To this end, many researchers are proposing a shift in the way that libraries perform their functions in order to meet the demands of these new standards. Lawrence discovered a number of ways to use technology to enhance student participation within the library. First, the library website contained much more to pique student interest than simply basic information. In this case, Lawrence encouraged the use of a virtual book review program called DestinyQuest to help students learn how to review books and trade their recommendations with their friends. In essence, this was the social media equivalent of a book club but it pervaded the entire school. Lawrence also advocates the librarian as an instructor for technological services outside of the library. In many cases, computers are available in classrooms and laptops may even be granted to every student, but the librarian can still teach classes about research. It only takes the ability to do so in the teacher or student's space instead of insisting such classes be conducted in the library.
Mashriqi focuses on how to engage students with technologies currently available. The idea is to implement currently existing technologies in a way that makes them fresh and exciting. In many cases, the tools to create games with which to engage students already exist, it is simply a matter of using what is available in an unusual manner. In addition, many school libraries have technologies that students can experiment with such as video cameras. Mashriqi argues that students ought to be given lessons in how to use these technologies in a formal setting rather than waiting for a student or teacher to express interest in a piece of equipment for a specific purpose. By giving students experience with these items, they become much more likely to want to use them in the future.
School librarians have a great deal of potential technologies to sift through to determine what is most useful to students. Ultimately, the AASL encourages these information professionals to engage patrons through the use of newly minted technologies where appropriate. In addition, it is a good idea to revisit current technologies and encourage students to become used to the devices and programs of today in order to create a foundation that will prepare them for what the future will hold.
References:
AASL Standards for the 21st Century Learner. (2007). AASL Home Page.
Retrieved April 17,
2014, from
http://www.ala.org/aasl/sites/ala.org.aasl/files/content/guidelinesandstandard
/learningstandards/AASL_LearningStandards.pdf
Lawrence, E. (2014). LIBRARIANS ON THE LOOSE. Knowledge Quest, 42(4), 63-70.
Mashriqi, K. (2011). Implementing Technology and Gaming Lessons in a School Library. Knowledge
Quest, 40(1), 24-28.