How can we improve the familiarity and credibility between Library experts, resources and services we offer and the students, faculty and staff who use them? Whether we’re building new relationships or reconnecting with patrons/colleagues during assessment or user research activities, we have the opportunity to use certain marketing and communication best practices and tools during our user research to align clear and targeted communication with our key audiences.
Posts tagged "Assessment"
from Tiny Studies
Assessment and research activities focused on the U-M Library faculty, staff, and student experiences are happening regularly, and often the Library Human Resources (LHR) team is contributing to these activities if not leading the research. This work can focus on quantitative data, qualitative data, or take a hybrid approach, and can involve surveys, interviews, and/or some general number-crunching. This post looks over some recent HR assessment projects.
When planning an assessment project in the Library, one important step is to consider whether your project should be vetted by the Institutional Review Board (IRB) at U-M, a committee that ensures studies with human subjects are ethical, that subjects are protected from unnecessary psychological or physical risks, and that subjects are participating in a fully informed, voluntary manner. This post details when your data collection may be subject to a full IRB application and review process.
Assessing library impact on student learning is essential for demonstrating libraries’ integrated value and commitment to higher education. In 2018 the author investigated faculty perceptions of student learning in library instruction sessions, and as a result, revealed that faculty observe enhanced learning when their students participate in library instruction opportunities.
In this post, the author describes how they used the assessments of a revised library curriculum for the College of Pharmacy to demonstrate the value of the sessions for students, and to stimulate the creation of a new learning object - a game - to improve student learning.