
While self-published titles may be an option for public libraries when it comes to acquiring ebooks, not so for schools, according to SLJ columnist Christopher Harris, who lays out the ongoing challenges for ebook adoption in K-12.
September 19, 2013
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While self-published titles may be an option for public libraries when it comes to acquiring ebooks, not so for schools, according to SLJ columnist Christopher Harris, who lays out the ongoing challenges for ebook adoption in K-12.

Now anyone can create a beautiful digital zine of customized content, thanks to Flipboard. In a highly touted feature, version 2.0 of the iconic newsstand app allows users to select content they find on Flipboard to create magazines on any interest or topic. SLJ’s screencast shows you how to make your own publication in the image-rich format, add articles, and publish to the world or select subscribers.

Primary resources can help bring history to life for students. Make the most of first-hand accounts and other primary source content with tools such as the National Archives’ Digital Vaults, video tour included.

This year’s Computers in Libraries conference included sessions particularly useful to school librarians, with topics ranging from ebook creation to the flipped classroom.

The ability for teachers and students to embed their own content into digital texts, write notes, and get feedback on student reading—classroom reading just got a lot more dynamic. SLJ columnist Jeff Hastings test driives Gobstopper and Subtext.

The International Society for Technology in Education has initiated an online petition urging the White House to take action to invest in school broadband connectivity to bridge the digital divide in education.

“You hear a lot about gaming and engaging kids in STEM subjects, says teacher Jason Sellers. “So, I wondered, what does gaming look like in English?” Sellers, a teacher at the French American International School in San Francisco, found out, basing a classroom lesson in Playfic, an online community where users write, share, and play games using Inform 7, a programming system for creating interactive fiction based on natural language.

The popular game Minecraft “is accessible, fun, and, ultimately, an excellent learning tool for both nerds and non-nerds,” says Sarah Ludwig, who takes us step by step through her process of creating a thriving Minecraft club in her library. New to Minecraft? There’s a video primer.

Smartphone adoption among American teens has increased substantially in the past year, and one in four teens now connects to the internet primarily on mobile devices, according to a national technology-based report from the Pew Research Center.

In a rebuttal to Roy Tennant’s recent blog post, Paul Oh of the National Writing Project, maintains “that knowing HTML—even just knowing how to find the HTML on a webpage or knowing just a few of the tags that comprise the language—makes us increasingly Web literate and gives us critical knowledge in relation to the most important writing production engine of our lifetime, the Internet.”

Beyond the bells and whistles, “where the Sky smartpen really shines—like the Echo and Pulse models before it—is its capacity to record and post audio-enhanced notes called “pencasts,” writes School Library Journal gadget columnist Jeff Hastings.

Students are invited to enter the annual National STEM Video Game Challenge, and organizers are hoping school librarians will help mentor and support kids throughout the process.

Cool Tools columnist Richard Byrne presents some free options for research that don’t require a login, along with a few quick tips to aid student searches.

Librarians are uniquely positioned to handle the acquisition and management of digital content. But Michelle Luhtala, department chair of the New Canaan (CT) High School Library, sees some troubling trends, reflecting misconceptions about econtent among librarians and administrators alike.







By Joyce Valenza on September 18, 2013
By Elizabeth Bird on September 18, 2013
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