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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.
For all the power, popularity, and potential of tablets and Chromebooks, they just can’t get some things right. Tasks like CAD designs for 3-D printing or higher-level programming work better on a powerful desktop.
Seven of the districts that I serve are implementing some level of 1:1 for 2014-15, however device implementation only works with great material, so be prepared.
Tablets are wonderful devices, providing unbelievable computing power in a simple-to-use package. But they aren’t good for developing technology problem-solvers.
When the library profession gathers in Las Vegas this month for ALA's annual conference, how can we not consider gaming in libraries? Play-based learning is an effective way to address the learning style changes of the Common Core and other emerging standards.
The effects of screen time on little ones, the integration of technology with library programming – these are some of the issues now facing the profession. It’s time to break down divisional silos, according to Christopher Harris, and work together to ensure libraries’ effectiveness in serving kids and teens.