The inclusion of school libraries in the ESEA (Elementary and Secondary Education Act) of 1965 authorization as ESSA (Every Student Succeeds Act) in late 2015 was a victory, especially for districts reliant on federal funding, but it is technology that is altering what is going on in so many schools.

1:1 technology push
States switching to the computer-based standardized testing required by Common Core State Standards — independent of the CCSS backlash, major assessments are still and will likely remain CCSS aligned — will require supplying hardware accommodating increasingly resource-intensive testing with interactive charts and graphs and locked-down browsers. In many schools, the librarian will be the point-person for maintaining that technology.

1:1 technologies require new metrics
At the AASL conference in November, Michelle Luhtala shared a picture of charging blocks and cables. That’s what she “circulates” at 1:1 New Canaan High School, and it’s a brilliant idea for quantifying student use. Door count had potential as well to show the vibrant, active aspects of our school library spaces independent of checking out books.
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A short list of tweets from the past week of interest to teens and the library staff that work with them.

Do you have a favorite Tweet from the past week? If so add it in the comments for this post. Or, if you read a Twitter post between December 4 and December 10 that you think is a must for the next Tweets of the Week send a direct or @ message to lbraun2000 on Twitter.
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A short list of tweets from the past week of interest to teens and the library staff that work with them.

Do you have a favorite Tweet from the past week? If so add it in the comments for this post. Or, if you read a Twitter post between October 23 and October 29 that you think is a must for the next Tweets of the Week send a direct or @ message to lbraun2000 on Twitter.
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Makerspaces are popping up everywhere and the definition of makerspaces is constantly evolving like the spaces themselves. Makerspaces, sometimes also referred to as hackerspaces, hackspaces, and fablabs are creative, DIY spaces where people can gather to create, invent, and learn. The focus, actually, is on the type of learning that goes on, not the stuff.  Making is about learning that is: interest-driven and hands-on and often supported by peer-to-peer learning.  This is often referred to as connected learning.  Also, you don’t need a set space to facilitate this type of learning.  You can have pop up makerspaces at various library branches, afterschool programs, community centers, etc.  Or you can set up a ‘maker cart’ that can travel anywhere in the library.  Perhaps what your teens need most are maker backpacks that are stuffed with resources and activities they can do at home.

Why focus on maker programs and spaces in your library?  These types of activities help teens explore their interests and build skills that they need for college and careers.  The Institute of Museum and Library Services has a great two page informational sheet (.pdf) that talks about making and libraries. Share this with your supervisor to help them understand why these types of learning activities are important.

If you are thinking about ways to bring in some maker programs into your library, begin with  identifying what kind of  learning activities your teens want/need the most.  Digital, craft, technology, a mix?   Maybe your teens want you to work with them to create activities to do a little  bit of the above.  What do you need to get started?  First, build your knowledge of connected learning.  Your one stop shop for that is the Connected Learning Alliance.  Be sure to check out their free webinar archive.  Another very good connected learning resource to explore is remakelearning.org

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This semester I’m enrolled in a Collaborations in Feminism and Technology class. It parallels the larger organization, FemTechNet. During our most recent class, our discussion turned to a frequently talked about: children/teens and technology. What sort of access to technology should they have and how will they use it?

Part of our class veered towards the idea of technocentrism (technology is the center of our world and it controls us. See Seymour Papert’s paper to read more) or technological determinism (essentially get on board with technology’s pace or forever be left behind). We discussed just giving kids and teens technology and counting on them to “just know” how to use it. We discussed restricting access because they aren’t old enough to really know how to use technology. And we discussed that teens simply don’t understand the permanence of putting something online.

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Since May, I’ve been part of a planning team designing a week-long summer camp (July 20-24, 2015) for 8-12 year olds and for teens in the Peoria Heights (IL) area. This team is a smaller aspect of a much larger project, the Digital Innovation Leadership Program (DILP). This project is funded through the University of Illinois Extension and works with 4H offices across Illinois to plan and lead programs. Our goal is to focus on three learning areas: digital manufacturing, digital media production, and data analytics.

For me, it’s an exciting grant because it really builds off what I’ve done this past year. I get the opportunity to think more about digital literacy and how what I learned can be applied in other situations, always bending the curriculum/workshop to fit the context of the group. Additionally, I played a major role in the creation of the 8-12 year old camp and played a support role in developing the curriculum for the teens. The teens are building off the work of Ann Bishop and her team have been doing in Seattle: InfoMe, which I wrote about in my December 2014 post. Here are five things I learned (or got confirmed) about planning along the way.

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In September 2014, YALSA blogger Jaina Lewis began a series on the Aspen Institute Task Force on Learning and the Internet 2014 report entitled Learner at the Center of a Networked World. Lewis’ post focused on 24/7 learning and how libraries and librarians can help keep the learning going outside the walls of school.

As Lewis says, the report is comprehensive, clocking in at 116 pages. This report is full of excellent resources and websites to explore. The Aspen Institute feels that our youth today need to be fully connected. In order to do that, we need to rethink our current models of education and technology infrastructure so that we create an environment of connected learning.

I particularly liked the definition of connected learning the report gave saying that “connected learning…is socially embedded, interest driven and oriented toward educational, economic or political opportunity” (34). In this definition, not only are we making sure the learner is at the center, but we are also taking into account the various things that surround our learners. In order to prepare youth for being smart, savvy, and critical citizens in our digital age, we have to remember the influences, histories, and cultural values that shape our youth.

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In early December, YALSA blogger Jami Schwarzwalder wrote a great post (with many great resources) on how to participate in Hour of Code week. I want to expand on her work and talk a little more about some of my experience with code and how that may translate into teens and code.

It seems that in today’s day and age, knowing how to code can be a crucial job skill. It gives you an edge and from a personal standpoint, knowing how to code can be incredibly empowering. It’s especially important to help get females (at any age) interested in coding because as we see time and time again, the difference between males and females involved in the technology field is astonishing (just search “girls in technology infographic” and see the fascinating percentages).

I think there are many ways to go at coding for teens. If you want to encourage girls, the video from Intel, who sponsors Girls Who Code, is pretty inspiring. The website itself, provides nice photos, information on past programs, and even the ability to download their most current curriculum for you to adapt to fit your teens.

Another similar website to Girls Who Code is Made With Code (through Google). They offer many projects for all levels of coding experience. These projects are fun and also include the ability to share with the world through their favorite social media outlet.

If you have teens that don’t have as much experience with coding, I would suggest doing the hour of code at code.org. Usually the theme of these puzzles is Angry Birds, but it looks like for the holiday season, the developers have moved over to Elsa and Anna from Frozen. It’s a great way to see “the blocks of coding” which will be helpful in future coding exercises. The videos that are every five or so levels are also helpful in letting you know what the blocks do and how they all work together.

With some coding under their belt, I think MIT’s Scratch is a good place to start. While there is a version that can be download onto your computers, their web version also works quite well. If you’re unfamiliar with Scratch, I would suggest watching some of their tutorials or even checking out Super Scratch Programming Adventure by the LEAD Project. This book would be great for teens to use (lots of cool drawings and learning is done through a comic form) and just to familiar yourself with the program (if you’re interested).

What is great about Scratch is that they can make their own projects (pretty much anything they can think of) or do what’s called “remixing.” Essentially they can look at completed projects and “look under the hood.” The teens can see how people created various projects and then “remix” and revise it for themselves. It’s a great way to learn all the capabilities of Scratch and give the teens some ideas of projects of their own.

Finally, if your teens want even more, I would direct them over to CodeCademy.  Here, they can sign up for an account and tackle many different programming languages: Python, HTML/CSS, JavaScript, jQuery, PHP, or Ruby. You go through a series of lessons, all that can be self-directed by the teens themselves. CodeCademy also has some projects to help see coding in action. I’ve personally used CodeCademy to learn Python and HTML/CSS and like the website, as well as the public forums for when I get stuck on a lesson.

Best of luck and I hope some of these resources will be useful to your teens!

Public libraries are, as ALA President Courtney Young said in a July 2014 Comcast Newsmaker interview, “digital learning centers.”’  We are able to provide access to computers, wireless capabilities, and also a space to learn. Access to technology becomes even more important to our “at-risk” teens; the library becomes a safe spot to use these resources. The question becomes how do we help them use this technology and learn from it? Earlier this month, the Stanford Center for Opportunity Policy in Education (SCOPE) published a report titled “Using Technology to Support At-Risk Students’ Learning.” This brief defines “at-risk” students as high schoolers with personal and academic factors that would could cause them to fail classes or drop out of school all together. They give three variables for success, real-life examples to why these variables work, and then recommend policies to help achieve these variables. While the article was geared towards schools, these variables are important to keep in mind as we work with the teens in our libraries.

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Which technologies are likely to gain more traction in the new year? Some modest predictions about the tools and trends with appeal to teens and the librarians who serve them.

leo

Really ephemeral social media
Adults, like teens, are grappling with finding self-destructing social media which won’t haunt them into adulthood. First came Snapchat, with its associated imperfections, now Leo is all of-the-moment, but the platforms will likely change over time as adults cotton on to them. But, as TechCrunch points out, that need is not just about privacy:

Yes, its messages self-destruct after a few seconds, but the rationale behind doing so isn’t necessarily about privacy. For Leo co-founder Carlos Whitt, the ephemeral nature of the app is more about getting rid of the “cognitive load” that comes with photos or videos being saved or shared in public. People act and share differently when they know that a photo or video will live forever, the thinking goes. One need only look at Instagram and the all-too-perfectly filtered photos that appear there to know what Whitt is talking about. The impetus behind Leo, then, is to be able to share what you’re doing without having to worry too much about what happens to it.

Fuss-free augmented realities
This was the year augmented realities finally got some traction in the edtech world. Right now, most augmented reality is still a bit clumsy through interfaces like Aurasma and Layar. For now, augmented reality too ofter requires you to run a specific app to pull up applicable virtual content when you happen upon associated places in the physical world, kind-of like QR codes, which I find way too fiddly. I like Chirp, which uses an auditory, rather than a visual clue, to signal availability of digital resources.

Pebble Watch
Wear-able wearable computing Read More →