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From Shelves to STEM: Transforming Libraries into Innovation Hubs

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Interactive Session
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Session description

Libraries serve as dynamic, student-centered learning environments integrating emerging technologies. This session explores transforming spaces into centers for creativity, collaboration, and design. Participants will engage with tools such as 3D printers, robotics, coding, and digital media, while developing strategies that foster problem-solving, digital literacy, and future-ready learning.

Outline

Presentation Outline (60 Minutes)
1. Welcome & Vision (5 minutes)

Content: Introduce innovative learning environments and the evolving role of libraries.

Engagement: Quick digital poll (Mentimeter/Padlet) – “What does your library/learning space look like today?”

Process: Device-based interaction followed by a brief pair-share.

2. Makerspace Foundations in the Library (10 minutes)

Content: Define makerspaces, their impact, and cross-disciplinary applications (math, English, science, history).

Engagement: Audience brainstorm – “How could makerspace projects support your subject area?”

Process: Small-group discussion, ideas posted on a shared digital board.

3. Technology Integration, Gamification & ISTE Standards (15 minutes)

Content: Demonstration of tools (3D printing, robotics, coding, AR/VR, digital storytelling) with alignment to ISTE Standards.

Engagement: Gamified activity – participants join a quick “Tech Challenge Quiz” or scavenger hunt using Kahoot/Quizizz/Flip. Each question ties tools to specific ISTE Standards and real-world applications.

Process: Device-based competition with instant feedback; small prizes (stickers, digital badges, or shout-outs) to boost motivation. Participants reflect briefly on how gamification can be used in their own libraries or classrooms.

4. Transformational Learning Principles (10 minutes)

Content: Focus on Spark Curiosity and Prioritize Authentic Experiences, linking to library makerspace projects.

Engagement: Case study analysis – participants connect project examples to the principles.

Process: Guided worksheet, short group discussion.

5. Collaborative Action Planning (15 minutes)

Content: Participants draft a simple roadmap for integrating makerspaces and technology.

Engagement: Peer-to-peer collaboration using a planning template.

Process: Groups share one “next step” in a gallery walk or digital board for feedback.

6. Reflection & Wrap-Up (5 minutes)

Content: Key takeaways and next steps for implementation.

Engagement: Exit ticket – “One tool/strategy I will implement immediately.”

Process: Digital submission or group share-out to close the session.

Timing Summary (60 Minutes Total)

Welcome & Vision – 5 minutes

Makerspace Foundations – 10 minutes

Technology Integration, Gamification & ISTE Standards – 15 minutes

Transformational Learning Principles – 10 minutes

Collaborative Action Planning – 15 minutes

Reflection & Wrap-Up – 5 minutes

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Outcomes

After this session, participants will be able to:

Identify the essential components of an innovative library learning environment, including makerspaces, emerging technologies, and flexible design principles.

Apply strategies for integrating digital tools and makerspace activities into core disciplines such as math, English, science, and history.

Design a draft plan for transforming their own library or classroom into a hub of creativity, collaboration, and problem-solving.

Demonstrate how makerspace projects (e.g., robotics, 3D design, coding, digital storytelling) connect to real-world, authentic learning experiences.

Incorporate inclusive practices that broaden perspectives, cultivate belonging, and ensure equitable opportunities for all learners.

Collaborate with peers to generate ideas, share resources, and build an implementation framework that supports school-wide innovation goals.

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Supporting research

-Anderson, Amelia M, and Abigail L. Phillips. 2022. “Meeting Every Maker: Enhancing Accessibility in Makerspaces.”
-Fleming, Laura. 2016. “Themed
Making.” Worlds of Learning (May
13).
-Moorefield-Lang, Heather,
and Ana Dubnjakovic. 2020.
“Factors Influencing Intention
to Introduce Accessibility In
Makerspace Planning and
Implementation.” School Libraries
Worldwide 26 (2):14–26.
-School Library Journal. (2022). The Case for School Libraries as Innovation Hubs.
-Martinez, S. L., & Stager, G. (2019). Invent to Learn: Making, Tinkering, and Engineering in the Classroom. Constructing Modern Knowledge Press.
-Wolcott, L., & Dowell, M. (2020). “Makerspaces as Inclusive Learning Environments.” Knowledge Quest, 49(1).

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Presenters

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Library Media Specialist
Montgomery Public Schools
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Education Technology Instructor
Montgomery Public School
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Library media specialist
Montgomery Public Schools

Session specifications

Topic:

Library/Media

Grade level:

9-12

Audience:

Librarian, Teacher, Technology Coach/Trainer

Attendee devices:

Devices required

Attendee device specification:

Smartphone: Android, iOS, Windows
Laptop: PC, Chromebook, Mac
Tablet: Android, iOS, Windows

Participant accounts, software and other materials:

Tinkercad
Autocad
Abode

Subject area:

Interdisciplinary (STEM/STEAM), Other: Please specify

ISTE Standards:

For Coaches: Learning Designer
For Students: Knowledge Constructor, Innovative Designer

Transformational Learning Principles:

Spark Curiosity, Prioritize Authentic Experiences