• Events
  • 1st Round Submissions are closed. 2nd Round opens Monday 11th February 2019. More information on the Submissions page -->

Keynote speakers

Craig Middleton

Centre of Democracy

Craig Middleton is the Curator of the Centre of Democracy, a collaborative project led by the History Trust of South Australia in partnership with the State Library of South Australia. He is responsible for the permanent gallery, exhibitions, and public and online programs that engage visitors with South Australia’s history of democracy. He is also committed to Lesbian, Gay, Bisexual, Transgender, Intersex, and Queer+ (LGBTIQ+) access and inclusion in Australian museums. His forthcoming book, co-authored with Dr Nikki Sullivan, Queering the Museum will be published in 2018/19.

Sarah Brown

Code like a Girl

Sarah Brown is a web design and software development professional who works at the intersection of IT and marketing. She works with Code Like a Girl, a social enterprise providing girls and women with the confidence, tools, knowledge and support to enter, and flourish, in the world of coding. Here Sarah facilities the Adult Education Program and Youth Code Camps for Adelaide and is passionate about teaching technical skills to diverse groups to ensure the growing tech workforce is an accurate reflection of the world we live in.

Jacinta Koolmatrie

South Australian Museum

Jacinta is an Adnyamathanha and Ngarrindjeri person (Adnyamathanha from the Flinders Ranges, Ngarrindjeri from The Coorong) who grew up in Port Augusta. As an archaeologist, she wants us to focus on centring Indigenous knowledge in archaeological practice, to think unconventionally. She is currently working at the South Australian museum where she has the chance to build on her skills while also having the opportunity to change the way Indigenous people are represented in museums.

Dr Eva Balan-Vnuk

Department of the Premier and Cabinet

Eva is responsible for providing strategic leadership for the delivery of cyber security, digital government and technology services across South Australia Government. With her team, Eva drives the implementation of SA Government’s strategic priorities for security and risk assurance, digital strategy and exploration of new technologies to benefit citizens, businesses and public servants. She is also founder of HerTechPath, a community of women working in the technology sector in South Australia who deliver briefings to high schools to inspire girls to consider careers in this disruptive, exciting and important sector.

Latest information and blogs from the NLS9 committee

NLS9 Theme

NLS9 Theme Our proposed theme is “Collaborate, Deviate, Innovate”. This theme is presented through a Venn diagram indicating the nexus…

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Committee Hover over the images to read the committee members bio and click on their image to take you through…

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NLS9 News

  • Libraries are no game until we make them one!

    by Ben Manolas






    Gamification seems to be the hot thing that is embedding itself into almost every area of our lives. You can now find tools to gamify learning, working, eating, sleeping, spending, saving, and any other number of things, but what is gamification and why should we gamify anything? By implementing gamification don’t we change the very nature of the activity and risk its legitimacy; and how the heck does this apply to libraries?

    Gamification can be as simple as adding rewards for hitting specific goals; I woke up when my alarm went off and didn’t hit the snooze button, so I award myself a glittery star on a chart and buy myself a (box) of brownies. It can also be as complicated as the app “Zombie Run”, which embeds a running interval training program in a narrative about a zombie attack. The two keys to gamification are to add a motivator to encourage commitment and help participants measure progress (I might have two sparkly stars vs my seven-year old’s ten), and to make it fun! Why go to all this trouble? Studies have shown that (proper) gamification of activities and tasks increases engagement, ongoing participation, and overall enjoyment.

    Implementing gamification can change the very nature of the task or goal; what was once something of a millstone around one’s neck can become an achievement for which they get an explicit reward in addition to the intrinsic reward we all get when we achieve. Related tasks can link together to become small achievements that act as stepping stones to a higher goal and, assumedly, a more significant reward. Some activities change from passive to active as participants are now engaging with the content to achieve an overall goal other than just observing and consuming information and content. Through gamification, the nature of specific tasks and goals change; each isolated objective is now a part of an interconnected network driving game participants to achieve and actively engage.

    Libraries can benefit from gamification if it is implemented carefully and with a clear purpose. Summer reading programs are an excellent example of this; if children read a set number of books, they get a prize, and an entry, the more books they read, the more rewards and entries they get, at the end of the program a big prize is drawn using the entries they acquired by reading.  Technology courses offer badges each time mastery of specific coding skills and languages; this would be easily transferable to library programs, with the completion of each program the library could award a badge or certificate and offer incentives to try and get a certain number.

    Incentivising is just one way to implement gamification; however, I have seen organisations that believe that this is where gamification starts and ends. Just like the vast number of gaming formats and genres that exist, there is an infinite number of way to turn activities into games. There are a significant number of free tools on the internet that allow complete novices to create games from scratch with no coding experience at all. Imagine creating a choose your own adventure visual novel that could assist with reader advisory or a first-person adventure game or augmented reality game designed to familiarise new patrons with the layout of the library or location of resources. Almost anything can be gamified, all you need to do is use a little creativity and see what comes naturally!

    For NLS9 we have a group of passionate, fun-loving librarians working on gamification to create an engaging, fun experience for attendees. We are looking at ways we can engage people regardless of background or ability to show ways all libraries can utilise this strategy in their communities. The real key is though, everything we are doing is with free tools that can be used by anyone so every library service can create a fun, engaging experience without having to compromise due to price or ability. We’ll have all the information and resources ready to share at NLS9 with team members on hand to discuss how you can implement this in your library, as well as making the information available online post-conference.

  • Welcome to the NLS9 Website

    Welcome to the website for the 9th New Librarians’ Symposium. NLS9 will be held in the lovely city of Adelaide. We are delighted that our city has been chosen to host the symposium in 2019. Pixie, James and our committee look forward to showing you what we are putting together.

    We know we have a tough act to follow after the fantastic NLS8 in Canberra 2017. For those of us who attended we were incredibly impressed with the content, how well the event was organised and the work they put in behind the scenes to make a smooth transition for our team. We thank Amy, Sally and the whole NLS8 committee for the work they put in.

    We aim to build on this good work and not only showcase what Adelaide has to offer but also hear what everyone else is up to around the country.

    There is a lot more content to come and we will be adding more and more as time goes on, so check back to see whats new. For now, follow us on Twitter and Instagram for all NLS9 news and updates.