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Tx la schoollibraries

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  • 1. Together for Learning Stephen Abram Texas Library Association April 9, 2014
  • 2. 2
  • 3. My son: Zachary
  • 4. Why Invest 60 minutes with Me?  Librarian  Technology and Digital Education Futurist  Author, researcher, teacher, professor, board member, start-ups, founder, etc.  Education designer (MBA, Law, K-12, Higher-Ed, corporate, etc.)  SchoolRooms, eTextBooks, eBooks, Online learning, MOOCs, Databases, Web, School& Library Culture
  • 5. The Big Picture Change is just starting to increase The education sector is a target (follow the money)
  • 6. Student vs. Learner
  • 7. Education vs. Learning
  • 8. Credits vs. Lifelong Skills
  • 9. School Librarians  Faculty …Teachers  Curriculum Leaders  Administration  Whole School  High Impact
  • 10. 21st Century Learning Based on research, demographics and need
  • 11. Critical Thinking
  • 12. What is critical thinking?  ―Critical thinking is that mode of thinking — about any subject, content, or problem — in which the thinker improves the quality of his or her thinking by skillfully analyzing, assessing, and reconstructing it. Critical thinking is self-directed, self-disciplined, self- monitored, and self-corrective thinking. It presupposes assent to rigorous standards of excellence and mindful command of their use. It entails effective communication and problem- solving abilities, as well as a commitment to overcome our native egocentrism and sociocentrism.‖  http://www.criticalthinking.org/pages/our-concept- of-critical-thinking/411
  • 13. What is creative thinking?  A way of looking at problems or situations from a fresh perspective that suggests unorthodox solutions (which may look unsettling at first). Creative thinking can be stimulated both by an unstructured process such as brainstorming, and by a structured process such as lateral thinking.  http://www.businessdictionary.com/definitio n/creative-thinking.html#ixzz2ZbaI9BaK
  • 14. What is creative thinking?  Creativity is a phenomenon whereby something new and valuable is created (such as an idea, a joke, a literary work, a painting or musical composition, a solution, an invention etc.). It is also the qualitative impetus behind any given act of creation, and it is generally perceived to be associated with intelligence and cognition.  https://en.wikipedia.org/wiki/Creativity
  • 15. Beyond 3R’s
  • 16. Real Issues Technology Scalability Costs and impact Training Alignment Equity
  • 17. Real Issues Students Engagement – dropouts, fun, boredom. Success Employment and workplace or Higher-Ed readiness
  • 18. Real Issues Staff Introduction Aging Learning Curve Tech readiness
  • 19. Changing Learners  Increased IQ  Genetics and Learning Styles  Gender issues and Developmental Differences  Boys and Girls  Reading is Up…  Brain development –reasoning skills and frontal lobe  Demographics and diversity  Games, gamification, lead . ..
  • 20. Retail Sales Down? Teen Reading Down? Titles Down? Circulation Down? Reading Down? NO NO NO NO NO Focus on the REAL Issues Not BOOKS! The experience
  • 21. Changing Education  Flipped classroom  E-Textbooks and coursepacks  eLearning and digital learning environments are proven successes  Online high schools rising  MOOCs  Distance education  Learning modules
  • 22. Impact Studies
  • 23. 150+ studies  Dr. Keith Curry-Lance (CO)  Dr. Ken Haycock (USC, UBC, SJSU)  Dr. Ross Todd (Rutgers)  Dr. Steve Krashen (UCLA)  Dr. David Loertscher (SJSU)  Worldwide and repeatedly
  • 24. Do school libraries make a difference?  Yes. Simply yes and a big one.  Standardized testing scores  Second only to a parent reading to you.  Public Library partnerships  Summer reading, story hours, etc.  Top and bottom of class  Equity  Digital/hybrid Strategy Leadership
  • 25. Special Skills and Tools Addressing: Learning differences Disability spectrum Behavioural differences Intelligence- especially top and challenged learners
  • 26. At their fingertips  Consortial access at great savings effectiveness – quality, real life search, structured  ReadSpeak  Font size  Lexiles and search  Search and Find  Quality resources – primary secondary and tertiary sources, non fiction, active collection  Specialized targeted programs  Fluid formats (e.g. for reading and learning issues)
  • 27. Research and Network Effects  Digital agnosticism  NYPL,BPL, QBPL, NYDOE  Vendor agnosticism (vs. Apple or Google Education partnerships)  Research on apps, sites, tools, smartphones, tablets, 3D printing, etc.  Learning standards  Curriculum resources  Copyright compliance and risk reduction
  • 28. The Virtual Handout  The Value of Public Libraries http://stephenslighthouse.com/2010/04/06/the-value-of- public-libraries/  The Value of School Libraries http://stephenslighthouse.com/2010/04/06/the-value-of- school-libraries/  The Value of Academic and College Libraries http://stephenslighthouse.com/2010/04/07/value-of- academic-and-college-libraries/  The Value of Special Libraries http://stephenslighthouse.com/2010/04/07/value-of- special-libraries/  Library Advocacy: Save the Library Campaigns http://stephenslighthouse.com/2010/04/01/save-the-library- campaigns/
  • 29. The Library as Sandbox
  • 30. Stephen Abram, MLS, FSLA Principal Lighthouse Consulting and Dysart & Jones Associates Cel: 416-669-4855 stephen.abram@gmail.com Stephen’s Lighthouse Blog http://stephenslighthouse.com
  • 31. Ooohs and Ahhhs  Printing an entire house  Printing skin grafts  Printing bone and skull plates  Printing guns  Printing car parts (Jay Leno)  Printing original art  Printing historic objects  Printing food  Printing jewelry Prototyping and distributed manufacturing with applications in architecture, construction (AEC), industrial design, automotive, aerospace, military, engineering, civil engineering, dental and medical industries, biotech (human tissue replacement), fashion, footwear, jewelry, eyewear, education, geographic information systems, food, and many other fields.
  • 32. Professional applications (3D)  Rapid prototyping  Rapid manufacturing  Mass customization (solo copies)  Mass production  Domestic and hobbyist uses  Mass distribution
  • 33. Simple and Easy Scaffolding  LEGO® and duplo® and Mega Bloks®
  • 34. Scaffolding  Pre-school, Elementary, Middle School, High School  Competitions, Communities, Hackers  Mega Bloks large-size, primary colour – macro-motor skills  Duplo – medium-size – motor skill and manipulation development  LEGO – fine motor skill development, colour awareness, creativity  LEGO Kits – instruction sets, reading, levels of complexity  LEGO Mindstorms (LEGO Robotics) +software  LEGO Software- e.g. LEGO Digital Designer (CAD/CAM),  Mindstorms software (bluetooth), plus non-Lego free software like BlockCAD, LDdraw, LeoCAD …  LEGO Hackers – LegoBOT 3D printing (pictured)
  • 35. Teaching with LEGO
  • 36. LEGO Mindstorms®
  • 37. LEGO® a place to start
  • 38. 3D Photo Booth http://hiconsumption.com/2012/11/3d-figure-printing-photo-booth-in-
  • 39. James Bond’s Skyfall Car http://www.slashgear.com/james-bond-skyfall-crew-turned-to-3d- printers-for-aston-martin-db5-stunt-double-12256594/
  • 40. Filigree Skull http://makezine.com/craft/3d-printed-filigree-skull/
  • 41. Portrait Sculpture http://blog.ponoko.com/2012/04/19/3d-printing-as-an-art-form/
  • 42. Prosthetics http://gizmodo.com/5993147/how-3d-printing-gave-this-man-his-life-and- face-back
  • 43. Clothing
  • 44. 3D Home Printing in one day http://www.dezeen.com/2013/02/13/protohouse-2-3d-printed-house-by-softkill-
  • 45. Prototyping
  • 46. Manufacturing http://www.wired.com/dangerroom/2012/08/3d- weapons/
  • 47. Play & Learning http://southweb.org/lifewise/fabrication-power-to-the- people-why-no-government-can-stop-the-3d-printing- revolution/
  • 48. Preservation and Study http://www.geekosystem.com/staples-3d-
  • 49. Theatre http://www.makerbot.com/blog/2012/04/23/mbtv-s02e08-scenic-
  • 50. Bio-printing http://on3dprinting.com/2012/07/06/infographic-go-on-print-a-liver-the- evolution-of-bio-3d-printing/
  • 51. Medical
  • 52. Making for Libraries  Arduino, Raspberry Pi, Little Bits  LibraryBox  Publishing, Art, Music  Infographics  Video & Podcasts  Crowdfunding (Kickstarter, IndieGoGo, RocketHub, etc.)  Your imagination