What outcomes are people setting for TTW?  What is it that they want the teens to learn or achieve?  How will that be measured and shared out?  What issues are people experiencing around measuring outcomes and what resources, advice or tips do you have to share?

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I would like my teens to know how to evaluate websites, how to use other electronic resources for information (like databases, organization, institution and governmental websites) instead of Google, how to use social media to create a positive image of themselves, and how to use different Web tools that could make them more marketable.  

I have used various website evaluation sheets so that students can begin to evaluate websites.  I still need to reinforce this school, as some of our teens still believe the hype of some hoax websites.  

I have given assignments to introduce students to our state databases.  Again, students will need additional instruction and reinforcement of this skill.

I have taught some units on digital citizenship which, at the minimum level, have students thinking about their digital image.  Although a few could care less about their digital image, more are beginning to care about their digital image.  These are the students who plan to attend a big college or university or are seeking employment.  These students want to make sure that they portray a positive image online.

I introduced students to Wordle(wordle.net) and some students know Prezi (prezi.com).  I'd like students to learn more tools, but some of these tools are blocked.  However, I will introduce alternative tools to students that are not blocked.  

I look at it as  a learning process for both the teens and the library staff. Teens are great at innovation and helping others when it comes to technology. Teens love to show others what they know about ipads, cell phones, games on the computer and more. Teens also love to show others how to play chess, checkers, Uno and board games not all Teens have come in contact with. I've learned a few things from my teens in the computer age of gaming.

One thing I've noticed is that some teens may be reluctant at first. But when they see other teens helping with technology they want to jump right in. I supply what resources I can in the service of the library setting and let them discover and achieve. I always say "Give it a try" and if they don't it's ok too. I think just getting them in the library and setting the example, showing what's available to them get the spark going!

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