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

Author:   Mary L. Gazdik
Publisher:   Bloomsbury Publishing Plc
ISBN:  

9781440843785


Pages:   128
Publication Date:   19 September 2016
Recommended Age:   From 7 to 17 years
Format:   Paperback
Availability:   Manufactured on demand   Availability explained
We will order this item for you from a manufactured on demand supplier.

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


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Overview

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.

Full Product Details

Author:   Mary L. Gazdik
Publisher:   Bloomsbury Publishing Plc
Imprint:   Libraries Unlimited Inc
Dimensions:   Width: 15.60cm , Height: 1.00cm , Length: 23.50cm
Weight:   0.255kg
ISBN:  

9781440843785


ISBN 10:   1440843783
Pages:   128
Publication Date:   19 September 2016
Recommended Age:   From 7 to 17 years
Audience:   Professional and scholarly ,  College/higher education ,  Professional & Vocational ,  Tertiary & Higher Education
Format:   Paperback
Publisher's Status:   Active
Availability:   Manufactured on demand   Availability explained
We will order this item for you from a manufactured on demand supplier.

Table of Contents

Introduction 1 Minecraft and the Maker Movement 2 Minecraft in Real Life Club 3 Minecraft and Learning in an Informal Environment 4 Minecraft, 3D Printing, and 3D Design 5 Minecraft and Literacy Activities 6 Minecraft and Making 7 Crafting with Minecraft Epilogue Resources Index

Reviews

From start to finish, this volume is a valuable tool for anyone looking to capitalize on the popularity of Minecraft and/or Making. - Booklist Online Overall, Glendening does an exemplary job of providing libraries with an idea of the tools and resources required to create, organize, and offer a genre-themed avenue into exciting, creative lab activities and STEM programming. - VOYA


Author Information

Mary L. Glendening is director of the Middletown Free Library in Media, PA.

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