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Book Games in Libraries

Download or read book Games in Libraries written by Breanne A. Kirsch and published by McFarland. This book was released on 2014-02-11 with total page 247 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 Librarian s Guide to Games and Gamers

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 Gaming Programs for All Ages at the Library

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 Integrating Video Game Research and Practice in Library and Information Science

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.

Book Information Literacy Meets Library 2 0

Download or read book Information Literacy Meets Library 2 0 written by Peter Godwin and published by Facet Publishing. This book was released on 2008 with total page 201 pages. Available in PDF, EPUB and Kindle. Book excerpt: Web 2.0 technologies have been seen by many information professionals as critical to the future development of library services. This has led to the use of the term Library 2.0 to denote the kind of service that is envisaged. There has been considerable debate about what Library 2.0 might encompass, but, in the context of information literacy, it can be described as the application of interactive, collaborative, and multimedia technologies to web-based library services and collections. These developments challenge librarians involved in information literacy with more complex and diverse web content, a range of exciting new tools with which to teach, and a steep learning curve to adjust to the constant change of the Web 2.0 world. This edited collection from an international team of experts provides a practically-based overview of emerging Library 2.0 tools and technologies for information literacy practitioners; addresses the impact of the adoption of these technologies on information literacy teaching; provides case study exemplars for practitioners to help inform their practice; and examines the implications of Library 2.0 for the training of information literacy professionals. Key topics include: School Library 2.0: new skills and knowledge for the future information literacy, Web 2.0 and public libraries the blog as an assessment tool using Wikipedia to eavesdrop on the scholarly conversation information literacy and RSS feeds library instruction on the go: podcasting sparking Flickrs of insight into controlled vocabularies and subject searching joining the YouTube conversation to teach information literacy going beyond Google teaching information literacy through digital games. Readership: This book will be essential reading for all library and information practitioners and policy makers with responsibility for developing and delivering information literacy programmes to their users. It will also be of great interest to students of library and information studies.

Book Crash Course in Gaming

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 The Library as Playground

Download or read book The Library as Playground written by Dale Leorke and published by Rowman & Littlefield. This book was released on 2022-04-13 with total page 165 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Encyclopedia of Library and Information Sciences

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 Learning and Education Games  Volume Two  Bringing Games into Educational Contexts

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 Foundations of Library and Information Science  Fourth Edition

Download or read book Foundations of Library and Information Science Fourth Edition written by Richard E. Rubin and published by American Library Association. This book was released on 2017-11-22 with total page 731 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Creating and Promoting Lifelong Learning in Public Libraries

Download or read book Creating and Promoting Lifelong Learning in Public Libraries written by Donna L. Gilton and published by Rowman & Littlefield. This book was released on 2016-06-21 with total page 223 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Designing Online Information Literacy Games Students Want to Play

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.

Book Library Programs and Services

Download or read book Library Programs and Services written by G. Edward Evans and published by Bloomsbury Publishing USA. This book was released on 2015-06-30 with total page 517 pages. Available in PDF, EPUB and Kindle. Book excerpt: Covering every essential topic ranging from circulation and literacy instruction to reference and security, this benchmark text provides an up-to-date, broadly based view of library public service and its functions. Supplying essential, foundational reading for students of library public services as well as an up-to-date overview for practitioners who wish to refresh their knowledge or acquaint themselves with a new area of responsibility, this book's broad and solid coverage will benefit anyone concerned with developing or maintaining the public face of the library. A revision and expansion of Libraries Unlimited's Introduction to Library Public Services: Seventh Edition, this edition has new chapters covering such topics as e-resources, collections, print and other media, and facilities and funding. Additionally, every chapter has been substantially updated and reorganized to better reflect the role of technology in library services today. The book begins with background information on public services in libraries and an analysis of the library's public service philosophy. Then, the authors delve into staffing and assessment of services, moving logically to major functional areas of public services—reference, instruction, document delivery, circulation and reserves, collections, programming, safety and security issues, and facilities and funding. Real-life anecdotes from public, academic, and school libraries illustrate principles and concepts throughout the book. For each topic, the authors detail its role and philosophy, and offer key points to remember, references, and lists for further reading.

Book Sustainable Online Library Services and Resources

Download or read book Sustainable Online Library Services and Resources written by Mou Chakraborty and published by Bloomsbury Publishing USA. This book was released on 2022-10-05 with total page 163 pages. Available in PDF, EPUB and Kindle. Book excerpt: COVID-19 shifted library services and resources; this book includes narratives of lessons learned and sustainable practices to prepare educators and librarians for any challenges that might arise in the future. All different types of libraries (academic, public, special, and school) were impacted by the pandemic, and librarians learned valuable lessons about how to shift and transition in a challenging time. In this informative book, librarians, instructional designers, educators, and faculty from all over the world write about how they pivoted services and resources online to continue to serve patrons during a pandemic and beyond, as well as which services and programs will be sustainable and scalable. Online delivery of programs and services allows librarians to respond to many different situations, emergencies, and challenges, and this book is a record of the lessons that librarians learned and the practices they'll implement in the future based on their experiences with COVID-19. Sustainable Online Library Services and Resources showcases a diverse range of perspectives on how online learning has changed and grown with a focus on what library services and resources are here to stay.

Book E Learning and the Academic Library

Download or read book E Learning and the Academic Library written by Scott Rice and published by McFarland. This book was released on 2016-04-27 with total page 199 pages. Available in PDF, EPUB and Kindle. Book excerpt: Focusing on academic libraries and librarians who are extending the boundaries of e-learning, this collection of essays presents new ways of using information and communication technologies to create learning experiences for a variety of user communities. Essays feature e-learning projects involving MOOCs (massive open online courses), augmented reality, chatbots and other innovative applications. Contributors describe the process of project development, from determination of need, to exploration of tools, project design and user assessment.

Book Cross Platform Game Development

Download or read book Cross Platform Game Development written by Alan Thorn and published by Jones & Bartlett Publishers. This book was released on 2008-06-05 with total page 439 pages. Available in PDF, EPUB and Kindle. Book excerpt: With the increasing popularity of games that run on all PC platforms—whether Windows, Mac, or Linux—the search is on for game developers who can create cross-platform games. Cross-Platform Game Development explains to both beginners and experts how to use cross-platform tools, provides tutorials on setting up and compiling key gaming libraries, and examines the necessary code and conceptual frameworks to get started on the path to making cross-platform games. With this book discover how to create cross-platform games in C++ using the cross-platform editor Code::Blocks; explore how to make games quickly with a combination of cross-platform and open-source gaming libraries; understand the fundamentals of game programming, including hierarchial scene management, collision detection, and depth sorting; learn how to make both 2D and 3D real-time cross-platform games, complete with sound, graphics, and more.

Book Information Literacy  Moving Toward Sustainability

Download or read book Information Literacy Moving Toward Sustainability written by Serap Kurbanoglu and published by Springer. This book was released on 2016-01-02 with total page 613 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the Third European Conference on Information Literacy, ECIL 2015, held in Tallinn, Estonia, in October 2015. The 61 revised full papers presented were carefully reviewed and selected from 226 submissions. The papers are organized in topical sections on information literacy, environment and sustainability; workplace information literacy and knowledge management; ICT competences and digital literacy; copyright literacy; other literacies; information literacy instruction; teaching and learning information literacy; information literacy, games and gamification; information need, information behavior and use; reading preference: print vs electronic; information literacy in higher education; scholarly competencies; information literacy, libraries and librarians; information literacy in different context.