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

"1142991162"
From Video Games to Real Life: Tapping into Minecraft to Inspire Creativity and Learning in the Library
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.

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

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

by Mary L. Gazdik
From Video Games to Real Life: Tapping into Minecraft to Inspire Creativity and Learning in the Library

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

by Mary L. Gazdik

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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.


Product Details

ISBN-13: 9781440843785
Publisher: Bloomsbury Academic
Publication date: 09/19/2016
Pages: 128
Product dimensions: 6.10(w) x 9.20(h) x 0.40(d)

About the Author

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

Table of Contents

Introduction ix

1 Minecraft and the Maker Movement 1

2 Minecraft in Real Life Club 7

3 Minecraft and Learning in an Informal Environment 17

4 Minecraft, 3D Printing, and 3D Design 25

5 Minecraft and Literacy Activities 45

6 Minecraft and Making 61

7 Crafting with Minecraft 83

Epilogue 103

Resources 107

Index 113

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