Download Open Access to STM Information: Trends, Models and by Anthi Katsirikou, Anthi Katsirikou, Janet Webster PDF

By Anthi Katsirikou, Anthi Katsirikou, Janet Webster

This e-book includes a plethora of alternative viewpoints and study effects from world wide, bringing them jointly to supply an international viewpoint at the a variety of matters that contain 'open access'. subject matters comprise copyright, top practices and administration, open entry and society, repositories, journals, courses and publishing, providers and expertise, caliber and assessment. The ebook bargains a holistic specialize in open entry and will function an invaluable studying software for college students and pros.

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Extra info for Open Access to STM Information: Trends, Models and Strategies for Libraries

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Master and doctoral theses was high-demand material, also easy to start collecting. Although it was not a very big project, it involved a lot of issues which we had to face and decide upon, in order to conceive and establish realistic and operational work-flows and procedures. Apart from the specifically technical issues (ranging from the overall functionality of the system, to the software to be used and its required modifications), our main concern was to set up policies and organizational structure that would result in a self-evident digital library service, yet fully incorporated within our existing library operation, and also to adequately promote the new service to the academic community: to create the required consensus for such an innovatory step, the university society should understand and appreciate the advantages of creating and using a digital library.

Specifically virtual environments are considered to be an important factor towards this direction, as information literacy could be significantly enhanced through these environments. This paper emphasizes on the educational role of virtual games within library services and refers to Second Life, as one of the most widely known virtual worlds implemented by libraries. In addition, it aims to present how Information Literacy can be strongly empowered in libraries with the use of such environments.

Through these new environments, the libraries’ role is evolving towards new directions; nevertheless the main goal remains the same: to equalize access to information and make an effort to develop lifelong learners, promoting in this way literacy educational programs. Specifically virtual environments are considered to be an important factor towards this direction, as information literacy could be significantly enhanced through these environments. This paper emphasizes on the educational role of virtual games within library services and refers to Second Life, as one of the most widely known virtual worlds implemented by libraries.

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