From Video Games to Real Life

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From Video Games to Real Life

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. Helps librarians harness the power of an incredibly popular game and use it effectively as a springboard to learning Assists librarians in supporting STEM and STEAM initiatives Offers specific guidance for dozens of hands-on activities

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Specificaties: From Video Games to Real Life

Taal

Engels

Bindwijze

Paperback

Druk

1

Verschijningsdatum

september 2016

Afmetingen

Afmeting: 22,9 x 15,2 x 1,3 cm

Aantal pagina's

115 pagina's

Illustraties

Nee

Auteur(s)

Mary L. Glendening

Uitgever

Abc-Clio

Personage

Minecraft

EAN

9781440843785

Extra groot lettertype

Nee

Gewicht

227 g

Studieboek

Nee

Verpakking breedte

155 mm

Verpakking hoogte

10 mm

Verpakking lengte

230 mm

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From Video Games to Real Life
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