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Showing posts from 2020

Post #10 My Biggest Takeaway

While these have been some of the most interesting weeks of my life (literally, who would have thought everything could change so suddenly in light of our health, jobs, and education), I can also say that SLIS 761 has been a little slice of grounding in the shifting sand. Although this blog is “My Biggest Takeaway” I actually have two.          First, I have learned that my love of edtech in the classroom is going to be a large benefit when I work in a library. So many of the tools we learned (and blogged about) are just plain good for teaching. If any class has reminded me that librarians are teachers, it is this one. From standards, to literacy, to technology tools, edtech helps learners succeed. It allows greater equity for students with disabilities, it allows for greater independence and differentiation for all, and it facilitates creativity in new and exciting ways. In short, technology tools are game-changers in libraries and classroom...

Post #9: Tilt Brush: A Virtual Reality Creation Tool

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As Augmented and Virtual Reality tools have hit the market, education may never be the same. Old, static pictures on a page can now become almost-living things, as students are able to peer inside the chambers of a human heart for science curriculum or take a tour of Paris from their French classrooms. The possibilities are endless for a richer, more nuanced, and more lifelike learning experience than ever before. Entering the mix for art is Tilt Brush , a program by Google that works with virtual reality headsets (Vive, Oculus Rift and Quest, Windows Mixed Reality, and Valve Index) that allows students to create and view their art from all angles. The possibilities for understanding form, lines, and color in a lifelike virtual reality make an entire classroom a canvas for creation. To use Tilt Brush, simply purchase the program ($20) and load into a virtual reality headset. From there, use the controls to access the palette and begin painting! Tilt Brush’s website offers...

Post #8 Creating an Educational Makerspace

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Makerspaces are making an appearance across classrooms and libraries alike. As “Making is an inquiry-driven social activity that allows students to develop the very same skills, dispositions, responsibilities, and strategies touted in the AASL’s 21 st Century Standards” (Canino-Fluit, 2014, p. 2) they are a perfect addition to any library. A complement to the STEAM movement, makerspaces allow the habits of mind of the 4 C’s (Critical thinking, Communication, Collaboration, and Creativity) to flourish in a model that fosters “the values of agency, authenticity, and audience” (Angevine and Weisgrau, 2015). Succinctly put by Laura Fleming in her blog, Worlds of Learning, “PBL is the Pedagogy. Makerspaces are the Learning Environment.” Although the term “Makerspace” is not a common one in the secondary education classroom, project-based and problem-based learning definitely ring a bell. What often stymies the creation of these environments is a simple lack of know-how. Sere...

Cyberbullying: A Hidden Monster

           When my children were small, we used to read The Monster at the End of This Book , which details a very stressed-out Grover from Sesame Street imploring readers to NOT turn the page because he had been forewarned that there was indeed a scary monster lurking at the end. Of course, we kept on, turning page after page while Grover valiantly tried bricks and hammers and pleas that rang on deaf ears until finally it was revealed (much to his/our relief) that the monster was HIM. Not terrifying at all. Just fuzzy, benign Grover, who was the exact opposite of scary and the member of a cast of characters we have all called friends in our early days.          While Grover had—and gave us all— warning that something wicked this way comes, the same cannot be said of cyberbullying, where the monsters lurk in the guise of “friends” who do very real harm to those involved. Unfortun...

Anchor: A Student-Friendly Podcast Tool

Listed on the American Association of School Librarians’ “Best Websites for Teaching & Learning 2019,” Anchor is a free podcast platform that is excellent for beginners and students. Upon the advice of some trusted teacher friends, I tried this medium in my classroom last semester with great success. Both an app and a website, Anchor allows students to create, upload, and share their work to the world, providing a real-world audience. Podcasting fits the Engage foundation of the National School Library Standards perfectly as students need to think, create, share, and grow in order to produce quality work. Podcasting is a hugely popular venue for voice–one that has multiple entry points–making it a great project for students. To use Anchor, simply sign up for a free account, click New Episode, and begin recording. Podcasters also have the option to upload audio, store clips in a library, and collaborate with others through voice messages. Anchor even provides fre...