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A Library Of Games
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Book Synopsis Games in Libraries by : Breanne A. Kirsch
Download or read book Games in Libraries written by Breanne A. Kirsch and published by McFarland. This book was released on 2014-02-01 with total page 498 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.
Book Synopsis Librarian's Guide to Games and Gamers by : Michelle Goodridge
Download or read book Librarian's Guide to Games and Gamers written by Michelle Goodridge and published by Bloomsbury Publishing USA. This book was released on 2021-11-15 with total page 262 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.
Book Synopsis Gaming Programs for All Ages at the Library by : Tom Bruno
Download or read book Gaming Programs for All Ages at the Library written by Tom Bruno and published by Rowman & Littlefield. This book was released on 2018-06-20 with total page 155 pages. Available in PDF, EPUB and Kindle. Book excerpt: Join librarian and lifelong gamer Tom Bruno on his quest to bring gaming to his library community, from bringing back classic board games such as Fireball Island to offering free play in the latest virtual reality games using the Oculus Rift or the HTC Vive! Gaming Programs for All Ages at the Library shows you how you can launch and support gaming programming in your library, including: how to make the case for library gaming with your administration, how to acquire and loan gaming materials (whether or not you have the budget for them!), how to publicize your library gaming programming, and how to incorporate other library units into the gaming experience. Everything from acquisitions to budgeting to circulation is covered in this practical guide --- you’ll also learn about promotion, assessment, and experiential learning opportunities
Book Synopsis Integrating Video Game Research and Practice in Library and Information Science by : Ratliff, Jacob A.
Download or read book Integrating Video Game Research and Practice in Library and Information Science written by Ratliff, Jacob A. and published by IGI Global. This book was released on 2015-02-28 with total page 316 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games are now a ubiquitous form of media used by the majority of the American population. However, the academic research field surrounding this genre does not accurately reflect the pervasive influence of video games. The field of library and information sciences helps provide the necessary foundational support for this media. Integrating Video Game Research and Practice in Library and Information Science brings together video gaming culture and its unique forms of communication with information behavior research. By detailing the nuances of video games and their influence, this reference book reveals communication patterns within society and provides comprehensive background and analysis for libraries, librarians, and information professionals.
Download or read book Libraries Got Game written by Brian Mayer and published by American Library Association. This book was released on 2009-01-01 with total page 145 pages. Available in PDF, EPUB and Kindle. Book excerpt: From promoting the idea to teachers and administrators to aligning specific games to state and national education standards, this book will help you build a strong collection that speaks to enhanced learning and social development and is just plain fun.
Book Synopsis Learning and Education Games: Volume Two: Bringing Games into Educational Contexts by : Karen Schrier Shaenfeld
Download or read book Learning and Education Games: Volume Two: Bringing Games into Educational Contexts written by Karen Schrier Shaenfeld and published by Lulu.com. This book was released on 2016 with total page 281 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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)."
Book Synopsis ECGBL2009- 4th European Conference on Games-Based Learning by : Bente Meyer
Download or read book ECGBL2009- 4th European Conference on Games-Based Learning written by Bente Meyer and published by Academic Conferences Limited. This book was released on 2010-12-01 with total page 531 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis Encyclopedia of Library and Information Sciences by : John D. McDonald
Download or read book Encyclopedia of Library and Information Sciences written by John D. McDonald and published by CRC Press. This book was released on 2017-03-15 with total page 5538 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Encyclopedia of Library and Information Sciences, comprising of seven volumes, now in its fourth edition, compiles the contributions of major researchers and practitioners and explores the cultural institutions of more than 30 countries. This major reference presents over 550 entries extensively reviewed for accuracy in seven print volumes or online. The new fourth edition, which includes 55 new entires and 60 revised entries, continues to reflect the growing convergence among the disciplines that influence information and the cultural record, with coverage of the latest topics as well as classic articles of historical and theoretical importance.
Book Synopsis Developing Library Collections for Today's Young Adults by : Amy S. Pattee
Download or read book Developing Library Collections for Today's Young Adults written by Amy S. Pattee and published by Scarecrow Press. This book was released on 2013-12-19 with total page 283 pages. Available in PDF, EPUB and Kindle. Book excerpt: Developing Library Collections for Today’s Young Adults features policies that deal expressly with materials that respect the intellectual freedom of young library patrons. It emphasizes the importance of everything from needs assessment to collection development, encouraging librarians to consider informational, recreational, and curricular needs and interests as the library staff select material on behalf of young adults. With detailed guidelines for developing and evaluating collections of print and electronic material, Amy S. Pattee devotes chapters to materials selection, acquisition, and assessment, describing fiction and nonfiction genres, graphic forms, and multimedia and electronic materials, including networked resources, e-books, and computer games. Developing Library Collections for Today’s Young Adults may be consulted by librarians charged with the development and maintenance of public library collections for young adults and may be employed in library science courses related to young adult literature and library services and collection development.
Book Synopsis The Experiential Library by : Pete McDonnell
Download or read book The Experiential Library written by Pete McDonnell and published by Chandos Publishing. This book was released on 2016-09-07 with total page 254 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Experiential Library: Transforming Academic and Research Libraries through the Power of Experiential Learning features contributions—in a relatively conversational, practical, and "how-to" format—from various academic libraries across broad educational levels that have implemented experiential learning programs, services, or resources to enhance the learning and development of both students and library employees. As academic libraries and academic librarians are seeking ways to transform themselves and create collaborative synergies within and without their institutions, this timely book suggests exciting ways to integrate experiential learning into the library's offerings. Ranging from integrated service learning and Information Literacy instruction that "takes the class out of the classroom," to unique experiential approaches to programming like Course Exhibits and the Human Library, the book is a one-stop-shop for libraries looking to expand their repertoire. It will also help them create connections between experiential learning and their institutions' missions and contributions to student success, by grounding these programs and services on a sure methodological footing. Librarians and educators wishing to learn more about the connections between experiential learning/experiential education and academic libraries would benefit from the advice from authors in this book. - Covers experiential learning for academic and research libraries - Presents diverse aspects of experiential learning in academic libraries across the spectrum of educational levels - Offers a one-stop-shop for librarians keen on bringing experiential learning to their institutions - Adds to current conversations in both LIS and experiential education, enabling further synergies in both disciplines
Book Synopsis Crash Course in Gaming by : Suellen S. Adams
Download or read book Crash Course in Gaming written by Suellen S. Adams and published by Bloomsbury Publishing USA. This book was released on 2013-11-25 with total page 140 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games aren't just for kids anymore. This book will describe the "why" and "how" to start or expand a video gaming program in the library, including some specific examples of how to target adult and female gamer patrons. Gaming supplies more than just visual stimulation and empty entertainment; it can also promote socialization as well as the learning of both traditional and new literacies required to succeed in the modern world. Problem-solving, multi-tasking, complex decision-making on the fly, and "reading" the combination of words and graphics are vital skills for the 21st century—all of which are required to play video games. Crash Course in Gaming discusses the pros and cons of gaming, the types of games and game systems, circulating collections, and game programs. It explains how a library's video game program can—and should—do much more than simply draw younger users to the library, providing examples of how everyone from parents to senior citizens can benefit from a patron-oriented computer gaming program. The appendices also include specific games, programs, review sources, and sources for further information.
Book Synopsis Videogames, Libraries, and the Feedback Loop by : Sandra Schamroth Abrams
Download or read book Videogames, Libraries, and the Feedback Loop written by Sandra Schamroth Abrams and published by Emerald Group Publishing. This book was released on 2021-04-22 with total page 162 pages. Available in PDF, EPUB and Kindle. Book excerpt: Offering a fresh understanding of the learning potential of youth videogaming in public libraries, and delving into research-based accounts which showcase feedback mechanisms that nurture meaningful learning, Abrams and Gerber equip readers to re-envision library programming that specifically features youth videogame play.
Book Synopsis Marketing the 21st Century Library by : Debra Lucas-Alfieri
Download or read book Marketing the 21st Century Library written by Debra Lucas-Alfieri and published by Chandos Publishing. This book was released on 2015-05-14 with total page 120 pages. Available in PDF, EPUB and Kindle. Book excerpt: Although the 21st century library is competing with numerous web-based resources, its clients can benefit from using its research assistance, physical and online holdings, and physical space, so they need to understand what the library offers. Marketing the 21st Century Library systematically and concisely teaches students and practitioners how to and why they should market and promote academic libraries. Librarians need to use marketing not only to advertise and promote resources, but also to boost the profession and the role we play. The book introduces key marketing concepts, followed by the history of library marketing. Subsequent chapters guide readers through a series of tools and resources so they can create their own marketing plans, concluding with an exploration of resources, services and further readings. - Includes web extras, tables, problem and solution exercises - Contains extensive references to real-world examples of good practice - Details practical examples and case summaries from leading libraries - Explores the importance of marketing and promoting academic libraries - Provides resources for readers to help create marketing plans
Book Synopsis Computing as Writing by : Daniel Punday
Download or read book Computing as Writing written by Daniel Punday and published by U of Minnesota Press. This book was released on 2015-12-15 with total page 203 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book examines the common metaphor that equates computing and writing, tracing it from the naming of devices (“notebook” computers) through the design of user interfaces (the “desktop”) to how we describe the work of programmers (“writing” code). Computing as Writing ponders both the implications and contradictions of the metaphor. During the past decade, analysis of digital media honed its focus on particular hardware and software platforms. Daniel Punday argues that scholars should, instead, embrace both the power and the fuzziness of the writing metaphor as it relates to computing—which isn’t simply a set of techniques or a collection of technologies but also an idea that resonates throughout contemporary culture. He addresses a wide array of subjects, including film representations of computing (Desk Set, The Social Network), Neal Stephenson’s famous open source manifesto, J. K. Rowling’s legal battle with a fan site, the sorting of digital libraries, subscription services like Netflix, and the Apple versus Google debate over openness in computing. Punday shows how contemporary authors are caught between traditional notions of writerly authority and computing’s emphasis on doing things with writing. What does it mean to be a writer today? Is writing code for an app equivalent to writing a novel? Should we change how we teach writing? Punday’s answers to these questions and others are original and refreshing, and push the study of digital media in productive new directions.
Book Synopsis Designing Online Information Literacy Games Students Want to Play by : Karen Markey
Download or read book Designing Online Information Literacy Games Students Want to Play written by Karen Markey and published by Rowman & Littlefield. This book was released on 2014-03-12 with total page 303 pages. Available in PDF, EPUB and Kindle. Book excerpt: Designing Online Information Literacy Games Students Want to Play sets the record straight with regard to the promise of games for motivating and teaching students in educational environments. The authors draw on their experience designing the BiblioBouts information literacy game, deploying it in dozens of college classrooms across the country, and evaluating its effectiveness for teaching students how to conduct library research. The multi-modal evaluation of BiblioBouts involved qualitative and quantitative data collection methods and analyses. Drawing on the evaluation, the authors describe how students played this particular information literacy game and make recommendations for the design of future information literacy games. You’ll learn how the game’s design evolved in response to student input and how students played the game including their attitudes about playing games to develop information literacy skills and concepts specifically and playing educational games generally. The authors describe how students benefited as a result of playing the game. Drawing from their own first-hand experience, research, and networking, the authors feature best practices that educators and game designers in LIS specifically and other educational fields generally need to know so that they build classroom games that students want to play. Best practices topics covered include pre-game instruction, rewards, feedback, the ability to review/change actions, ideal timing, and more. The final section of the book covers important concepts for future information literacy game design.
Download or read book Game It Up! written by David Folmar and published by Rowman & Littlefield. This book was released on 2015-08-14 with total page 149 pages. Available in PDF, EPUB and Kindle. Book excerpt: Using game thinking and game mechanics in non-game settings to promote engagement and learning is a new trend in both business and education sectors. Savvy marketers are gamifying their efforts by offering customers loyalty badges, check-in incentives, and achievement rewards and clever employers are leveraging this new trend to gamify their training and innovation processes. Discover how you can use game design techniques to involve patrons and motivate staff in your library. This primer will walk you through incorporating game thinking into bibliographic instruction, staff training, the online catalog, and more. Learn how to gamify the library experience. This A–Z guidebook covers a range of exciting ways to use gamification in your library. Readers will learn the ins and outs of gamification techniques through projects, such as: badge hunts for staff orientation; a “face of the library” game for patron services; badges for your programs; augmented reality and a catalog Easter egg hunt; interactive fiction for information literacy education; and top-down video games for library orientation.
Download or read book Iowa Library Quarterly written by and published by . This book was released on 1921 with total page 242 pages. Available in PDF, EPUB and Kindle. Book excerpt: