57 Games to Play in the Library Or Classroom

57 Games to Play in the Library Or Classroom
Author: Carol K. Lee
Publisher: Demco (Highsmith)
Total Pages: 148
Release: 1997
Genre: Education
ISBN:

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A collection of fifty-seven games designed to teach students how to use libraries, media centers, and other reference tools.

Playing Games in the School Library

Playing Games in the School Library
Author: SARAH. PAVEY
Publisher:
Total Pages:
Release: 2021-09-10
Genre:
ISBN: 9781783305339

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The book will explore the use of games-based learning and gamification in school libraries. It illustrates how game play can be developed by school librarians through blended theory and practice, exemplified by case studies taken from a variety of international contexts.

Libraries Got Game

Libraries Got Game
Author: Brian Mayer
Publisher: American Library Association
Total Pages: 145
Release: 2010
Genre: 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.

Everyone Plays at the Library

Everyone Plays at the Library
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.

Let's Roll

Let's Roll
Author: Lucas Maxwell
Publisher:
Total Pages: 0
Release: 2023-03-16
Genre:
ISBN: 9781783306138

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This book guides school and public librrians on how to run tabletop roleplaying games in a library setting.

Librarian's Guide to Games and Gamers

Librarian's Guide to Games and Gamers
Author: Michelle Goodridge
Publisher: Bloomsbury Publishing USA
Total Pages: 262
Release: 2021-11-15
Genre: Language Arts & Disciplines
ISBN: 1440867321

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Helps librarians who are not themselves seasoned gamers to better understand the plethora of gaming products available and how they might appeal to library users. As games grow ever-more ubiquitous in our culture and communities, they have become popular staples in public library collections and are increasing in prominence in academic ones. Many librarians, especially those who are not themselves gamers or are only acquainted with a handful of games, are ill-prepared to successfully advise patrons who use games. This book provides the tools to help adult and youth services librarians to better understand the gaming landscape and better serve gamers in discovery of new games—whether they are new to gaming or seasoned players—through advisory services. This book maps all types of games—board, roleplaying, digital, and virtual reality—providing all the information needed to understand and appropriately recommend games to library users. Organized by game type, hundreds of descriptions offer not only bibliographic information (title, publication date, series, and format/platform), but genre classifications, target age ranges for players, notes on gameplay and user behavior type, and short descriptions of the game's basic premise and appeals.

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

Learning and Education Games: Volume Two: Bringing Games into Educational Contexts
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 thechallenges 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 serieswritten and edited bymembers of the Learning, Education, and Games (LEG) special interestgroup of the IGDA (International Game Developers Association)."

Gamification

Gamification
Author: Elizabeth McMunn-Tetangco
Publisher: Rowman & Littlefield
Total Pages: 149
Release: 2017-02-16
Genre: Language Arts & Disciplines
ISBN: 1442279141

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Games can seem to do the impossible: reach patrons and drive traffic to projects and services. But how can libraries use gamification and game elements to improve instruction and outreach, or to encourage the use of particular areas and services? In this guide, readers will learn about how to structure game activities in order to best reach their patrons. Chapters devoted to topics such as personalization, goal setting, working with partners, games in instruction, and assessment illustrate some of the many ways games can have an impact in libraries. Everything in this book is presented from a practical point of view – email templates, real-life examples, and scenarios are included. Games have a lot of potential for use in many different library services, and this book will help you decide how they might work best for you. From the first seeds of a project’s beginning to its eventual maturation, this book will help you develop, implement, and evaluate game-style projects at your library.

Activism and the School Librarian

Activism and the School Librarian
Author: Deborah D. Levitov
Publisher: Bloomsbury Publishing USA
Total Pages: 172
Release: 2012-06-12
Genre: Language Arts & Disciplines
ISBN:

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This book provides practical strategies and step-by-step plans for developing advocacy initiatives for school libraries. School libraries provide an essential service to the community, but without proper funding few libraries stand a chance to maintain the resources they offer—or to survive at all. School librarians can play an instrumental role in the survival of their programs. This how-to book provides school librarians with effective advocacy and activism strategies for promoting and improving their library programs. Activism and the School Librarian: Tools for Advocacy and Survival offers straightforward, practical approaches for creating advocacy programs. This guidebook examines the characteristics for becoming an advocate, explores the meaning of advocacy/activism as an effort that is ongoing and proactive, and provides the steps required for initiating a successful program. The contributors address the various types of advocacy and activism, including legislative advocacy at the local, state, and national levels; school and district level programs; and community-based initiatives. The book includes expert advice from successful advocates and provides helpful reproducible tools.