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.
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