February 22, 2018

The Advocate's Toolbox

3 Steps for Introducing Teens to Virtual Reality | ALA Midwinter 2018

Digital Services Librarian Maddie Clybourn offers tips for those curious about using virtual reality with their teen patrons.

A true gift from SHEG: DIY digital literacy assessments and tools for historical thinking

You may remember Stanford History Education Group (SHEG) for its groundbreaking and utterly depressing report, Evaluating Information: The Cornerstone of Online Civic Reasoning. In the November 2016 Executive Summary, the researchers shared: When thousands of students respond to dozens of tasks there are endless variations. That was certainly the case in our experience. However, at each level—middle […]

Virtually There: Kids are using VR to explore worlds and create new ones

These educators are embracing virtual reality as a new tool for student engagement, collaboration, and content creation.

This article was published in School Library Journal's October 2017 issue. Subscribe today and save up to 35% off the regular subscription rate.

Students Create VR Field Trips in Charlottesville, VA

Middle schoolers turned their lens on the Jefferson School in Keswick, VA—one of two segregated one-room schoolhouses built in the 1920s.

33 Winning Back-to-School Ideas

From VR and mystery parties to STEAM projects and life-skills programs, these initiatives ignite curiosity.

This article was published in School Library Journal's August 2017 issue. Subscribe today and save up to 35% off the regular subscription rate.

MI District Adopts “Mixed Reality” Technology for Students

Students at Utica Community Schools are exploring interactive 3-D models using zSpace, which blends augmented and virtual reality technology. With a model of a functioning heart, for example, they can move it around and look inside.

Oklahoma University Library Melds Art and High Tech in a Lesson for Middle Schoolers

Collaboration, followed by “close looking,” led to discovery—and a few career ideas—for a group of seventh and eighth graders.

Top 10 Tech | 2016

Our picks highlight leading tech trends, with an eye toward the future.

This article was published in School Library Journal's December 2016 issue. Subscribe today and save up to 35% off the regular subscription rate.

U.S. DOE Offering $680K for VR/AR Educational Simulations

The EdSim Challenge calls on the VR, video game, and ed tech communities to submit concepts.

What’s After Pokémon Go? Explore Augmented Reality Sept 13 | SLJ ISTE Webcast Series

This fall series, sponsored by littleBits, explores the education technology topics educators are talking about this school year, from virtual reality and STEAM to popular culture and digital literacy.

The Educational Potential of Augmented Reality

Consider this your cheat sheet to augmented reality. There’s so much more than Pokémon Go.

Pokémon GO: What Do Librarians Need To Know?

Where’s Pikachu? How libraries are connecting with patrons over this wildly popular new virtual treasure hunt that uses geolocation—and why the game raises privacy concerns.

VR, Whole Libraries in a Contact Lens: ISTE 2016 Top Takeaways

Nearly 20,000 attendees convened in Denver for a notably robust ISTE 2016. From virtual reality to the new open resources platform Amazon Inspire, SLJ taps the highlights.

Getting closer to campus: Virtual reality college tours

The online college tour can be a very important experience, influencing what might be the first critical decision a young adult makes. Virtual tours of colleges and universities have been around since the beginning of the Web. They were later enriched as multimedia experiences. The game has changed. The new tours are significantly more immersive, revealing and […]

VT School Librarian Previews Google Expeditions App

A field trip to the days of Davy Crockett may sound like something Ms. Frizzle cooked up, but it’s now possible—at least virtually.