[PDF] Libraries Got Game eBook

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Libraries Got Game

Author : Brian Mayer
Publisher : American Library Association
Page : 145 pages
File Size : 32,25 MB
Release : 2010
Category : Language Arts & Disciplines
ISBN : 0838910092

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A much-talked-about topic gets thorough consideration from two educator-librarians, who explain exactly how designer board gameswhich are worlds apart from games produced strictly for the educational market can become curricular staples for students young and old.

Games in Libraries

Author : Breanne A. Kirsch
Publisher : McFarland
Page : 247 pages
File Size : 31,20 MB
Release : 2014-02-11
Category : Language Arts & Disciplines
ISBN : 0786474912

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Librarians are beginning to see the importance of game based learning and the incorporation of games into library services. This book is written for them--so they can use games to improve people's understanding and enjoyment of the library. Full of practical suggestions, the essays discuss not only innovative uses of games in libraries but also the game making process. The contributors are all well versed in games and game-based learning and a variety of different types of libraries are considered. The essays will inspire librarians and educators to get into this exciting new area of patron and student services.

Got Game?

Author : Leisl Grimm
Publisher :
Page : 0 pages
File Size : 49,82 MB
Release : 2024-06-24
Category : Games & Activities
ISBN :

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Most books about board games are boring. This is not that book. It's games through the lens of family, psychology, archaeology, art, design, culture, and race. It's about bad rulebooks (and some are really bad). It's about how hexagons became the foundation of many contemporary games. It explains how the polio epidemic sparked the idea for Candyland. It asks: Why do we have house rules in Uno? Why are narratives of imperialism SO prominent? How do games reflect our cultural perspectives on gender, race, money, and history? Maybe you're more interested in art. No problem. I discuss layout, fonts, grids, color choice and cohesion. There's a reflection on how bananas are the perfect user design experience. But don't worry, games are there all along, rattling memories of your own nights playing Sorry, Yahtzee, Uno, Monopoly, Scrabble, Settlers of Catan, or any tabletop game you love. It's time with family, friends, lovers, acquaintances, and total strangers who play to pass time, to share history, to teach, to challenge, to strategize, and to comfort us in the face of our own struggles. This is the world of games I love. Open the book and have fun.

Creating and Promoting Lifelong Learning in Public Libraries

Author : Donna L. Gilton
Publisher : Rowman & Littlefield
Page : 223 pages
File Size : 26,96 MB
Release : 2016-06-21
Category : Language Arts & Disciplines
ISBN : 1442269537

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Creating and Promoting Lifelong Learning in Public Libraries: Tools and Tips For Practitioners is the sequel to Lifelong Learning in Public Libraries: Principles, Programs, and People. On the one hand, Lifelong Learning in Public Libraries focuses on the information needs and the developmental and psychological characteristics of diverse library users of all ages. It endorses the use of ILI to promote lifelong learning in public libraries, both by borrowing techniques from academic and school libraries and by building on existing public library traditions of programming and outreach. This book also compares lifelong learning in public libraries to informal and nonformal education in museums, community organizations and agencies, places of worship, and other organizations. In addition, Lifelong Learnng in Public Libraries describes basic steps that librarians can execute in order to get started. On the other hand, Creating and Promoting Lifelong Learning in Public Libraries focuses much more on how public librarians can specifically plan and implement their instruction with chapters on planning for instruction, using teaching methodologies, teaching with and about technology, and bringing ILI together with more traditional public library services, programming, and activities, such as reference and Readers’ Advisory services, bibliotherapy, and cultural and literacy programming. Changes in ILI standards and comparisons of ILI with basic reading, media, digital, and cultural literacies are also described. Both books together should act as basic manuals for public librarians who promote lifelong learning. Creating and Promoting Lifelong Learning in Public Libraries also have helpful teaching hints for all librarians and other professionals who teach in a variety of settings.

Dragons in the Stacks

Author : Steven A. Torres-Roman
Publisher : Bloomsbury Publishing USA
Page : 248 pages
File Size : 42,8 MB
Release : 2014-10-17
Category : Language Arts & Disciplines
ISBN : 1610692624

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A one-stop, complete guide to tabletop role-playing games for novice librarians as well as seasoned players. Tabletop role-playing games (RPGs) are a perfect fit for library teen services. They not only hold great appeal for teen patrons, but also help build important skills ranging from math and literacy to leadership and dramatics. Role-playing games are cost-effective too. Dragons in the Stacks explains why RPGs are so effective at holding teenagers' attention, identifies their specific benefits, outlines how to select and maintain a RPG collection, and demonstrates how they can enhance teen services and be used in teen programs. Detailed reviews of role-playing games are included as well, with pointers on their strengths, weaknesses, and library applications. Coauthored by an experienced young adult librarian and an adult services librarian, this is the definitive guide to RPGs in the library, and the only one currently available.

We Got Game!

Author : Annie Smith
Publisher :
Page : pages
File Size : 38,93 MB
Release : 2012
Category : Academic libraries
ISBN :

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Games offer an engaging and effective way to orient students to the library and library services. Using a self-paced game approach, Utah Valley University created two unique games to introduce students to the physical layout of the library as well as to the electronic services available from the library's website. In this program, attendees will learn the foundations to educational gaming, information for developing basic orientation games and assessment data showing that games are valid method for learning.

Gaming in Libraries

Author : Kelly Nicole Czarnecki
Publisher : ALA Neal-Schuman
Page : 140 pages
File Size : 32,26 MB
Release : 2010
Category : Language Arts & Disciplines
ISBN :

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Whether gaming is already a crucial part of your library's core services or it's only just been introduced, this do-it-yourself new resource will give you the practical tools you need to organize, implement, and market successful gaming events for users of all ages. Author Kelly Czarnecki shows you how to host gaming events for all different types of users. You'll learn to select systems and resources best suited to your library and budget, plan programs, and develop a circulating collection. Czarnecki gives you step-by-step instruction for implementing an array of different programs, including video games, board games, magic gatherings, Guitar Hero Fests, and more. You'll also find helpful techniques and best practices for marketing your gaming program and evaluating its success, as well as examples and insight from librarians running highly successful gaming programs. This easy-to-follow Tech Set title gives you the guidance you need to satisfy current and new users with exciting and educational gaming services!

Gamers...in the Library?!

Author : Eli Neiburger
Publisher : American Library Association
Page : 192 pages
File Size : 46,95 MB
Release : 2007-07-16
Category : Games & Activities
ISBN : 0838909442

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Imagine: Teen and pre-teen boys, twenty-somethings, parents, and even younger kids streaming into the library. It's your library's monthly videogame tournament! Step boldly into a new arena of library programming with lifetime gamer and Ann Arbor's library technology manager, Eli Neiburger.As a leading expert on producing videogame tournaments and events, Neiburger explains why videogame programming holds huge potential for libraries. He offers the complete toolkit. Follow these practical and proven guidelines to get answers to all your questions - from convincing the skeptics to getting audience feedback through your blog.Learn how to serve this underserved audience and: gain familiarity with the basics of gaming culture, software, and hardware; understand how videogaming events fit into the library; learn what works and what doesn't from the experiences of the nation's leading expert; conduct a tournament in your library - including how to plan, set up, and run any size event; market the events, build an audience, and get feedback.Don't miss out on an entire generation of library users. With game-savvy librarians and this must-have resource, you'll soon be building a brand new audience of library-loyal videogame fans.

They Got Game

Author : Kathleen Susan Yep
Publisher :
Page : 490 pages
File Size : 37,26 MB
Release : 2002
Category : Basketball
ISBN :

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Escape Rooms and Other Immersive Experiences in the Library

Author : Ellyssa Kroski
Publisher : American Library Association
Page : 200 pages
File Size : 50,17 MB
Release : 2018-12-20
Category : Language Arts & Disciplines
ISBN : 0838917674

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By one count, there are more than 7,200 escape room environments in 1,445 cities in 105 countries. So why not in libraries? Sharpening participants’ problem solving and collaboration skills by mashing up real-time adventure, immersive theater, gaming, and old-fashioned entertainment, they’re a natural for libraries. And, as Kroski demonstrates in this fun guide, they’re feasible for a range of audiences and library budgets. Whether you’re already an escape room aficionado who’s eager to replicate the experience at your own institution, or an intrigued novice looking for ways to enliven your programing, Kroski has got you covered. This book discusses the differences between escape rooms, which are highly structured, and immersive experiences, which are more casual;shows how these unique experiences can be used to teach information literacy skills, add unique youth programming, bring adults into the library, and instruct patrons about library resources in the form of puzzles and challenges;profiles several successful library projects, from large scale programs like New York Public Libraries’ Find the Future: The Game to smaller ones like Search for Alexander Hamilton;offers dozens of programming ideas and examples that can be tailored to fit a variety of libraries and budgets; andprovides information on game kits available for purchase, tips for partnering with local Escape Room businesses, and links to additional resources. With the assistance of Kroski’s guide, libraries everywhere can offer their own take on these exciting forms of entertainment, engagement, and education.