Sunday, March 30, 2014

Blog Post 3: Technology Implementation Strategies


In her article, “Implementing Technology and Gaming Lessons in a School Library,” school librarian Khalida Mashriqi identifies several of the ways that she incorporates technology into her school library.  Mashriqi specifically focuses on gaming and interactive lessons and notes the value in using these tools as a way of differentiating for students with different learning styles and of different abilities.  Mashriqi states that, “Using technology is like breathing for many students” and so must be incorporating into the modern classroom, and in the modern school library in order to keep students engaged in their learning.  Mashriqi also notes that, “the school librarian’s main responsibility is to promote the love of reading and learning.  Gaming and technology are simply great vehicles for achieving this.”  Mashriqi explains that when she incorporates technology into her lessons, she differentiates in two particular ways, by teaching the lesson in a variety of ways and by providing a scope of varying levels of accompanying activities.

Throughout the article Mashriqi details several of technologically based activities that she uses in her school library.  One of the things that she explained that she uses often, particularly with younger students, is the interactive whiteboard.  Because students can manipulate the visuals on the whiteboard, it becomes a sort of game for them when they use it as a learning tool.  Mashriqi uses the white board to teach students about library procedures, practice vocabulary and to enhance learning in particular subject matters.  She also sets up games for older students to learn Boolean search terms and then provides for them laptops so that they may explore using the terms on their own.  Mashriqi also finds specific content area games that support core curriculum and links to them on the library’s website.  She also teaches through the use of instructional videos and encourages student use of technology by allowing students to create their own movies about things that they have learned using the library’s Flip cameras. 

Just like Mashriqi, I feel that technology should be an integral part of a modern students’ learning experience.  As modern librarians, one of our key charges is in finding ways to implement new technologies in schools as a way of enhancing student learning.  In my school library, I would do many of the things mentioned in Mashriqi’s article.  I would definitely utilize a white board in order to make any kind of lesson an instant interactive game and I also think it is very smart to seek out and link to games that can enhance student learning of the various content areas.  In addition, I would have purposeful lessons with students who enter my library about how they can integrate technology into their own learning.  For example, I would showcase interesting sites such as Wordle, BrainPop, Animoto, Glogster and ComicLife, and would provide ideas on how they could incorporate those sites into their studies or projects in their classes.  In addition, I would love to teach lessons on how to create and produce movies and podcasts about things they are learning.  When it comes to technology, the sky is the limit!

Mashriqi, Khalida. (2011). Implementing technology and gaming lessons in a school library. Knowledge Quest, 40(1), 24-28.