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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