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

Games in Libraries

Games in Libraries
Author: Breanne A. Kirsch
Publisher: McFarland
Total Pages: 498
Release: 2014-02-01
Genre: Language Arts & Disciplines
ISBN: 1476613249

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.

Yoga and Meditation at the Library

Yoga and Meditation at the Library
Author: Jenn Carson
Publisher: Rowman & Littlefield
Total Pages: 185
Release: 2019-05-15
Genre: Language Arts & Disciplines
ISBN: 153811688X

Yoga and meditation have a proven track record of lowering stress levels, helping to treat mental health issues such as depression and post-traumatic stress disorder, building community, and contributing to an overall sense of wellbeing in their practitioners. According to recent surveys, 1/4 of North American libraries have offered meditation programs and 2/3 have offered yoga classes. Carson, a professional yoga teacher and library director, has been leading yoga and meditation programs in schools and libraries for over a decade, and she presents this guidebook to give others the tools for serving library patrons of all ages and abilities. Inside Yoga and Meditation at the Library, you will find 21 program models, including choreographed yoga sequences complete with pictures, passive program ideas, alternative collections suggestions, budget considerations, literacy tie-ins, and checklists for prep, teardown, and follow-up, as well as advice from real-world program delivery. Chapters include: What are Mindfulness and Meditation? What is Yoga? Implementing Yoga and Meditation Programs in Your Library Choosing Resources and Designing Spaces Passive Programs and Alternative Collections Policies and Procedures for Avoiding and Handling Problems Yoga and Meditation for the Early Years Yoga and Meditation for Elementary-Age Students Yoga and Meditation for Teens and Young Adults Yoga and Meditation for Adults and Seniors Yoga for Every Body: Inclusive Programming through Outreach and Inreach This book is for any programming librarian, administrator, yoga and meditation teacher, or outreach coordinator looking to boost circulation stats, program numbers, literacy rates, and foster health and wellness in their community.

Crash Course in Gaming

Crash Course in Gaming
Author: Suellen S. Adams
Publisher: Bloomsbury Publishing USA
Total Pages: 140
Release: 2013-11-25
Genre: Language Arts & Disciplines
ISBN: 1610690478

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.

Great Library Events

Great Library Events
Author: Mary Grace Flaherty
Publisher: Rowman & Littlefield
Total Pages: 143
Release: 2021-04-17
Genre: Language Arts & Disciplines
ISBN: 1538137062

Libraries and library staff are constantly in the process of expanding and adapting services in order to remain responsive to their varied user communities. As part of this trend, there is an increasing emphasis on providing a wide variety of programs and events; this service expansion has been met with broad enthusiasm by library users everywhere. Great Library Events: From Planning to Promotion to Evaluation, with its holistic approach to program provision, serves as an indispensable companion for anyone responsible for event or program planning in their organization. The guide moves through a program’s lifecycle, beginning with the initial steps of defining an event’s scope, ensuring inclusivity, and constructing measurable objectives. It follows with practical considerations such as finding funding, publicizing, assessing outcomes, reporting, and using data to keep the program cycle going. To support each of these steps, and to help ensure successful initiatives, practical examples, templates, and tools are provided throughout. While this book is aimed at library managers and programming staff, it will be helpful for anyone responsible for event or program planning in their organization, whether they are new to the task or seasoned professionals.

Librarian's Guide to Games and Gamers

Librarian's Guide to Games and Gamers
Author: Michelle Goodridge
Publisher: Bloomsbury Publishing USA
Total Pages: 204
Release: 2021-11-15
Genre: Language Arts & Disciplines
ISBN:

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.

Healthy Living at the Library

Healthy Living at the Library
Author: Noah Lenstra
Publisher: Bloomsbury Publishing USA
Total Pages: 234
Release: 2020-06-18
Genre: Education
ISBN: 1440863156

This broad-ranging resource is for librarians who want to begin a new program or incorporate healthy living into an existing one. From garden plots to cooking classes to StoryWalks to free yoga, more and more libraries are developing innovative programs and partnerships to encourage healthy living. Libraries increasingly provide health and wellness programs for all ages and abilities, and Healthy Living at the Library is intended for library staff of all types who want to offer programs and services that foster healthy living, particularly in the domains of food and physical activity. Author Noah Lenstra, who has extensive experience directing and advising on healthy living programs, first outlines steps librarians should take when starting programs, highlighting the critical role of community partnerships. The second section of the book offers detailed instructions for running different types of programs for different ages and abilities. A third section includes advice on keeping the momentum of a program going and assessing program impacts. Lenstra offers tips on how to overcome challenges or roadblocks that may arise. An appendix contains resources you can adapt to get these programs off the ground, including waivers of liability, memoranda of understanding, and examples of strategic plans and assessment tools.

E-Textiles in Libraries

E-Textiles in Libraries
Author: Carli Spina
Publisher: Rowman & Littlefield
Total Pages: 157
Release: 2020-06-15
Genre: Language Arts & Disciplines
ISBN: 1538130491

From light-up scarves to solar-powered backpacks to health monitoring fabric, innovative combinations of electronics and textiles are becoming more prevalent and impressive all the time, making appearances everywhere from the runway to medical settings. In the near future, these wearable technologies will be a standard part of daily life. E-textiles, including soft circuits, conductive fabrics, and sewable electronics, may not be familiar to all library patrons now, but the way that e-textile projects combine STEM topics with fun, familiar crafts make them popular for library programs, interesting to diverse groups, and a great tool for teaching new skills and techniques. Best of all, e-textile projects can be designed to fit into budgets of all sizes and to appeal to patrons of any age and level of technical proficiency. In this book, you’ll learn everything you need to know about the tools, supplies, techniques, and science behind e-textiles and find out how your library can design successful collections and programs around this hot new topic. The book features key information about the materials and techniques you’ll need to know, examples of libraries that have found success with e-textiles, step-by-step advice on program creation, and projects that can be used for fun and engaging library programs. By the time you finish reading, you will have everything you need to develop a program that will generate excitement within your community and introduce your patrons to new and useful skills. Keep your library on the cutting edge of technology with exciting and engaging e-textiles programming!

How to Write and Get Published

How to Write and Get Published
Author: Tammy Ivins
Publisher: Rowman & Littlefield
Total Pages: 161
Release: 2019-04-22
Genre: Language Arts & Disciplines
ISBN: 1538116863

Written by two librarians with extensive publication experience, this book provides practical techniques and tools to prepare librarians to publish successfully. This book is neither a research methodology nor a ‘craft of writing’ book. Instead, its sole goal is to help librarians (and other information science professionals) start writing, identify an outlet for publication, and publish successfully. It dispels the mythos surrounding “scholarly writing” by providing practical tools and advice to help soon-to-be authors get started on the publication journey now. This book will guide aspiring authors step-by-step through the writing and publication process, from nurturing an idea to fruition all the way to enjoying a successful publication. Along the way, readers will learn how to identify the best publication type and venue, gather the needed information to make a convincing argument, and skillfully manage even the most complex project. Topics range from cerebral (such as how to maintain motivation through a project) to technical (such as common grammar and vocabulary errors), but all are designed to be practical and of immediate use to a writer. Whether a graduate student at the beginning of your career in the field of information sciences, a newly minted librarian fresh out of graduate school, a library administrator at the peak of your career, or somewhere in between, publishing can keep you engaged in the issues facing the profession and enhance your career and professional success. Readers will be inspired and ready to contribute to library scholarship and start building their own successful scholarly habit.