Friday, November 21, 2014

Blog Post 4: Technology Leadership Role of School Librarians

Blog 4:  Technology Leadership Role of School Librarians

The Standards  for the 21st –Century Learner approaches learning in a much different way than it did just a few years ago.  The 21st-Century Learner is more independent and adapts to technology as a source of learning.  According to the American Library Association (2014), today’s students need to develop information skills that will enable them to use technology as an important tool for learning, both now and in the future.  One of the keys to being a successful 21st-Century Learner is to adapt to the many changes of information.  Information and technology has become more complex, so it is vital that students think on a higher level.  The 21st-Century Learner knows the benefits of technology and how to implement it.
As educators, there needs to be an awareness of possible and probable uses of technology, so that educators can identify techniques and methods that further our educational goals (Kussmaul & Dunn, 1996).  Educators become a model for these techniques and methods that are used in the classroom.  Technology provides tools that teachers can use to improve or facilitate the learning process (Kussmaul & Dunn, 1996).  Today, students have more interests, and technology can assist them in exploring their likes and hobbies.  If students become interested in something, they are able to research it and find information to assist them in their study.  Studies show that there has been an increase in academic knowledge, resulting in more discipline and more information (Kussmaul & Dunn, 1996).  Technology can link teachers and students who face different or challenging issues such as distance, handicap, and limited access due to financial means.
The school library is no longer just a place to sit quietly and read books.  Today, librarians must implement technology as part of their daily tasks.  Implementing technology may be challenging at first due to the constant changes and updates.  The more the librarian knows about different technology and media, the better they are able to serve and model tools for students’ learning.  One thing school librarians need to understand is that it takes time to build a 21st-Century library (Mashriqi, 2011).  One of the greatest benefits for a librarian to become a 21st-Century Librarian is the fact that they are able to reach children on different levels, abilities, and talent.  Because technology is so diverse, all students can learn from it is some way.  In conclusion, as school librarians, it is important to keep students up-to-date and teach them to use technology properly (Mashriqi, 2011).
References
American library association. (2014). Standards for the 21st century learner.  Retrieved from http://www.ala.org/aasl/sites/ala.org.aasl/files/content/guidelinesandstandards/learningstandards/AASL_Learning_Standards_2007.pdf.

Kussmaul, C., & Dunn, J. (1996). Using technology in education. College Teaching, 44 (4) 123.


Mashriqi, K. (2011). Implementing technology and gaming lessons in a school library.  Knowledge Quest, 40 (1) 24-28.

Blog Post 3: Technology Implementation Strategies

Technology Implementation Strategies

Librarians have many roles in a school.  One of these roles is being an information specialist.  As an information specialist, librarians become knowledgeable in technology and information.   Librarians must adapt to the constant change of technology, and one way to keep up with the latest trends, is by being aware of the latest technology and gaming.  The article, “Implementing Technology and Gaming Lessons in a School Library” highlights how to implement technology and gaming, reinforcing learning, and hands-on learning.
First, implementing technology and games into the library and classroom makes reading and learning fun.   The 21st century school librarian can collaborate with teachers by integrating technology and games into their lessons as extensions.  Students are excited to learn in this type of environment because it’s what they know and do on a daily basis.  The author points out that using technology and games are a way to differentiate instruction.  This is a great way to reach students with different learning styles and abilities.  One of the main reasons games are effective in the classroom is the fact that they can be played on different levels (easy to hard).  Today, students have the ability to take virtual tours of books and playing games to help them read.  Another tool the author highlights is the interactive whiteboard.  This is a special tool because students can learn and be engaged all at the same time (Mashriqi, 2011).  In addition, competitive games that build vocabulary and literacy have been proven to enhance testing skills.
Next, the article addresses how technology and gaming reinforces learning.  Reinforcing learning helps strengthen the lessons that have been taught.  The author approaches a lesson using technology and gaming with the Dewey Decimal System.  First students watch a movie on the topic.  The lesson is then reinforced as students takes notes over the movie.  To further reinforce they’re learning, questions are asked about what they have learned using the KWL chart.  After listening to songs and working on an interactive whiteboard, students play online games about the Dewey Decimal System (Mashriqi, 2011).  This lesson was a great example because students were engaged and were able to apply and reinforce what they learned.
Finally, the article discusses how implementing technology and gaming creates hands-on learning.  This type of learning gives students an opportunity to apply what they have learned.  Students use technology to create videos and presentations on various topics.  Students are also given the privilege to make a movie over a lesson taught by the librarian.
After reading the article, the two technologies I would like to incorporate is using videos and allowing students to play vocabulary and reading games.  Allowing students to view and create videos would give them the opportunity to go on virtual tours and reinforce topics they have learned.  Students can also participate in creating videos on lessons such as cyber-safety.  By creating videos, students work hands-on and retain lessons longer.  I would also like to incorporate vocabulary and reading games in the library.  Gaming has been linked to higher test scores because of the interactive learning that takes place.  It has been proven that when students are having fun they learn more.  In conclusion, technology and gaming are valuable tools for learning and benefits the library for today.


Reference

Mashriqi, K. (2011). Implementing technology and gaming lessons in the school library.Knowledge quest, 40(1), 24-28.