The Center for the Future of Libraries works to identify trends relevant to libraries and librarianship. This trend library is available to help libraries and librarians understand how trends are developing and why they matter. Each trend is updated as new reports and articles are made available. New trends will be added as they are developed. Although the focus is on libraries rather than school libraries this useful resource bank
The Center for the Future of Libraries works to identify trends relevant to libraries and librarianship. This trend library is available to help libraries and librarians understand how trends are developing and why they matter. Each trend is updated as new reports and articles are made available. New trends will be added as they are developed. Although the focus is on libraries rather than school libraries this useful resource bank
A Digital Novel (2012) ... set in a technology saturated near future, Inanimate Alice tells the story of a girl called Alice, merging text with animation, videos, music and games to explore what it means to conduct your life online. Requires user action to drive the story forward.Uses text, images, music, sound effects, puzzles and games to illustrate and enhance the narrative. Each a self-contained story, the chapters become more complex as the narrative unfolds reflecting Alice's age and competency as she develops towards her calling as a game animator and designer. See the Teacher's Notes for information on using this title with students.
Computers intersect with every aspect of kids' lives, but most kids don't understand how they work. Through coding, students build essential literacy skills, gain an understanding of logic and sequence, and learn the mechanics of iteration. These tools support project-based learning and give students the freedom to create, collaborate, hack, remix, and tinker with their own unique designs. Using these picks, kids can unlock the logic of code and the basics of programming, turning computers into tools to make new things.
Integrating and incorporating technology across the curriculum for students is providing them with the skills for their future. Ideas and resources from K-6
"Think of games as experiences rather than instruction -- as field trips, not textbooks. Not all games are school-appropriate, but you can approach any game from an educational perspective.
Ready to try out some games that weren't designed for classrooms, but still have tons of learning? Consider these tips and game recommendations."
"Research shows that using games in teaching can help increase student participation, foster social and emotional learning, and motivate students to take risks."