Using Technology to Create a Reading Culture (Inquiry Blog #1)

As I was thinking about digital tools and strategies that I’ve seen used to promote a reading culture, it seemed as though they fit one of three different goals: Connection, book promotion, and increased access.

Connection:

This is where students share what they are reading with each other, make book recommendations, and talk about their reading. Lockwood points out, “Having a real audience and purpose for book recommendations, other than the immediate classroom context, is motivating for young readers. The Internet, properly supervised, provides a setting where children can communicate with other pupils they do not know personally in a direct and informal way. Sharing the pleasures of reading with others always adds to the enjoyment” (2008, “Activities that are Open…” section). There are so many different tools that could help with this, like Padlet.  Next year, I plan to create a book review form where students can submit a review. I can then print the review and post it close to where the book is shelved.

Technology can also provide connections for students beyond the school, using programs like the Somewhat Virtual Book Club, Manitoba Young Readers Choice Awards, the Forest of Reading Program, and the Global Read Aloud. All of these programs have students from different places reading the same book(s), providing an opportunity for discussion on various platforms.

Book promotion:

Nancy J. Keane has tons of ideas to use technology to promote reading and books in Tech-Savvy Reading Promotion. She says book promotion helps increase student awareness of which books are available for them to read and which books may interest them (2019, p. xii).

A theme for using technology to promote books seems to be choosing tools that students are already using, such as the school’s learning management system (which could also be used to share book recommendations with staff) or social media. One caution for social media is that there may be policies preventing staff from connecting with students on non-school platforms. However, a teacher librarian could start an account with book recommendations for families, which might help reach younger students.

Increased access:

For some students, technology is revolutionary in making reading more accessible, either by making more books available (through ebook and audiobook tools such as Epic and Sora and kids encyclopedias like Pebble Go) or by making reading easier.

Accessibility can be improved using tools such as Microsoft’s Immersive Reader, which is available in many of Microsoft’s programs (and even some others, like Canvas). It allows you to listen and/or translate either individual words or an entire text. It can be very powerful when combined with something like Minecraft Education, where I’ve noticed struggling readers often skip over the reading (where most of the content is).

If you use Microsoft apps or Canvas, check out the Immersive Reader! The icon (in the orange box) is consistent across apps.

According to Lockwood, such tools allow students “to decide on the amount of assistance they need for reading a text, either listening to the whole book, using the voice facility only when stuck on a word, or a level of support somewhere in between. This situation gives children the pleasure of ‘reading’ a book independently when their reading ability may make this difficult otherwise, with resultant gains in confidence, enjoyment and motivation. Using headphones for listening makes the experience even more like ‘silent reading’ for children working alongside other more competent readers” (2008, “A Reading Environment…” section). Lockwood was writing about older technology (ebooks on CD-ROM), but the benefits still apply.

Technology can help support student choice in reading. Photo by Suad Kamardeen on Unsplash

There are two common threads through each of these goals – connection between students, promoting books, and increasing access:

1. They support student choice in what they read, a key factor highlighted by Pernille Ripp and Jennifer Gonzales. Students are more aware of the options available and have access to books that may be beyond their level otherwise.

2. They normalize reading. When we talk about our reading, share recommendations, celebrate books, and ensure that everyone has access to books they can enjoy, reading becomes a regular part of students’ lives. Which, I would argue, is the definition of reading culture.

Bibliography:

Gonzalez, J. (2017, December 3). How to Stop Killing the Love of Reading. Cult of Pedagogy. https://www.cultofpedagogy.com/stop-killing-reading/

Gray, K. (2017, October 10). How I Use Instagram, Twitter & Snapchat to Turn My Students Into Readers. We Are Teachers. https://www.weareteachers.com/social-media-activities-for-ela/

Keane, N. J. (2019). Tech-Savvy Reading Promotion. Libraries Unlimited. https://www.bloomsburycollections.com/collections/monograph

Lockwood, M. J. (2008). Promoting Reading for Pleasure in the Early Years. In Promoting reading for pleasure in the primary school. SAGE.

Microsoft Immersive Reader. (n.d.). Centre for Teaching Support & Innovation. Retrieved May 31, 2026, from https://teaching.utoronto.ca/tool-guides/microsoft-immersive-reader/

Power, S. (2023, December 19). Padlet for Literacy activities. Teachnet.Ie. https://teachnet.ie/padlet-for-literacy-activities/

Robertson, N. (2023). Using Your District LMS to Reach Students and Teachers. http://www.nikkidrobertson.org/2023/07/using-your-district-lms-to-reach.html

Virtual Makerspace Mini-Literature Review

Making creates evidence of learning. – Doug Dougherty

To recap from my last post, I am hoping to make a virtual makerspace for students at my school. The idea is to give them opportunities to build skills like collaboration, creativity, and critical thinking through passive programming that they can access when they have free computer time.

I found several resources on makerspaces, and some examples of virtual makerspaces. However, information on virtual makerspaces is a bit sparse. While I did find some studies, they often defined “makerspace” differently and were less relevant to my context upon inspection. Accordingly, I found resources that are written with physical makerspaces in mind but could apply to virtual makerspaces as well.

I began with podcasts, and found several that I am still planning to listen to. One of my favourite education podcasts is Cult of Pedagogy, so a good place to start was “What is the Point of a Makerspace”, a blog post and podcast episode in which Jennifer Gonzales interviews John Spencer. His definition is “simply a space designed and dedicated to hands-on creativity”, where a product (physical or digital) is created.

A comment on Cult of Pedagogy led me to the Renovated Learning website and the post “Defining Makerspaces: What the Research Says”. Here, Diana Rendina summarizes definitions from a number of different sources. Along the way, a few trends pop up: creativity, community, open-endedness, and giving students opportunities to make something.

I also explored what my school and public libraries have to offer and found several relevant books at the Winnipeg Public Library. After briefly looking them over, my favourite was not focused on makerspaces but rather the broader maker movement: Free to Make by Dale Dougherty (the creator of Make: magazine) and Ariane Conrad. Several chapters seemed very relevant to my virtual makerspace project, including “The Maker Mindset” which went into some of the research supporting putting time and energy into making, as well as “Making is Learning”. I read the latter chapter and particularly appreciated the quote “making creates evidence of learning” (p. 194)

Dougherty also distinguishes between three kinds of projects: directed projects, guided projects, and open projects. He suggests that at least fifty percent of a maker program should be dedicated to open projects (p.189). This brings me back to the idea of passive or self-directed programming, like those described in the School Library Journal article “DIY to the Rescue: 10 Librarian-Tested Passive Programs”. This article emphasizes that self-directed programs do not need to be elaborate. It discusses starting points, ways to assess the effectiveness of programs, and gives 10 examples of passive programs.

I also found these two resources that provided me with questions to ask when developing my virtual makerspace:

My next steps are focused on taking the wisdom from the resources I found on physical makerspaces and applying it to a virtual context. One resource I found late in this process and haven’t yet been able to listen to is the “Virtual Makerspace” episode from the School Librarians United podcast, where a teacher librarian discusses transitioning to a virtual makerspace in 2020 as part of remote learning:

One final resource is the staff and students at my school. They can tell me what they do with their computer time now and what they would like the virtual makerspace to achieve. I may even pilot it with a couple classes in the fall before making it available to all students. While the other resources listed here are valuable and helpful, I believe listening to the people who will use the makerspace will be the most influential.

Photo by Markus Winkler on Unsplash

Works cited:

Becker, S. (2016). Developing Pedagogy for the Creation of a School Makerspace: Building on Constructionism, Design Thinking, and the Reggio Emilia Approach. The Journal of Educational Thought (JET) / Revue de La Pensée Éducative, 49(2), 192–209.

Bubert, L. (n.d.). DIY to the Rescue: 10 Librarian-Tested Passive Programming Activities. School Library Journal. Retrieved May 24, 2026, from https://www.slj.com/story/DIY-to-the-rescue-10-librarian-tested-passive-programs

Clercq, S. D. (2025, June 4). Are We Teaching Children to Expect Learning to Be Instant? Flipped Classroom Tutorials. https://sethideclercq.com/2025/06/instant-learning/

Dougherty, D., & Conrad, A. (2016). Free to Make: How the Maker Movement is Changing Our Schools, Our Jobs, and Our Minds. North Atlantic Books.

Gonzalez, J. (2018, May 20). What Is the Point of a Makerspace? Cult of Pedagogy. https://www.cultofpedagogy.com/makerspace/

Hermon, A. (Host). (2020, August 14). Virtual Makerspace (No. 84) [Broadcast]. Retrieved from https://schoollibrariansunited.libsyn.com/virtual-makerspace

Rendina, D. (2015, April 2). Defining Makerspaces: What the Research Says. Renovated Learning. http://www.renovatedlearning.com/2015/04/02/defining-makerspaces-part-1/

Using Free Computer Time to Build Skills with a Virtual Makerspace

Photo by Annie Spratt on Unsplash

I work in the Library Learning Commons (LLC) of a K-5 school. Students do not have constant access to devices, however, each class has a regularly scheduled period with laptops. On top of this, teachers can book additional laptops or iPads for students to use. This is in contrast to most other schools I’ve worked in, where there were no regular schedules and devices were just booked as needed.

While many teachers integrate their computer time into their usual teaching, often students have computers booked without a specific purpose. Teachers frequently use this time as a break (a valid tool to fight burnout, in my opinion) or to occupy the majority of the class while they work with individuals or small groups. During such periods, students generally have free time to use one of a few websites with educational games.

I recently attended professional development with Daphne McMenemy, and she was pointing out that while we do not have computer science in our Early Years curriculum in Manitoba, computer science is an excellent way to teach and practice the six global competencies:

Manitoba’s Global Competencies Contains information from the Manitoba government, licensed under the OpenMB Iformation and Data Use Licence (Manitoba.ca/OpenMB)

This has me thinking about ways to leverage students’ computer time to work on these competencies, through coding or more creative activities.

I have seen a couple examples of virtual makerspaces, and I am wondering about making something similar for my students to use during their “free” computer time. This would be a type of passive programming, as it would need to be something that does not add to classroom teachers’ schedule or workload. I wonder if a curated set of resources and activities would be helpful in building these competencies, and whether students would be able to use them independently. Would they need prompts or some kind of structure in order to focus on specific skills? What kind of support would they need from me as the teacher librarian? Would teachers even find a virtual makerspace valuable? Is there a way to use a virtual makerspace to increase communication and collaboration between grades? What tools could be used to present a virtual makerspace in a way that is accessible, easy to maintain, and transferable to someone else if I were to change schools? How can I set up a virtual makerspace that maximizes learning and skill building without adding to teachers’ workload?

A project on this would stretch my comfort zone a bit. I have only just begun to develop a virtual LLC using Destiny Discover, and I am not sure what tools I would use. I do not have much experience with physical makerspaces either, so I would be starting from scratch in that area as well. However, I think a virtual makerspace would be very helpful to the teachers I work with, and this seems like a great opportunity for me to learn by doing.

Some topics and keywords that might be helpful in my research:

      • Makerspace/Virtual makerspace
        • Benefits
        • Setup
        • Pre-teaching
      • Independent student activities
      • Passive programming
      • Tools for sharing collections of links (with images for accessibility)

Examples of virtual makerspaces:

https://vanmeterlibraryvoice.blogspot.com/2020/07/our-virtual-makerspace-is-open.html

https://sites.google.com/view/digital-makerspace/lets-build

 

 

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