Southern Bluffs
Elementary School
4010 Sunnyside Dr | La Crosse, Wisconsin 54601 | 608-789-7020 | Fax: 608-789-7176

Library Media & Technology Club

Southern Bluffs Library Media & Technology Club 2018-19

The Library Media & Technology Club at Southern Bluffs is on Thursdays from 3:20-5:15 pm. This club is for 3rd – 5th grade students interested in having time after school to explore books, technology and media production using the Library Learning Commons resources.

During club time participating students choose their own activities from a wide range of possibilities. Students may choose to read, study, do puppetry, use computers, learn to program, explore district ipad apps, do Wii & Minecraft gaming, build with LEGOs, explore Sphero, Ollie, Mindstorm robotics and create video/photography/animation with green screens during that time. There should be something for everyone!

Responsible use of the resources and appropriate behavior are expected to keep attending club.

All 3rd, 4th and 5th-grade students must bring their iPad from their classroom for club time and leave it in the LLC at the end of Club.

Food: You may send a non-gooey snack with your student to enjoy at the start of each session.

Pick-Up: You must pick your student up promptly at 5:15 PM. There will be no adult supervision for students after 5:30 pm.

Session Dates: All sessions are on Thursdays from 3:20 to 5:15 PM on the dates below.

Session 1 Session 2
Sept 20, 27Jan 24
Oct. 4, 11, 25Feb 7,14, 21, 28
Nov. 1, 8, 15, 29Mar 7, 21, 28
Dec. 6,Apr 4,11, 25
Jan. 3,10, 17May 9, 16, 23

  A. Weekly Activities

  1. Learn Computer Coding – 
  2. Stop Motion Video & Claymation 
  3. LEGO Lab – 
    • Free Build Table
    • Special Project Table
    • Advance LEGO Mindstorm TEAM Project – 2-4 students working together as assigned by Ms Fitz
  4. Wii Gaming –
    • Wii Sports,
    • Wii Resorts,
    • MiniGolf,
    • Super Mario Galaxy,
    • Fishing Frenzy,
    • Marcle Mania,
    • Epic Mickey,
    • Mario Kart
  5. Robotics with
  6. Audio Production with GarageBand PDF
  7. Drawing & OSMO fun
  8. Q-BA Maze Marble Run design
  9. Make iMovie Trailers
  10. Read a Book, Watch a video

B. Library Media & Technology Club Challenge Project

Project Ideas

  • Promote the library media commons, club or school activity you enjoy.
  • Promote/Inform us about a favorite book,  or an important cause you are concerned about
  • Re-tell a story in a creative way
  • Teach us about something you are interested
  • Share with us about yourself or a special place or event
  • learn to code and program something to demonstrate your knowledge
  • Create a public service announcement
  • Advance LEGO Mindstorm EV3 TEAM Project – 2-4 students working together as assigned by Ms Fitz
  • Your own idea with Ms Fitz’s approval

Who is your project for... Kids, adults, general public, Kindergartners, etc.

Tone: serious, funny, spooky, instructional, etc.

Potential tools:

  • Make a Claymation movie
  • Create a Lego construct – scene, vehicle, creature or item that has a story with it.
  • Produce an Audio story with sound effects
  • Create a Rap or song with GarageBand
  • Design a building
  • Teach us something with the wii
  • Use the Movie trailer template with iMovie for project
  • Draw a series of pictures with Osmo that tells a story.
  • Learn to code with a special program or instruction course from
  • Create a comic book hero and story with comic life
  • Design a Google Earth Trip or tour
  • Suggest something to Ms Fitz and she will do her best to make it happen!

C. Standards Explored during Club

ISTE Standards Students International Society for Technology in Education

1. Creativity and innovation Students demonstrate creative thinking, construct knowledge, and develop innovative products and processes using technology.

a. Apply existing knowledge to generate new ideas, products, or processes
b. Create original works as a means of personal or group expression
c. Use models and simulations to explore complex systems and issues
d. Identify trends and forecast possibilities

2. Communication and collaboration Students use digital media and environments to communicate and work collaboratively, including at a distance, to support individual learning and contribute to the learning of others.

a. Interact, collaborate, and publish with peers, experts, or others employing a variety of digital environments and media
b. Communicate information and ideas effectively to multiple audiences using a variety of media and formats
c. Contribute to project teams to produce original works or solve problems

3. Research and information fluency Students apply digital tools to gather, evaluate, and use information.

a. Plan strategies to guide inquiry
b. Locate, organize, analyze, evaluate, synthesize, and ethically use information from a variety of sources and media
c. Evaluate and select information sources and digital tools based on the appropriateness to specific tasks
d. Process data and report results

4. Critical thinking, problem-solving, and decision making Students use critical thinking skills to plan and conduct research, manage projects, solve problems, and make informed decisions using appropriate digital tools and resources.

a. Identify and define authentic problems and significant questions for investigation
b. Plan and manage activities to develop a solution or complete a project
c. Collect and analyze data to identify solutions and/or make informed decisions
d. Use multiple processes and diverse perspectives to explore alternative solutions

5. Digital citizenship Students understand human, cultural, and societal issues related to technology and practice legal and ethical behavior.

a. Advocate and practice safe, legal, and responsible use of information and technology
b. Exhibit a positive attitude toward using technology that supports collaboration, learning, and productivity

6. Technology operations and concepts Students demonstrate a sound understanding of technology concepts, systems, and operations.

a. Understand and use technology systems
b. Select and use applications effectively and productively
c. Troubleshoot systems and applications
d. Transfer current knowledge to learning of new technologies