Apps and Kids at Your Library


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Updated presentation for 11/15/2013.
Social-emotional learnings, iPad, apps, technology, libraries, youth, media, literacy, math, science, eBooks, motivation

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  • The first part of this presentation will cover my philosophy of why, when, and how to use apps with kids in our library settings, predominately kids that are age four to sixth grade. In the second part, we’ll be exploring more literacy, science, math, and eBook apps that are available through the iTunes store.
    My blog has access to my program outlines and other resources. I’ll post this presentation there.
  • So how does app technology fit into the Library’s Mission? Over the course of library history, we continually ask: Are we here to educate or entertain? Are the kids (and grown ups) in these images working or playing? It seems to me that what really distinguishes these verbs is the emotion behind them. To me, creating positive, motivational spaces for learning is part of the Library’s Mission.
  • There are resources that talk about the connection between emotions and learning. If there is a lack of attention due to negative emotions, no learning is possible.
  • Beyond paying attention, emotional involvement is a factor in the assimilation of information . In other words, we remember what we find to be relevant or meaningful.
  • In ECRR, we heard how positive experiences around books and rhymes are key to language learning.
    In ECRR 2, the broader practice of play was recognized as a key to learning language as well as math and science.
  • As librarians, whatever tools we use in library programs (apps, puppets, flannel pieces, musical instruments), we are modeling “best practices.” To me, that underlying best practice is social interaction and emotional involvement.
    When we acknowledge different learning styles, app technology is just another tool to provide interest, access to information, and a way to share these experiences.
  • In addition to sources already mentioned, here are others that are informing my stance on app use in the library. These sources focus on research and practices of using media with younger children.
  • From the references listed on previous slides and my own programming experiences, I see three key practices for using apps or other media in the library.
    No, I do not use apps in my baby or toddler programs. Developmentally, the positive human and physical connections are so critical to learning at these early stages – eye contact, smiling, toys to touch/textures.
    Kathy Kleckner wants libraries to be aware how we might be pushing the “two hour a day” limit set by AAP and is adamant about a “screen-free” storytime, while Cen Campbell advocates that sometimes a technological device is the perfect tool for a certain situation.
  • If an individual child gets headaches from an iPad screen, then use a different tool.
  • Speaking of quality apps, here are my main go-to sources for app discovery.
    Cen Campbell of is a big advocate for librarians becoming a voice during companies’ app creations as well as curators.
  • Okay so here is the recap of WHY I’m using apps in the Library.
  • Can’t have real thing – use money apps to combat choking hazards and losing pieces.
  • I do not do entire iPad storytimes, and in my “traditional” storytimes, every activity has its unique presentation and participation piece.
  • Thank you for your attention. I hope I’ve sparked some of your emotions and given you some ideas on how apps may fit into your library setting. Please contact me if you have any questions or comments.
  • Apps and Kids at Your Library

    1. 1. Apps and Kids @ Your Library WHY? WHEN? HOW? Hayley McEwing: Blog:
    2. 2. Library’s Mission Educate or Entertain? Work or Play?
    3. 3. Emotions & Learning Attention “Remember: Children do not pay attention when they are bored or frustrated, and they do not learn when they are not paying attention (11).”
    4. 4. Emotions & Learning Finding Meaning “ . . . attuning to our feelings, according to neurological research, helps us find the meaning in data …, Emotions science now tells us, are part of rationality, not opposed to it (42).”
    5. 5. Emotions & Learning (Print) Motivation and Play • ECRR = Print Motivation as a building block for reading • ECRR 2 = Play as a practice for all learning
    6. 6. Why Apps? “…every new technology is an opportunity for learning.”
    7. 7. References • American Academy of Pediatrics (AAP): • Caring for Our Children: National Health and Safety Performance Standards; Guidelines for Early Care and Education Settings. (2011) : (Standard Limiting Screen Time – Media, Computer Time) • Dr. Patricia Kuhl • • • Fred Rogers Center for Early Learning and Children’s Media: • Lisa Guernsey, author of Screen Time: • National Association for the Education of Young Children (NAEYC): • NAEYC + Fred Rogers Center Joint Statement • • • “Young Children and Media” ALSC webinar (2013) with Chip Donahue, Director of Technology in Early Childhood (TEC) Center
    8. 8. Key Practices for Children and Media • Limits, especially for ages 0 – 3 – Less than two hours a day and need for activity (AAP). – Screen Free Storytime – “And Sometimes the Device is the Babysitter”
    9. 9. Key Practices for Children and Media • Joint media engagement – relationship/social-based education • physical closeness • conversation • Intentional use  3 C’s by Guernsey – content (quality apps) – context (how) – consider the individual child
    10. 10. App Resources • and • • • • Apps Gone Free by
    11. 11. Why Use Apps/iPads in the Library • To provide access to new technology and the information/learning that comes with it • To demonstrate best practices on using the technology, particularly joint engagement • To extend and support all learning, digital literacy included – 4s and 5s: Green Eggs and Ham/Fox in Socks app • To motivate/make positive emotional connections… to learning, to others, to oneself – Outreach Tweens: Singing Fingers app
    12. 12. When to Use Apps/iPads in the Library • Can’t have the real thing (e.g. cost, practicality, safety) – Gotta Move: Red Light, Green Light app as virtual toy – Family: Live Butterfly Garden by Questsphere • Working with large groups  projector – Family: Glow Draw app for draw-and-tell story • Hands are needed to interact vs hold book – Gotta Move: Rah, Rah Radishes pics & rhythm sticks • Extra visuals (e.g. lyrics or photographs) – Gotta Move: Felt Board app + real stickers • Involve kids with limited mobility – Gotta Move: Where Do Balloons Go?
    13. 13. How to Use Apps/iPads in the Library • Incorporated with other activities – Gotta Move: Wee Willie Winkie rhyme with toy clock and sunset backdrop – 4s and 5s: My First Wood Puzzles: Dinosaurs as one of the toy choices during playtime after program  Sound Touch Lite app for sibling • With a partner – Family: Jelly Doodle app (science/print awareness) – iPad Play program
    14. 14. iPad Play Access, Joint (Parent) Engagement, Tweens, Motivation to Learn Hey, kids! Want to use an iPad? Hey, adults! Want to motivate your child to learn? Call ________ and ask for a librarian at the location you would like to visit. We'll ask for the subject area you'd like to explore with your child and schedule you for a twenty minute session with the Library's iPad. Registration and adult ID (valid license, state ID or library card) is required. For kids from age four to those in sixth grade. Child must be accompanied by an adult. Appointments are available from ___________
    15. 15. • Alphabet Literacy – Alphabet Tracing by Oncilla Technologies Inc – Stumpy's Alphabet Dinner by Roo Roo • Phonics/Sound – ABC Alphabet Phonics - Preschool Kids Game Free Lite by – Phonics Fun 1 by Innovative Net Learning Limited – Phonics Genius by Innovative Mobile Apps – Rhyming Words by Sound Touch Lite by SoundTouch – Touch the Sound by Innovative Mobile Apps
    16. 16. Literacy • Sight Words/Reading − Eggy 100 by Blake eLearning – sight word game – Futaba by INKids – can program with own word lists – Sight Words 2 : 140+ learn to read flashcards and games app for kids. Play word bingo! by eFlashApps, LLC • Vocabulary – Touch and Learn Emotions by Innovative Mobile Apps − Endless Alphabet by Callaway Digital Arts
    17. 17. Literacy • Tell Stories/Narrative Skills Felt Board by Software Smoothie ($) Glow Draw by Indigo Penguin Limited – tell/draw – Guess ’em by GameWeaver Red Light, Green Light by the Future of Pinball, LLC Singing Fingers by Beginner’s Mind (iPhone apps) − Songify by Khush Inc. − Story Wheel by EverAge – create a story by yourself or with others and share with others − Toca Kitchen Monsters by Toca Boca AB − Toontastic by Launchpad Toys
    18. 18. Science − Chirp! Bird Song USA + by iSpiny ($) Jelly Doodle by Shoe the Goose ($) – Human Body by Tinybop ($) – Galaxies by Kids Discover Live Butterfly Garden by Questsphere – Osmos by Hemisphere Games ($) – Science Reading Comprehension by Abitalk Incorporated – Soundrop by Develoe LLC – experiment with sound – Star Walk by Vito Technology Inc – virtual telescope ($)
    19. 19. Math & Puzzles • Numbers and Money – Amazing Coin by Joy Preschool Game -- no toy money to lose or choke on – Counting Money by King’s Apps – Counting and Skip Counting by Ikidspad LLC – Kids Connect the Dots lite by Intellijoy – number sequence – Motion Math Hungry Fish by Motion Math ($) – Tiny Chicken Learns Currency by TaptoLearn Software – Todo K-2 Math Practice by Locomotive Labs • Puzzles – Flow Free by Big Duck Games LLC – Rail Maze by Spooky House Studios UG 
    20. 20. eBook Apps Can be an interactive, new experience with literature; its own genre! • Fiction − Cinderella by Nosy Crow ($) – Even Monsters Get Sick by Busy Bee Studios ($) – Goodnight Safari by Polk Street Press LLC – Numberlys by Moonbot Studios ($) – Millie Was Here by Megapops LLC – Spot the Dot by Ruckus Media Group ($)  Where Do Balloons Go by Auryn Inc ($)
    21. 21. eBook Apps Can be an interactive, new experience with literature; its own genre! • Nonfiction – A Jazzy Day by The Melody Book ($) – Bobo Explores Light by Game Collage, LLC ($) – I Love Mountains by Forest Giant Inc – Noisy Bug Sing Along by Dawn Publications ($) – Weird but True by National Geographic Society
    22. 22. eBook Apps • To motivate early readers, stressing awareness of print with interactivity and visual print prompts – Bob Books by Learning Touch – paper copies wear easily – apps – touch for print • When the physical book is out of print or hard to access – Dear Zoo by Pan Macmillan – Flash the Dash by Auryn Inc – Meanwhile by Zarfhome Software Consulting ($) – Professor Garfield Cyber Bullying by Paws Incorporated
    23. 23. Apps and Kids @ Your Library WHY? WHEN? HOW? Hayley McEwing: Blog: