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Bibliographic Details
Main Author: Romero, Juan Suarez
Format: Recurso educativo Open Access
Language:en
Published: 2010
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Online Access:https://eric.ed.gov/?id=EJ878694
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Table of Contents:
  • Library Programming with LEGO MINDSTORMS, Scratch, and PicoCricket: Analysis of Best Practices for Public Libraries Romero, Juan Suarez Public Libraries Educational Technology Best Practices After School Programs Library Services Computer Software Evaluation Technology Uses in Education Library Development Children Public libraries are redefining their roles in order to stay relevant to the needs of the communities they serve. Today, libraries are places where reading meets hands-on learning and where quietness coexists with voices and music. The latest advances in technology for children and teens, specifically, robotics sets and media-rich software, are bringing new challenges and opportunities for lifelong learning. Three highly popular examples of these technologies are LEGO MINDSTORMS, Scratch, and PicoCricket. These innovative technologies are scientifically proven to help children and teens become technology-literate and creative citizens, with skills that will prepare them for success in the 21st century. Like other public libraries, the Free Library of Philadelphia (FLP), where the author serves as after-school leader, is testing these technologies for implementation in its LEAP after-school program. In this article, the author discusses the advantages of these technologies, evaluates how they have performed in libraries and institutions serving children and teens, and provides some guidelines that public libraries should consider for successfully putting them into action.