From Video Games to Real Life: Tapping into Minecraft to Inspire Creativity and Learning in the Library
By (Author) Mary L. Gazdik
Bloomsbury Publishing PLC
Libraries Unlimited Inc
19th September 2016
United States
Professional and Scholarly
Non Fiction
Computer games / online games: strategy guides
027.626
Paperback
128
Width 156mm, Height 235mm
255g
This guide shows youth librarians how to use the appeal of Minecrafta game that many young learners are intensely passionate aboutto 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 814 to expand their key 21st-century skills, such as collaboration, trial and error, and discovery.
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 *
Mary L. Glendening is director of the Middletown Free Library in Media, PA.