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School Libraires: Where Inquiry and Technology Engage!

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Session description

This session combines the essential research skills of the Guided Inquiry Design with the shared foundations of the ASSL Standards Framework to give educators a holistic instructional approach to their library program. When meaningful innovative instructional technology such as VR or AR is incorporated, students are fully empowered through exploration!

Outline

Presentation of Framework
-Guided Inquiry Framework with discussion, "How do these components work in your research instruction?"
-American Association of School Librarian Standards with discussion, "How do these components contribute to the overall mission of your library program/ instruction?"
-Matching and Merge Activity to create a combined framework

Presentation of Lesson Examples
-World Geography Resources and Interdependence Unit with Augmented Reality
-World History Role of Technology with Virtual Reality experiences
-English IV Global Human Rights Violations and Elements of Journalism with Virtual Reality Experiences
-Makerspace Activity Examples

Exploration and Questions
-QR codes link to VR and AR experiences and research guides

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Supporting research

- Guided Inquiry Design by Carol C. Kuhlthau, Leslie K. Maniotes, Ann K. Caspar: https://wp.comminfo.rutgers.edu/ckuhlthau/guided-inquiry-design/
-AASL National School Library Standards: Framework for Learners: https://standards.aasl.org/wp-content/uploads/2018/08/180206-AASL-framework-for-learners-2.pdf
-Analyzing augmented reality (AR) and virtual reality (VR) recent development in education by Abdullah M. Al-Ansi, Mohammed Jaboob, Askar Garad, Ahmed Al-Ansi: https://doi.org/10.1016/j.ssaho.2023.100532

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Presenters

Photo
Library PD Presenter/Librarian
Learning Technologies PhD Student- UNT

Session specifications

Topic:

Library/Media

TLP:

Yes

Grade level:

9-12

Audience:

Librarian, Teacher Development, Teacher

Attendee devices:

Devices required

Attendee device specification:

Smartphone: Android, iOS, Windows
Tablet: Android, iOS, Windows

Participant accounts, software and other materials:

Participants will have the opportunity to scan QR codes so a preferred scanning device would be beneficial.

Participants will have the opportunity to open online VR experiences (Youtube VR) and online 3D scans of artifacts (British Museum on Sketchfab) on their personal device and some VR goggles to hold their device will be available

Participants will have the opportunity to view AR objects with a Merge Cube so they will need to create a free Merge EDU account and load the Merge Object Viewer App:
IOS: https://apps.apple.com/us/app/merge-object-viewer/id1367544362
Android: https://play.google.com/store/apps/details?id=com.MergeCube.ObjectViewer
Windows: https://apps.microsoft.com/detail/9n1hmcnbln0n?hl=en-US&gl=US
Help with creating a free Merge EDU account: https://support.mergeedu.com/hc/en-us/articles/9733899352077-Signing-up-for-a-Merge-EDU-Account-inside-Merge-EDU-Apps

Subject area:

Interdisciplinary (STEM/STEAM)

ISTE Standards:

For Educators:
Citizen
  • Foster digital literacy by encouraging curiosity, reflection, and the critical evaluation of digital resources.

TLPs:

Spark Curiosity, Prioritize authentic experiences
Related exhibitors:
MERGE