculus Meta Quest headset. Knowing the vernacular of Virtual Reality like this is a headset, controllers with joysticks, this is home, this is where the games are, etcetera. It would also help the library gamer if the librarian used VR so that the librarian knows what is what in using voice chat with VR Chat or maybe play a game for instance.
Evaluating Emerging Information and Communication Technologies
In using a computer to learn or to teach one must evaluate emerging information and communication technologies. “Students occupy their physical spaces and co–create an online learning place in hybrid space even without such systematic support. This co–creation of hybrid space is made more obvious as we follow the conclusion of Harrison and Dourish that the same space can be in different places at different times. Thus a student who logs into the class chatroom from her home computer when no one else is in the chatroom is in the same hybrid space but not the same place, because the classroom place is shaped by the shared understandings of the students and instructor to frame appropriate behavior” (Kazmer, 2005). This quote above shows how a student or library visitor can share a hybrid learning environment and build a small or large community with professors and students but also not share the same environment if no one is around to study or learn with, like distance learning does. For instance, one can even learn and earn a high school diploma, bachelor’s degree and even a graduate degree online.
Evidence
1 – INFO 200: Information Communities: Blog Report #6: International Gaming and Video Game Streaming
For my first piece of evidence for Competency H I will discuss how users of Virtual Reality identify and use current and emerging information and communication technologies. A gaming and communication console like Virtual Reality uses current information technologies when they speak using the microphone that’s located on the headset. Library visitors that use VR communication technologies by using the microphone and applications like VR Chat to communicate with communities they find themselves a part of. Typically, communication is important in games like “Echo Arena [which] joined the VR Master League last fall (in 2020) and the community Discord server has grown from 5,000 members to nearly 20,000 since the game became available on the Quest earlier this year” (Haskins, 2020). This shows the popularity of the game Echo Arena has grown substantially since the availability of the Quest headset (Haskins, 2020). Echo Arena has its own Discord server which is for information sharing and community building as well as for communication as a whole. “As for Echo Arena, in order to play the game you have to be in a group, or you belong to an esports league and compete virtually. Having played a few games myself I can say that it is a highly competitive and energetic game that makes you feel excited when you get the frisbee in the goal” (Leatham, 2024). In order for there to be better games and VR experiences one needs to use the microphone and chat option. This emerging information and communication technology creates its own communities which helps spread awareness of how fun it is.
2 – INFO 250: Design and Implementation of Instructional Strategies for Information Professionals: Final Instructional Design Plan & Two Completed Instructional Material Examples
For my second piece of evidence for Competency H I will discuss a class assignment where I was to teach by communicating how to download and use a library mobile application. I am going to identify and use current and emerging information and communication technologies. “First, the goals are to connect to the internet and then download the Hoopla app while using a mobile device. They are secondly, to use a library card and get a pin number. Next, they are to download the Hoopla app and then check out or borrow an ebook, music, or video. It is my goal as the teacher for the learner to follow each direction given and then have a downloaded Hoopla app to read, watch, or listen to what they want” (Leatham, 2025). It is very easy to identify and use current and emerging information and communication technologies like the Hoopla mobile application. When I was hypothetically teaching library learners I explained step by step what they were to do. The quote above is a shortened version of the directions. By downloading the app, some library learners learned how to use this information app. They also had both English and Spanish directions spoken to them. So, learning by communicating with this app and myself, the teacher, hopefully led to outcomes like favoriting and borrowing ebooks, publications, music, and more.
3 – INFO 232: Issues in Public Libraries: Seven Page Individual Research: Online Learning Experience Around the Globe Essay
For my third piece of evidence for Competency H I will discuss a paper I wrote about the impact of war on libraries in Palestine and how current and emerging information and communication technologies are involved in saving what’s left of Palestinian information like books and computers. “After a bombing in 2023 on a main library’s historical documents and books, Palestinian interventions called on the United Nations Educational, Scientific and Cultural Organization (UNESCO) to “intervene and protect cultural centers and condemn the occupation’s targeting of these humanitarian facilities protected under international humanitarian law” (Sheehan, 2023). Even with these U.N. protections, the bombings and destruction still persists” (Leatham, 2024). Hopefully the communication with UNESCO led to more scanned and downloaded as many ebooks as they could before more bombing and disaster occurred.
Conclusion
I demonstrated a proficiency in identifying, using, and evaluating current and emerging information and communication technologies. I showed evidence of an emerging information and communication technology by using Virtual Reality as an example. Through the use of technologies like using microphones while playing games and chatting online using VR Chat librarians can learn to use VR so they can better understand and avoid miscommunication with their library visitors. I also wrote about the need for Palestinian libraries to be safeguarded and using technology to turn books into ebooks by UNESCO before the war torn country loses all of its libraries.
References
Haskins, S. (2020, October 28). Top VR esports games for the Quest 2. VR Fitness Insider. https://www.vrfitnessinsider.com/top-vr-esports-games-for-the-quest-2/.
Kazmer, M.M. (2005). Cats in the classroom: Online learning in hybrid space. First Monday, 10(9). https://doi.org/10.5210/fm.v10i9.1278.
Leatham, J. (2024). Seven page individual research: Online learning experience around the globe essay. [Google Doc]. https://docs.google.com/document/d/1PJkI3mp7kWzFKDxcpEtl-TBl8muS8YbZGgGEV9zrFqE/edit?usp=sharing.
Leatham, J. (2024). Blog report #6: International gaming and video game streaming. [Google Doc]. https://ischoolblogs.sjsu.edu/info/juanita/2024/04/25/blog-report-6-international-gaming-and-video-game-streaming/
Leatham, J. (2025). Final instructional design plan & two completed instructional material examples. [Google Doc]. https://docs.google.com/document/d/1-ln5He8Fj8_YyD-eMtpJjRYyu4J3_6-1_23fV_vPrT8/edit?usp=sharing.
Mestre, L.S. (2010). Librarians working with diverse populations: What impact does cultural competency training have on their efforts? The Journal of Academic Librarianship, 36(6), 479-488.
Sheehan, D. (2023, November 27). Gaza’s main public library has been destroyed by Israeli bombing. Lit Hub. https://lithub.com/gazas-main-public-library-has-been-destroyed/