Game-Based Teaching and Learning: A Practical Guide for Librarians

Game-Based Teaching and Learning: A Practical Guide for Librarians
Author: Beverley E. Crane
Publisher: Practical Guides for Librarian
Total Pages: 220
Release: 2018-07-16
Genre: Language Arts & Disciplines
ISBN: 9781538104576

This book is designed for all librarians and educators who work with all age levels. It combines theory and practice in a comprehensive guide that provides the knowledge and tools necessary to enhance teaching and learning through games. Features include visual examples, instructional models, and handouts.

Gamification

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

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.

How to Teach

How to Teach
Author: Beverley E. Crane
Publisher: Rowman & Littlefield
Total Pages: 199
Release: 2013-11-26
Genre: Language Arts & Disciplines
ISBN: 0810891069

Designed for any librarian who needs to teach either one person at a time or an entire class, How to Teach: A Practical Guide for Librarians is a standalone guide to becoming proficient in teaching users how to access, evaluate and use information. This book is designed for all librarians and library staff who teach as part of their role and is useful to library school students new to teaching.

Transforming Your Library into a Learning Playground

Transforming Your Library into a Learning Playground
Author: Brittany R. Jacobs
Publisher: Bloomsbury Publishing USA
Total Pages: 169
Release: 2017-12-01
Genre: Education
ISBN:

Public libraries must offer relevant, exciting, and stimulating learning centers that appeal to kids. This book is a step-by-step guide for creating affordable and effective educational programs for children and youth by focusing on one simple concept: play. With the standards of education rising every year and current technology making all types of information widely available to anyone with an Internet connection, libraries need to stay relevant by constantly evolving. One important way to strengthen a public library's identity as an irreplaceable resource is to make it an exciting and stimulating learning center that appeals to children and youth. This book demonstrates how to transform the informal setting of a public library into a place where "play" in the guise of game-based learning becomes a natural and exciting process for children and young students. It also shows readers how to incorporate existing programs such as the makerspace, storytime, and book clubs to play to their strengths; more effectively utilize the tools and resources they have; and transform their libraries. The first two chapters explain why learning through play and exploration isn't only for early childhood development, identifies the key differences between free play and structured play, and addresses why libraries are the perfect setting for learning. Next, the author draws on her experience in children's librarianship and as a children's book author to describe methods to listen to (and understand) children, manage organized chaos, and gain the children's trust. Additional chapters explain how to write weekly or daily lesson plans, how to brainstorm supporting activities to reinforce concepts being taught, and how to infuse STEM and literacy objectives into daily lessons. The book closes with suggestions on marketing and promotion, ways to support the classroom, and strategies that will "keep 'em coming back" and build an enthusiastic customer base.

Online Teaching and Learning

Online Teaching and Learning
Author: Beverley E. Crane
Publisher: Rowman & Littlefield
Total Pages: 261
Release: 2016-12-01
Genre: Language Arts & Disciplines
ISBN: 1442267178

Designed for experienced librarians, librarians new to the profession, and library school students, OnlineTeaching and Learning: A Practical Guide for Librarians provides a comprehensive framework that encompasses all aspects of planning, designing, creating, implementing, and assessing online learning for all types of libraries, including public, academic, special, and K-12. It also provides a valuable guide for teachers, administrators, and other educators. Online Teaching and Learning: A Practical Guide for Librarians features three main sections: Section I: Theory into Practice forms the basis in theory of learning that ultimately influences practice. It includes definition, importance in today’s society, benefits and challenges, and categories and types of online learning with examples to illustrate each. Section II: Creating Online Instruction explores how to create an online course--describing components and stepping through the process using a model on the topic of information literacy. Design and instructional tips for creating other types of online instruction are also given. Section III: Practical Applications provides examples of different types of online instruction and materials in all types of libraries. Then, step-by-step detail explains how librarians can create this type of instruction and/or learning materials on their own. Included are worksheets, handouts, and exercises. Online Teaching and Learning: A Practical Guide for Librarians puts it all together to provide what the library must consider as it prepares for this new challenge and opportunity. It provides a comprehensive guide instructing online programs how to employ library services as part of their program. It is also designed to instruct librarians to incorporate the skills necessary to build a virtual library environment and teach the skills required to meet the needs of online learners. As the educational landscape changes with blended and online learning taking center stage, new and established librarians need a guide to inform them of skills they will need and show them how to create the resources for their new online audience.

Gaming Programs for All Ages at the Library

Gaming Programs for All Ages at the Library
Author: Tom Bruno
Publisher: Rowman & Littlefield
Total Pages: 155
Release: 2018-06-20
Genre: Language Arts & Disciplines
ISBN: 1538108216

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

Handbook of Game-Based Learning

Handbook of Game-Based Learning
Author: Jan L. Plass
Publisher: MIT Press
Total Pages: 601
Release: 2020-02-04
Genre: Education
ISBN: 0262356546

A comprehensive introduction to the latest research and theory on learning and instruction with computer games. This book offers a comprehensive introduction to the latest research on learning and instruction with computer games. Unlike other books on the topic, which emphasize game development or best practices, Handbook of Game-Based Learning is based on empirical findings and grounded in psychological and learning sciences theory. The contributors, all leading researchers in the field, offer a range of perspectives, including cognitive, motivational, affective, and sociocultural. They explore research on whether (and how) computer games can help students learn educational content and academic skills; which game features (including feedback, incentives, adaptivity, narrative theme, and game mechanics) can improve the instructional effectiveness of these games; and applications, including games for learning in STEM disciplines, for training cognitive skills, for workforce learning, and for assessment. The Handbook offers an indispensable reference both for readers with practical interests in designing or selecting effective game-based learning environments and for scholars who conduct or evaluate research in the field. It can also be used in courses related to play, cognition, motivation, affect, instruction, and technology. Contributors Roger Azevedo, Ryan S. Baker, Daphne Bavelier, Amanda E. Bradbury, Ruth C. Clark, Michele D. Dickey, Hamadi Henderson, Bruce D. Homer, Fengfeng Ke, Younsu Kim, Charles E. Kinzer, Eric Klopfer, James C. Lester, Kristina Loderer, Richard E. Mayer, Bradford W. Mott, Nicholas V. Mudrick, Brian Nelson, Frank Nguyen, V. Elizabeth Owen, Shashank Pawar, Reinhard Pekrun, Jan L. Plass, Charles Raffale, Jonathon Reinhardt, C. Scott Rigby, Jonathan P. Rowe, Richard M. Ryan, Ruth N. Schwartz, Quinnipiac Valerie J. Shute, Randall D. Spain, Constance Steinkuehler, Frankie Tam, Michelle Taub, Meredith Thompson, Steven L. Thorne, A. M. Tsaasan

Teen Games Rule!

Teen Games Rule!
Author: Julie Scordato
Publisher: Bloomsbury Publishing USA
Total Pages: 159
Release: 2013-11-12
Genre: Language Arts & Disciplines
ISBN: 1598847058

Gaming offers a great way to reach teens. This book gives library staff the tools to deliver game programming that goes beyond the basic video and board game format. Games aren't just for fun; they can also play a critical role in learning. Libraries have an opportunity to integrate a variety of games into the services and collections they provide to the community. This book shows library staff how to do exactly that through a diverse variety of popular games, some that have been around for many years and others that are new. The authors present a comprehensive overview of the topic, supplying good practice examples from successful libraries, providing necessary details on format and implementation within a library program for teens, and covering different game formats ranging from live action role-playing (LARP) and Dungeons & Dragons to Minecraft and traditional board games. Whether you're adding games and gaming to your collection and services for the first time, or looking for ways to expand your existing gaming program, this book offers solid guidance.

Supporting Adult Learners through Games and Interactive Teaching

Supporting Adult Learners through Games and Interactive Teaching
Author: Chandni Hirani
Publisher: Taylor & Francis
Total Pages: 209
Release: 2022-11-30
Genre: Education
ISBN: 1000789438

Games-based teaching offers an engaging way for students and adult learners to interact with concepts and build their problem-solving and communication skills. This exciting book will help educators integrate games into their classes and shows how this method of teaching improves motivation, as well as diversifies and solidifies learners’ skill sets. Bringing together expert contributors from the Professors Without Borders’ global network who have effectively used interactive games-based approaches in their teaching, the book features 13 unique games that teach a wide variety of skills across a range of difficulty levels. The chapters highlight the skills of strategy, decision-making, communication, teamwork, problem-solving, reflective thinking and empathy being used by participants alongside the pedagogical principles that underpin each game. Suitable for online and in-person teaching, this book will be valuable reading for educators working with student and adult learners looking to adopt innovative and interactive teaching methods, as well as those interested in learning about how game-based teaching can improve vital skills.

Infographics

Infographics
Author: Beverley E. Crane
Publisher: Rowman & Littlefield
Total Pages: 207
Release: 2015-12-17
Genre: Language Arts & Disciplines
ISBN: 1442260378

Designed for librarians who work with all age levels from youngsters to seniors at all educational, reading and language backgrounds, who must fulfill responsibilities that run the gamut from instructing patrons on information literacy skills to using electronic tools to marketing the library to locating funding, Infographics: A Practical Guide for Librarians provides librarians with the following: Section I: Infographics 101 contains definitions, history, importance in today’s society, types and examples, advantages and disadvantages, general uses, uses in libraries, tools for creation and design tips. Section II: Practical applications show how to use infographics in academic, public, special and school libraries. Included are visual examples and step-by-step instructions to create two infographics Included in each section are exercises, tables with URLs to more ideas and materials and references. This practical guide will help every type and size of library use infographics as a powerful part in their 21st century game plan. Whether it's marketing the public library, improving students information literacy skills in a school library or showcasing the accomplishments of the academic library, infographics can be a vital part of the library's playbook. The book describes ways to use infographics to: raise funds for a public library teach critical thinking and 21st century skills in the school library illustrate why libraries matter by relaying value of academic libraries market the library improve information literacy in academic settings advocate for resources and services.