Misinformation, or fake news, has exploded across social media platforms and communities over the past few years, with serious social and political implications. Many library practitioners and organizations have argued that libraries can and should play a central role in educating the public about this emerging issue. However, serious gaps exist in understanding how libraries can create effective community education about misinformation. This article maps out a research agenda that researchers and public library practitioners can use to make libraries more effective sites for combatting misinformation. This research agenda is grounded in analysis of interviews and workshop discussions of public library staff from Washington State. This analysis reveals three areas in which academic partners can support public libraries: through the design of effective programming, through the development of tools that help librarians keep up-to-date on relevant misinformation, and through interventions in the political and economic contexts that hamper the freedom of librarians to engage controversial topics. Our hope is that this article can help to spur more expansive library and information science research across these areas and become the beginning of a longer and more empirically grounded conversation about how public libraries can achieve their potential for combating misinformation.
Researchers and designers have incorporated social media affordances into learning technologies to engage young people and support personally relevant learning, but youth may reject these attempts because they do not meet user expectations. Through in-depth case studies, we explore the sociotechnical ecosystems of six teens (ages 15-18) working at a science center that had recently introduced a digital badge system to track and recognize their learning. By analyzing interviews, observations, ecological momentary assessments, and system data, we examined tensions in how badges as connected learning technologies operate in teens' sociotechnical ecosystems.We found that, due to issues of unwanted context collapse and incongruent identity representations, youth only used certain affordances of the system and did so sporadically. Additionally, we noted that some features seemed to prioritize values of adult stakeholders over youth. Using badges as a lens, we reveal critical tensions and offer design recommendations for networked learning technologies.CCS CONCEPTS •Human-centered computing~Human computer interaction (HCI)~Empirical studies in HCI•Social and professional topics~User characteristics~Age~Adolescents
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