Everyone Plays at the Library

Everyone Plays at the Library
Title Everyone Plays at the Library PDF eBook
Author Scott Nicholson
Publisher Information Today, Inc.
Total Pages 0
Release 2010
Genre Games
ISBN 9781573873987

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"Scott Nicholson ... shows how gaming programs can be successfully implemented in school, academic, and public libraries, covering all types of games for all age groups."--Back cover.

Games in Libraries

Games in Libraries
Title Games in Libraries PDF eBook
Author Breanne A. Kirsch
Publisher McFarland
Total Pages 247
Release 2014-02-11
Genre 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.

Everyone Plays Games

Everyone Plays Games
Title Everyone Plays Games PDF eBook
Author Amy Popalis
Publisher Carson-Dellosa Publishing
Total Pages 24
Release 2018-11-30
Genre Juvenile Nonfiction
ISBN 1643696777

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In Everyone Plays Games, readers will learn about different types of games that teach sportsmanship and more while having fun. The real-world examples celebrate diversity and prove that we are all more alike than we realize. Children will love learning about the differences and similarities of people and places around the world as they strengthen reading comprehension skills with text-based questions. Each 24-page title in the Little World Everyone Everywhere series features full-color photographs, world maps, bold keywords with a photo glossary, comprehension and extension activities, and more to engage young learners and prompt their reading comprehension skills.

Healthy Living at the Library

Healthy Living at the Library
Title Healthy Living at the Library PDF eBook
Author Noah Lenstra
Publisher Bloomsbury Publishing USA
Total Pages 234
Release 2020-06-18
Genre Education
ISBN 1440863156

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This broad-ranging resource is for librarians who want to begin a new program or incorporate healthy living into an existing one. From garden plots to cooking classes to StoryWalks to free yoga, more and more libraries are developing innovative programs and partnerships to encourage healthy living. Libraries increasingly provide health and wellness programs for all ages and abilities, and Healthy Living at the Library is intended for library staff of all types who want to offer programs and services that foster healthy living, particularly in the domains of food and physical activity. Author Noah Lenstra, who has extensive experience directing and advising on healthy living programs, first outlines steps librarians should take when starting programs, highlighting the critical role of community partnerships. The second section of the book offers detailed instructions for running different types of programs for different ages and abilities. A third section includes advice on keeping the momentum of a program going and assessing program impacts. Lenstra offers tips on how to overcome challenges or roadblocks that may arise. An appendix contains resources you can adapt to get these programs off the ground, including waivers of liability, memoranda of understanding, and examples of strategic plans and assessment tools.

The Library as Playground

The Library as Playground
Title The Library as Playground PDF eBook
Author Dale Leorke
Publisher Rowman & Littlefield
Total Pages 165
Release 2022-04-13
Genre Language Arts & Disciplines
ISBN 1538164329

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Digital and analog games have long served modern public libraries as educational tools and as drawcards for new patrons – from dedicated gaming zones and children’s spaces to Minecraft gaming days, makerspaces, and virtual reality collections. Much has been written about the role of games and play in libraries’ programming and collections. But their wider role in transforming libraries as public institutions remains unexplored. In this book, the authors draw on ethnographic research to provide a rich portrait of the intersection between games, play, and public libraries. They look at how games and play are increasingly spilling out of designated zones within libraries and beyond their walls, as part of a broader reconfiguration and “reimagining” of libraries in the digital era. The library’s association with play has historically been understood through its classification as a “third place”: somewhere to relax, socialise and experiment outside of the utilitarian demands of work and home. But far from just offering patrons an opportunity for detached leisure, this book illustrates how libraries are connecting games and play to policies agendas around their municipality’s economic and cultural development. Attending to the institutionalisation of play, the book sheds new light both on the contradictions at the heart of play as a theoretical concept, and what libraries are in contemporary public life.

Learning and Education Games: Volume Two: Bringing Games into Educational Contexts

Learning and Education Games: Volume Two: Bringing Games into Educational Contexts
Title Learning and Education Games: Volume Two: Bringing Games into Educational Contexts PDF eBook
Author Karen Schrier Shaenfeld
Publisher Lulu.com
Total Pages 281
Release 2016
Genre Education
ISBN 1329703561

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The Learning, Education & Games book series is perfect for any educator or developer seeking an introduction to research-driven best practices for using and designing games for learning. This volume, Bringing Games into Educational Contexts, delves into the challenges of creating games and implementing them in educational settings. This book covers relevant issues such as gamification, curriculum development, using games to support ASD (autism spectrum disorder) students, choosing games for the classroom and library, homeschooling and gameschooling, working with parents and policymakers, and choosing tools for educational game development. Learning, Education & Games: Bringing Games into Educational Contexts is the second in a series written and edited by members of the Learning, Education, and Games (LEG) special interest group of the IGDA (International Game Developers Association).

Maine Library Bulletin

Maine Library Bulletin
Title Maine Library Bulletin PDF eBook
Author
Publisher
Total Pages 536
Release 1928
Genre Libraries
ISBN

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