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Tinkering, making and building in the school library
By Jackie Child
Issue 102, Term 3 2017
Computers touch our lives in so many ways, from movies to medicine, education to entertainment, gaming to government, construction to commerce. Computers and digital technology are at the centre of every industry and code is the language of computers, so it makes sense that we give our children the
Engaging students with emerging technologies
By Chelsea Wright
Issue 94, Term 3 2015
'Why would a school library run a Tech and Gaming Club?' The obvious quick response is 'why not?' However, in reality a more comprehensive answer is required, because the question needs to be considered in terms of place (the library institution) and profession (librarianship). There are some people
School libraries enhancing student wellbeing
By Jackie Child
Issue 105, Term 2 2018
vels of academic achievement including completing Year 12, and possess better mental health, and a more pro-social, responsible and lawful lifestyle. Makerspaces within libraries encapsulate the 4Cs of future skills: creating, communicating, collaborating, and critical thinking. In addition, it is i
School libraries support digital technologies
By Martin Richards
Issue 102, Term 3 2017
and design thinking. The article ‘Robots in the 2016 Australian classroom’ provides an insight into different types of robots available for schools. Makerspaces Some libraries are even creating an area set aside for making. The activity in this space can include designing, tinkering, and engineerin
Library makerspaces: revolution or evolution?
By Chris Harte
Issue 97, Term 2 2016
The makerspace movement is gaining momentum in the world of libraries, although it is not an entirely new concept. One of the first makerspaces built specifically to invigorate the hearts, hands, and minds of young inventors opened in 1876. Established by Thomas Edison in the New Jersey hamlet of Me