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Later today I’m giving a webinar with the Florida Library Webinars on Making Movies with Tweens and Teens. Below is the powerpoint and a few additional links I have found to get you started. I’m not incredibly great at making movies, but this is a good tool to get you started with the basics. This […]
In celebration of The Yarn podcast, created by SLJ blogger Travis Jonker and Colby Sharp, teen librarian Robin Brenner has curated a roundup of podcasts to recommend to young adults who are both new to and well-versed in the format.
(Video by David Petro) As you get ready to reconnect with your favorite science teachers this fall, you’ll want to share two fabulous apps by the augmented reality developer DAQRI. Elements 4D This is a different kind of block play likely to engage new fans of chemistry. Using either paper or wood six-sided blocks inscribed […]
The maker movement has shown the efficacy and potential for play-based learning at higher grade levels. Chris Harris posits that an incredibly successful way to implement play-based learning in K–12 content areas is through games.
Torben Kuhlmann’s picture book, Lindbergh, the Tale of a Flying Mouse was published last year to glowing reviews. The recent release of the iBook version, with visual and audio enhancements, offers more to praise.
PebbleGo Dinosaurs, for pre-K through second grade, features articles related to more than 125 dinosaurs, such as ankylosaurus, stegosaurus, triceratops, tyrannosaurus rex, and velociraptor.
No mess. No danger. No smelly fumes. BBC Brit’s Biggest Bangs is a fun, interactive video experience that allows users to channel their inner mad scientists, mixing dangerous chemicals with sometimes explosive results without a proper laboratory. The secret behind the interactivity is a central choose-your-own-adventure video around which annotations lead to separate videos that […]
IPads, maker spaces, 3-D printers, and coding skills top the tech wish lists for 1,259 school librarians across the country, according to School Library Journal’s 2015 Technology Survey.
Daily technology-based lessons, specifically those around game design that are taken for school credit, can help bridge the digital divide among students—particularly that between boys and girls, according to a new study.