Tween and Teen Programming
Site: | MSL Learn |
Course: | Youth Services: Tween and Teen |
Book: | Tween and Teen Programming |
Printed by: | Guest user |
Date: | Friday, April 4, 2025, 9:55 AM |
Description
Please read this section for a quick overview of tween and teen programming. The covered topics include:- Tween and Teen Programs - The Why
- Connected Learning
- Creating and Implementing Programs
- Promoting Programs
- Technology Tips
Tween and Teen Programs - The Why
Instead of just being a quiet place for research and books, the library is also “a place, physical and virtual, to learn how to connect and use resources of all types from physical books to apps to experts in a local, regional, or national community.
With this paradigm shift, library services have had to adapt and expand to better serve their needs. While libraries are still a trusted and important source of information and books, tween and teen programs are a wonderful way to help young people explore their interests, introduce them to new perspectives and ideas, and provide positive environments for personal development. We encourage librarians who work with tweens and teens to be bold and creative with their programming so that program offerings reflect this shift in what libraries are.
Connected Learning
There are many approaches to designing programming for teens and tweens, but one helpful tool is the Connected Learning model. In the Connected Learning model, learning “is driven by learners’ interests, supported by their relationships, and oriented towards academic, economic, or civic opportunity.” Rather than learning happening in a vacuum, connected learning looks at a young person’s context and leverages their connections to help increase engagement, interest, and passion in the topics of their choice.
There are three main spheres that “connect” to a young person: their relationships, their unique personal interests, and their academic/work/community settings. In the Connected Learning model, the highest quality of learning occurs when all of these spheres are connected and in sync.
To better understand connected learning, first watch this video from the Connected Learning Alliance.
Then, watch a section of this video, featuring Mimi Ito, director of the Connected Learning Lab at UC Irvine, as she shares an example of connected learning. The Mimi Ito video should start around 7:09; the section ends around 10:13.
The workbook contains links to additional Connected Learning reflection questions on page 18 if you'd like to explore using it in your own programming.
Creating and Implementing Programs
Tweens and teens are a fun group to design programming for as you are able to cover a wider variety of topics, in more nuanced and complex ways. You can also start to ask tweens and teens directly for program suggestions, as many of them will have strong opinions on what they want to learn and experience.
There are many different ways to approach program creation and implementation, so there’s no one right answer. Consider the following:
- Teen Advisory Boards: Depending on how active your teen advisory board, you could put a few of your volunteers in charge of designing their dream programs; they create and execute the program while you support and assist. Less active boards can simply suggest program ideas that you carry out, but getting them as involved as possible is ideal because it exercises their leadership and creativity.
- Creating Opportunities for Social Connection: Tweens and teens prize independence from the adults in their lives, and seek out opportunities to make connections with their peers. Designing programming that allows for these social connections to grow and develop, such as cooperative games, can be an excellent way to appeal to your tween and teen patrons.
- HOMAGO: This acronym stands for Hanging Out, Messing Around, Geeking Out. HOMAGO programming focuses on more unstructured and self-directed learning. Rather than setting participants to a specific task and result, HOMAGO focuses more on the process and letting tweens and teens discover something.
It’s important to point out that there is value in teens just being able to spend time together in a safe, accepting space. If you find it difficult to get teens to attend your programs, but they do enjoy hanging out together in the department, that’s okay! In the busy lives of tweens and teens, the library can be a valuable “third space” where teens and tweens feel free to relax, and just exist. You could create ongoing, passive activities for teens and tweens, such as making snacks available for them or providing coloring sheets. Get to know them during this time; strike up conversations and learn their names. It will go a long way in getting to know teens and earning their respect.
Promoting Programs
Programs can be promoted in the library, in the classroom, on bulletin boards at favorite hangouts or at collaborating businesses. Some successful methods of communication to tweens and teens include:
- Strategic word of mouth through library pages, Teen Advisory Board (TAB) members, volunteers, adult staff, etc.
- Booktalking or other visits to schools
- Posters and flyers
- School communication channels such as podcasts or in-school news programs
- Social media
- Group platforms such as Discord
Technology Tips
As technology is an important tool for social connection and learning, here are some things to consider for this age group:
- Separate computers/computer area for teens and tweens to use: Online gaming and social media may be a big draw for teens and tweens, and having a separate space for them to use computers is good so that you can avoid patrons having to fight over computer time (especially between adult and tween/teen patrons!). It can also be very valuable for teens and tweens to have ownership over a space, and make them feel like they belong at the library.
- Technology introduction and opportunities for partnerships: Young people are often eager to explore new types of technology if it is provided to them. Makerspaces, virtual reality, and other new technology can be an exciting program idea, and can also introduce young adults to new tech frontiers that they can learn more about. Makerspaces in particular are wonderful for creativity and exploration, and have many applications and uses with the general public, not just with teens and tweens. While a lot of new technology can be expensive, you could potentially partner with other organizations to house these resources communally in the library.