{"id":8141452550,"title":"From Video Games to Real Life: Tapping into Minecraft to Inspire Creativity and Learning in the Library","handle":"from-minecraft-real-life","description":"\u003cp\u003e\u003cspan style=\"color: #741b47;\"\u003e\u003cstrong\u003eMary L. Glendening \u003c\/strong\u003e\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cstrong\u003eISBN-13:\u003c\/strong\u003e 9781440843785 \u003c\/strong\u003e\u003c\/p\u003e\n\u003cp\u003e115 pages • 6⅛ x 9¼ \u003cbr\u003e 2016\u003c\/p\u003e\nThis guide shows youth librarians how to use the appeal of Minecraft—a game that many young learners are intensely passionate about—to create engaging library programs that encourage creativity and build STEAM (Science, Technology, Engineering, Arts, and Mathematics) learning through library programs.\u003cbr\u003e\u003cbr\u003eMinecraft is more than \"just a video game\"; it's a powerful tool that librarians and other educators can use to engage students and spark legitimate learning experiences. This book shows you how to use Minecraft as a vehicle to promote learning and creativity, supplying specific, easy-to-replicate programs, ideas, and instructions for hands-on activities.\u003cbr\u003e\u003cbr\u003eBy connecting the game to the maker movement and building off the game's popularity, you'll be able to use Minecraft to promote STEAM (Science, Technology, Engineering, Arts, and Mathematics) learning. The book ties Minecraft to maker activities, learning in the library, three-dimensional printing, literary activities, crafting, and more. The activities in this book will also enable you to help children ages 8–14 to expand their key 21st-century skills, such as collaboration, trial and error, and discovery.\u003cbr\u003e\u003cbr\u003e\u003cstrong\u003eFeatures\u003c\/strong\u003e\u003cbr\u003e\n\u003cul\u003e\n\u003cli\u003eHelps librarians harness the power of an incredibly popular game and use it effectively as a springboard to learning\u003c\/li\u003e\n\u003cli\u003eAssists librarians in supporting STEM and STEAM initiatives\u003c\/li\u003e\n\u003cli\u003eOffers specific guidance for dozens of hands-on activities\u003c\/li\u003e\n\u003c\/ul\u003e","published_at":"2016-08-19T05:51:00-12:00","created_at":"2016-08-19T05:51:09-12:00","vendor":"Libraries Unlimited","type":"Book","tags":["Publisher_Libraries Unlimited","Subject_Children's Programs \u0026 Services","Subject_Young Adult Programs \u0026 Services"],"price":7000,"price_min":7000,"price_max":7000,"available":true,"price_varies":false,"compare_at_price":null,"compare_at_price_min":0,"compare_at_price_max":0,"compare_at_price_varies":false,"variants":[{"id":26926535558,"title":"Default Title","option1":"Default Title","option2":null,"option3":null,"sku":"9781440843785","requires_shipping":true,"taxable":true,"featured_image":null,"available":true,"name":"From Video Games to Real Life: Tapping into Minecraft to Inspire Creativity and Learning in the Library","public_title":null,"options":["Default Title"],"price":7000,"weight":230,"compare_at_price":null,"inventory_quantity":1,"inventory_management":"shopify","inventory_policy":"continue","barcode":"9781440843785"}],"images":["\/\/cdn.shopify.com\/s\/files\/1\/1418\/6818\/products\/9781440843785.JPG?v=1533234321"],"featured_image":"\/\/cdn.shopify.com\/s\/files\/1\/1418\/6818\/products\/9781440843785.JPG?v=1533234321","options":["Title"],"content":"\u003cp\u003e\u003cspan style=\"color: #741b47;\"\u003e\u003cstrong\u003eMary L. Glendening \u003c\/strong\u003e\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cstrong\u003eISBN-13:\u003c\/strong\u003e 9781440843785 \u003c\/strong\u003e\u003c\/p\u003e\n\u003cp\u003e115 pages • 6⅛ x 9¼ \u003cbr\u003e 2016\u003c\/p\u003e\nThis guide shows youth librarians how to use the appeal of Minecraft—a game that many young learners are intensely passionate about—to create engaging library programs that encourage creativity and build STEAM (Science, Technology, Engineering, Arts, and Mathematics) learning through library programs.\u003cbr\u003e\u003cbr\u003eMinecraft is more than \"just a video game\"; it's a powerful tool that librarians and other educators can use to engage students and spark legitimate learning experiences. 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The activities in this book will also enable you to help children ages 8–14 to expand their key 21st-century skills, such as collaboration, trial and error, and discovery.\u003cbr\u003e\u003cbr\u003e\u003cstrong\u003eFeatures\u003c\/strong\u003e\u003cbr\u003e\n\u003cul\u003e\n\u003cli\u003eHelps librarians harness the power of an incredibly popular game and use it effectively as a springboard to learning\u003c\/li\u003e\n\u003cli\u003eAssists librarians in supporting STEM and STEAM initiatives\u003c\/li\u003e\n\u003cli\u003eOffers specific guidance for dozens of hands-on activities\u003c\/li\u003e\n\u003c\/ul\u003e"}

From Video Games to Real Life: Tapping into Minecraft to Inspire Creativity and Learning in the Library

Product Description
Maximum quantity available reached.

Mary L. Glendening

ISBN-13: 9781440843785

115 pages • 6⅛ x 9¼
 2016

This guide shows youth librarians how to use the appeal of Minecraft—a game that many young learners are intensely passionate about—to create engaging library programs that encourage creativity and build STEAM (Science, Technology, Engineering, Arts, and Mathematics) learning through library programs.

Minecraft is more than "just a video game"; it's a powerful tool that librarians and other educators can use to engage students and spark legitimate learning experiences. This book shows you how to use Minecraft as a vehicle to promote learning and creativity, supplying specific, easy-to-replicate programs, ideas, and instructions for hands-on activities.

By connecting the game to the maker movement and building off the game's popularity, you'll be able to use Minecraft to promote STEAM (Science, Technology, Engineering, Arts, and Mathematics) learning. The book ties Minecraft to maker activities, learning in the library, three-dimensional printing, literary activities, crafting, and more. The activities in this book will also enable you to help children ages 8–14 to expand their key 21st-century skills, such as collaboration, trial and error, and discovery.

Features
  • Helps librarians harness the power of an incredibly popular game and use it effectively as a springboard to learning
  • Assists librarians in supporting STEM and STEAM initiatives
  • Offers specific guidance for dozens of hands-on activities
Sku: 9781440843785

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