Thursday, July 10, 2014

Blog Post 3: Technology Implementation Strategies


Using technology in the library and the classroom and be a challenging and rewarding experience. The article <i>Implementing Technology and Gaming Lessons in a School Library</i> discusses many valid reasons and examples for using different technological methods or ideas. Three of these ideas are that it takes time for a library to change and evolve into a 21st Century Library, use computers or laptops while teaching and reinforce the materials that are being taught in the library.
The use of technology in the library involves time, training and financial funding to purchase materials that will enhance and strengthen the role of technology in the library. Time is a major factor in the success of using technology correctly in the library. The librarian needs the time to create lessons and assignments for the students.  There is also the issue of knowledge and training of new programs and websites. Libraries might not have laptops, tablets or computers to allow students to have access to the tools and sites that are available for learning.  Creative fund raising and asking administration for extra funding to support technological advances is critical in the growth and development of the library. It takes time to and flexibility to create and maintain a technological learning environment, but just do a little at time and the library and the students will flourish.
The author suggests that all students should have access to a laptop when teaching lessons. This way, they can follow along and have a hands on experience. This works well when students are using the computers to complete games and other lesson assignments on their own computer.  Students can works at their own pace and on their own learning ability levels as they are learning library concepts though the use of games on the internet.
Reinforce the concepts that are being taught through the computer.  It is important that the librarian still discuss and guide the students in their journey of technological learning.  The librarian needs to ask questions about their experiences on the computer and what they learned from playing the game.  The students can demonstrate what they have learned by creating presentations or demonstrations. The students in the article created movies about a lesson on respecting others.  They wrote scripts and then used Flip Cameras to produce their own movie creations.
I am going to use our iPad labs so that each student can have mobile access while I am teaching a lesson.  I am going to create a lesson about using the card catalog to locate books in the library.  The students can take their iPad directly to the shelf where the book is located. I will be able to have instant knowledge if students understand the concept of call numbers and book location.
I am going to create some games to help teach about library skills and procedures.  The use of technological games in the library can be another way to help students learn about concepts from a different format.
I am also not going to panic when I don't have time to accomplish the entire lesson projects that I want to create for my students. I have to flexible and know that I can still teach and instill the love of reading even if I am not using the newest technology for every lesson, I just need to learn new tools and teach students and teachers how use them properly.
References
Mashriqi, K. (2011). Implementing technology and gaming in a school library. Knowledge Quest, 40(1) p. 24-28.

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