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Libraries and Gardens: Growing Together
Call Number: 025 BANK
Publication Date: 2019-05-01
Roman philosopher Cicero once remarked that “if you have a garden and a library, you have everything you need.” Today, libraries nationwide are beginning to incorporate gardens into their public services. Libraries in the southwestern US, for instance, are creating drought-tolerant gardens as neighborhood demonstration projects, while elsewhere gardens are being used to promote community engagement and even STEM learning. Citing examples of library gardens around the world that are thriving, this first-ever book on the subject not only demonstrates the many benefits of library gardens but also provides a complete overview of issues applicable to all library types and geographical environments. Featuring a full-color photo insert showcasing several beautiful library gardens, among the topics covered in the book are
-- a brief history of libraries and gardens, with an overview of such “demonstration gardens” as medicinal and herbal gardens, native plant gardens, xeriscapes, and gardens as wildlife sanctuaries;
-- the use of plants, such as living walls and rooftop gardens, to create ecologically healthy, sustainable environments;
-- gardens as learning environments and spaces for storytimes and active play;
-- food gardens, seed libraries, sensory gardens, outdoor reading areas, prison garden programs, and many other ways that libraries can engage communities;
-- guidance on designing for inclusivity, planning, funding, staffing, recruiting volunteers, and planting and maintenance, complete with advice on determining the best plants to cultivate; and
-- ideas on evaluating the effectiveness of library gardens and the program opportunities they offer.
Readers will not only be inspired to create and nurture their own library gardens and programs, they will receive practical advice on how to proceed and sustain them.
Get Your Community Moving: Physical Literacy Programs for All Ages
Call Number: 025.5 CARS
Publication Date: 2018-06-01
By helping patrons view the library in a new way, movement-based programs bring new people into libraries, help promote community health, and stimulate literacy for children and adults alike. And the data show that they work: nearly 90% of public libraries said their movement-based programs had brought new users into their libraries, according to a recent study, while 80% said the programs contributed to community building. Carson, a professional yoga teacher who has been leading movement-based programs in schools, libraries, and museums for over a decade, presents a guidebook for serving library patrons of all ages, both mind and the body together. Filled with detailed strategies, proven program models, and real-life case studies, her book
-- describes the concept of physical literacy and explains why it matters, using both research and library testimonials;
-- shares tips for building enthusiasm among library staff, training, marketing, partnering with community organizations, and handling patron feedback;
-- shows how to get started regardless of staffing or budget limitations, with hints for sneaking physical literacy into existing spaces and initiatives;
-- includes programs for children and families, such as ABC Boom!, storytime fun runs, and a healthy nutrition lecture and tasting;
-- outlines a Water Wars! party, a Quidditch match, an earth walk, and other programs that convert teens’ energy into healthy movement;
-- demonstrates ways that adults can also get moving, from gym passes and walk/run clubs to ballroom dancing;
-- guides libraries on involving special populations through outreach and inreach; and
-- provides checklists for prep, teardown, tie-ins, and followup.
This book is essential reading for any programming librarian, administrator, or community coordinator looking to boost circulation stats, program numbers, literacy rates, and foster joy and wellness in their community.
Leveraging Wikipedia: Connecting Communities of Knowledge
Call Number: 030 LEVE
Publication Date: 2018-05-31
The vision statement of the Wikimedia Foundation states, “Imagine a world in which every single human being can freely share in the sum of all knowledge.” Libraries need not see Wikipedia as competition; rather, failing to leverage its omnipresence in the online world constitutes a missed opportunity. As a senior program officer at OCLC, Proffitt has encouraged collaboration between Wikipedia and cultural heritage institutions, leading to increased visibility and user engagement at participating organizations. Here, she brings onboard a raft of contributors from the worlds of academia, archives, libraries, and members of the volunteer Wikipedia community who together point towards connecting these various communities of knowledge. This book will inspire libraries to get involved in the Wikipedia community through programs and activities such as
-- hosting editathons;
-- contributing content and helping to bridge important gaps in Wikipedia;
-- ensuring that library content is connected through the world’s biggest encyclopedia;
-- working with the Wikipedia education community; and
-- engaging with Wikipedians as allies in a quest to expand access to knowledge.
Speaking directly to librarians, this book shows how libraries can partner with Wikipedia to improve content quality while simultaneously ensuring that library services and collections are more visible on the open web.
Coding for Children and Young Adults in Libraries: A Practical Guide for Librarians
Call Number: 005.1071 HARR
Publication Date: 2018-07-15
Coding for Children and Young Adults in Libraries is an all-inclusive guide to teaching coding in libraries to very young learners – as young as 4 or 5 years old!
This book will provide all librarians, whether they are brand new to the idea of coding or fairly experienced with it, with both the foundation to understand coding and tools they can use. The book features lessons, ideas, and information about the newest and the best coding tools, and templates for creating coding clubs and classes. It also provides options for all technology environments – for those libraries with very few devices available to those with many to choose from.
Readers will both learn the essentials for teaching coding to young kids as well as how to organize coding programming in the library. This book takes an in-depth look at what tools are available, both high-tech and low, to help kids learn this important skill. Whether you're novice or experienced in the world of coding, this book will have what you need to set up library coding clubs, help kids with game design, and even program robots.
Library Teen Advisory Groups: Second edition
Call Number: 027.626 TUCC
Publication Date: 2018-04-05
Teen advisory groups (TAGs) may flourish in many libraries today, but many others are newly initiating them or hoping to revitalize ones that are floundering. But even successful groups need tips and best practices to make their TAGs even better. This updated and revised second edition remains the go-to guide for planning, running, and evaluating TAGs in both school and public libraries. Its wealth of positive advice and information leads TAG teens and their peers to meaningful experiences that encourage reading, library use, and library support—into adulthood.
In this indispensable guide, Diane P. Tuccillo carefully explains and explores the current, wide landscape of TAGs, covering funding to bylaws; getting a new group on its feet to rejuvenating an old one; planning traditional TAG projects to creating unique roles; and community involvement to voting on adult library boards. Vivid profiles of successful teen groups, organized into public and school library sections, tell each group’s story along with pertinent teen feedback. Sample documents covering mission statements, applications, parent permission forms, publicity flyers, and teen book review ideas, as well as evaluation advice, can be borrowed or adapted. A helpful bibliography and webliography is included.
Library directors, school administrators, library educators, and librarians who work directly with teens in school and public libraries will be unable to resist such compelling testaments to the value of TAGs.
Serving LGBTQ Teens: A Practical Guide for Librarians
Call Number: 027.6 HOUD
Publication Date: 2018-06-04
There are few places an LGBTQ teen can turn for help – searching the internet at home leaves a potentially discoverable trail, teachers may condemn youth who seek their help, and certainly, in many cases, a teen’s parents are not an option. While there have been advancements in acceptance of the LGBTQ population, there is still a firm stronghold on discrimination and teens still face the fear of potential alienation.
This leaves one of the only safe places for a teen to find information and, and indeed, find themselves in the context of the world – at the library.
Serving LGBTQ Teens offers the librarian a practical guide to library service to LGBTQ teens – from collection development, understanding terminology, dealing with censorship issues, programming and outreach, readers’ advisory, and even to creating welcoming displays, librarians will find the tools they need to offer exceptional services for LGBTQ teens.
Teen Fandom and Geek Programming: A Practical Guide for Librarians
Call Number: 027.626 ROGE
Publication Date: 2018-06-15
Fandom and geek programming has exploded in libraries in recent years. From anime-themed library lock-in events, cosplay contests, and video game tournaments, to an annual Harry Potter Yule Ball, libraries have embraced their inner geek and are hosting a wide variety of fandom programs. For those librarians who have no idea about the importance of Doctor Who, or the Star Trek vs.Star Wars debate, planning for such programming can seem daunting.
Teen Fandom and Geek Programming: A Practical Guide for Librarians covers major fandom and program themes, as well as real-world event, club, and program ideas to help librarians provide this type of programming to their communities. Specifically, detailed coverage is provided for:
-- Major fandoms, including superheroes, anime, Harry Potter, Dr. Who, Sherlock, and video game fandoms including MMOGs, Nintendo, and RPGs
-- Fandom clubs
-- Fanfiction programming
-- Cosplay programming
-- STEM programming through fandoms (graphic design and art; video editing and design; 3D printing)
-- Large-scale geek events
-- Promoting inclusivity through geek programming
Use the tips and how-to knowledge in this practical guide to get more teens into your library!
Career Programming for Today's Teens: Exploring Nontraditional and Vocational Alternatives
Call Number: 027.626 WYCK
Publication Date: 2018-07-01
Enrollment in vocational programs is on the rise and many high schools are introducing or restarting vocational preparedness components as part of their curricula. You already know that programming events for young adults can draw a big crowd, which means that right now is the right time to make sure your library’s lineup includes offerings that will help youth transition into successful adults. An essential resource for frontline library staff and administrators, this guide presents step-by-step guidance on designing, planning, and implementing career programming for teens, including career readiness workshops and an annual trade school fair. Drawing from their own successful efforts, the authors address
-- the importance of career programming for teens in the library, illustrated using research-based evidence;
-- advice for building a collection of print materials and digital resources to assist teens as they explore career options;
-- ways that library staff can partner with local schools and other youth-serving organizations to help teens plan for their futures;
-- how library staff can design and facilitate engaging career programming that teens and preteens want to attend, including detailed instructions for replicating the authors’ Fast Track Trade School Fair; and
-- how to measure the outcomes of these programs and use teen feedback to plan additional programs.
This resource also includes interviews with library staff, school professionals, and teens who have attended this type of programming, providing additional examples for readers.
Mother Goose on the Loose, Updated!
Call Number: 372.21 DIAM
Publication Date: 2018-05-31
Named an “outstanding resource” in a starred review by Library Journal, Mother Goose on the Loose (MGOL) incorporates books, rhymes, fingerplays, flannelboards, music, dance, and child-parent interaction into dynamic programs that bring whole families into the library. Her research-based approach to helping young children learn has made Diamant-Cohen’s book a bestseller, and now she’s revised and updated it to include additional research, information, and tips. Filled with ready-to-use plans and activities that build motor, music, social, emotional, and pre-literacy skills in infants and toddlers, this resource includes
-- planning sheets for implementing the program;
-- guidance on designing new MGOL sessions, plus five MGOL programs with complete scripts and instructions, easily adaptable as needed;
-- ways to adapt MGOL for different cultures and languages and to address social justice concerns;
-- suggestions for incorporating digital media such as tablets;
-- tips for communicating with parents, library administrators, and stakeholders;
-- research findings on the learning process for infants and toddlers, including the importance of repetition, ritual, play, reading, movement, and music; and
-- links to additional online resources such as music, sample participant surveys, and promotional tools.
Librarians, educators, and caregivers across the country have already found MGOL easy to learn and easy to present, and so will you!
Learn more about research supporting all aspects of MGOL.
Book Club Reboot: 71 Creative Twists
Call Number: 025.5 OSTM
Publication Date: 2019-04-01
Is your book club feeling stale or uninspired? Has attendance dropped, or are you struggling to keep your patrons engaged? What you need is a reboot. This resource published in cooperation with ALA’s Public Programs Office profiles dozens of successful book clubs across the country. Its diverse cross-section of ideas will inspire you to rethink your reading groups and try out new ways to better meet your library’s and community’s needs. Drawn from responses collected through social media, electronic mailing lists, e-newsletters, websites, as well as the authors’ own research, this book
-- outlines the main reasons that traditional book clubs can grow stagnant over time and offers concrete advice on how to change things up;
-- shares such real-world initiatives as a “walk and talk” book club, book clubs held in non-library spaces like ferries and bars, a discussion group for presidential history buffs, programming for people with developmental disabilities, a partnership with a health clinic network, and many others;
-- includes programs from a wide range of library types (public, school, academic) and sizes;
-- features short, easily scannable chapters that are convenient for browsing; and
-- provides a handy list of resources for additional information.
You’ll find the keys to creating a book club your community will love among the abundance of ideas offered in this book.
Beyond Reality: Augmented, Virtual, and Mixed Reality in the Library
Call Number: 006.8 BEYO
Publication Date: 2019-01-01
The current price of virtual reality headsets may seem out of economic reach for most libraries, but the potential of “assisted reality” tools goes well beyond merely inviting patrons to strap on a pair of goggles. Ranging from enhanced training to using third-party apps to enrich digital collections, there is a kaleidoscope of library uses for augmented, virtual, or mixed reality. In this collection, Varnum and his hand-picked team of contributors share exciting, surprising, and inspiring case studies from a mix of institution types, spotlighting such topics as
-- collaborative virtual reality for improved library instruction, education, and learning and teaching;
-- 3D modeling using virtual reality;
-- virtual reality as collaboration space, from gaming to teleconferencing;
-- balancing access with security, and other privacy issues;
-- future possibilities for augmented reality in public libraries; and
-- augmented reality for museums and special collection libraries.
A perfect introduction to the topic, this book will encourage libraries to look beyond their own reality and adapt the ideas inside.
Your Technology Outreach Adventure: Tools for Human-Centered Problem Solving
Call Number: 027.42 BERM
Publication Date: 2019
From straightforward internet access to elaborate makerspaces, libraries have taken center stage when it comes to providing free access to technology to those who visit their physical spaces. But how about people who don’t walk into a library? How do we ensure those members of the community are also being reached by technology programming? It’s time to launch an adventure! Berman, named an ALA Emerging Leader and Library Journal Mover & Shaker, provides readers with a comprehensive plan for creating and implementing successful technology-based outreach. She also teaches readers design thinking skills that can enable library staff to become creative problem solvers. Sharing the methods and experiences of her team at San José Public Library, Berman’s guide
-- presents numerous real-world case studies, including videomaking in a skate park, e-readers for seniors, popup mobile makerspaces, and simple circuits in middle school, that will inspire readers to move technology beyond the walls of the library;
-- offers dozens of design thinking exercises, such as rapid prototyping, empathy mapping, and logic models, as part of a start-to-finish model for developing a new program concept;
-- discusses the origins of and reasons behind the digital divide, then shares outreach fundamentals and best practices that will help ensure success; and
-- provides information about ways to connect with the community, perform evaluation, offer STEM programming, and additional resources.
This guide will empower libraries to design and prototype technology-based outreach ideas safely, quickly, and with confidence, leading to better service for all members of the community.
Easy Technology Programs for Libraries: 15 Quick and Popular Programs Your Patrons Will Love
Call Number: 025.5 FOLM
Publication Date: 2017-09-28
Are you a librarian struggling to stay engaged in a digital age? Facing budget concerns to keep existing programs running? Don’t have the staff or budget for specialized services? Wonder how to move beyond teaching your patrons HOW to use a computer?
This book gives you 15, step-by-step programs, using free online software, that go beyond basic digital literacy, and provides you, the librarian, with all you need for classes that engage the digital natives and computer users in your community.
1. 15 quick, easy classes focused on actual outcomes for patrons, without requiring a budget, dedicated facilities, or specialized knowledge.
2. Classes that your patrons can relate to, geared towards actual needs or interests, and not just to “techy” people.
3. How to’s and other elements to effectively use simple software and allow patrons to get optimal results from their effort.
4. Classes or workshops designed to help the average computer user so he or she can teach patrons with ease and authority.
5. Tips for teachers or librarians on how to engage their audience and not lose them with information overload.
This book is a complete computer class upgrade solution. Based on the Montessori Method, classes are problem or project based. You are given all the tools you need as a presenter to show relatable uses of technology, making sure the patron can see the possibility involved in using the software. There are step-by-step instructions that focus on your patron leaving with practical skills for everyday life using freely-available software such as YouTube, Ebay, Google, and Monster. Best practices are also included so your patron’s project has the greatest chance of being successful.
Stem Programming for All Ages: A Practical Guide for Librarians
Call Number: 027.62 PARD
Publication Date: 2018-08-15
STEM! You’ve probably heard of it by now: Science, Technology, Engineering, and Math. STEM programming took the library world by storm in 2013, and is still going strong today. Don’t let this trendy programming theme fool you, though - STEM skills are more than just a fad; they are essential. With the constant evolution in both our communities and in technology, libraries will need to make sure they stay STEM-literate in the face of these changes, so they can help their communities thrive. This book will show new and exciting examples of how libraries are implementing STEM education. You’ll also learn how to start or improve your own STEM programming with little or no budget, even if you’re not a scientist or mathematician.
Special features include:
-- STEAM programs: What’s in the “A”? Are libraries doing this already?
-- Real examples of current and successful STEM programs created by librarians.
-- Clear, concise instructions for incorporating STEM skills into your regular series, one-off, or outreach programming for all budget ranges and age groups.
-- Breaking down barriers – providing STEM programs for underserved populations such as newcomers and young girls.
-- Engaging your community to make the most out of possible STEM based partnerships and resources.
-- Pop culture program samples -- learn how pop culture STEM programs aim to include more than just your self-proclaimed budding scientists in their appeal, and ideally inspire a wider range of children to imagine what their own STEM-skilled futures might look like. This magical mix of exciting, trendy and educational programs will have a wide range of kids saying “Mom, you have to take me to the library!”.
Makerspaces: A Practical Guide for LIbraries, Second edition
Call Number: 025.5 BURK
Publication Date: 2018-01-23
Makerspaces: A Practical Guide for Librarians, Second Edition is an A–Z guidebook jam-packed with resources, advice, and information to help you develop and fund your own makerspace from the ground up. Learn what other libraries are making, building, and doing in their makerspaces and how you can, too. Readers are introduced to makerspace equipment, new technologies, models for planning and assessing projects, and useful case studies that will equip them with the knowledge to implement their own library makerspaces. This expanded second edition features eighteen brand new library makerspace profiles providing advice and inspiration for how to create your own library makerspace, over twenty new images and figures illustrating maker tools and trends as well as library makerspaces in action and new lists of actual grant and funding sources for library makerspaces.
Library Makerspaces: The Complete Guide
Call Number: 025.5 WILL
Publication Date: 2017-12-28
Library Makerspaces: The Complete Guide is a comprehensive road map for libraries of any size, with any budget, seeking to redesign or repurpose space or to develop creative, hands-on maker-style programming. It features guidance on:
-- Holding stakeholder discovery sessions for community-driven space and program development
-- Evaluating existing library spaces for the most cost-effective and user-friendly facilities design and programming
-- Asset mapping for developing community partnerships
-- Best practices from different types of library makerspaces in the United States and internationally
-- Sample budgets, inventories, and space plans
-- Risk management considerations
-- Programming recommendations and resources for a range of patrons from youth to seniors and business to hobby groups
-- Funding and in-kind support
This book will help librarians develop and implement makerspaces, write grant proposals to fund such spaces, and help frontline staff and administrators learn about technologies and processes involved.
Create, Innovate, and Serve: a Radical Approach to Children's & Youth Programming
Call Number: 027.625 CREA
Publication Date: 2019
Foreword by Susan Hildreth
Library services are transforming to emphasize interactive, innovative, participatory, and often production-centered programming. It’s a truly radical approach, and tomorrow’s LIS graduates in children’s and youth services need a resource that helps them understand this programming as it pertains to these age ranges. This text meets that need, bringing together a wide range of perspectives from both practice and research to survey this new landscape of programming for children and youth. Providing in-depth information crucial to those who will soon encounter these programs in library settings, this contributed volume
-- delves into a wide variety of different programs, discussing their crucial elements and how to develop, plan, and deliver them;
-- uses case studies of innovative practices to address such key issues as diversity, equity, media mentorship, community partnerships, dedicated library spaces, discussion-based programming, and assessment;
-- presents annotated bibliographies of research, organized by young children (birth to 5), middle childhood (ages 6 to 12), and teens (ages 13 and up); and
-- examines children and youth programming trends, teaching how to recognize and incorporate these trends into all types of programs.
Emphasizing an inclusive approach to programming that incorporates research-based theories and frameworks, this text will be a valuable orientation tool for LIS students as well as a holistic guide for current children and youth services professionals.
25 Projects for Global Explorers
Call Number: 372.891 KIRK
Publication Date: 2019-05-01
With the increased emphasis on incorporating STEM activities in children’s curriculum at ever earlier ages, often neglected are opportunities to explore subjects outside the sciences, or simply to give children the time and space to use their imagination. 25 Projects for Global Explorers will spark their interest in history, geography, events, and landmarks around the world, and nourish their creativity, collaboration, and critical thinking skills. Designed for kids aged 5-10, and flexible enough to use in either storytimes or classroom settings, the projects here
-- use representative picture books as tools for learning about different places and people;
-- take kids’ imaginations on journeys to a variety of U.S. landmarks, such as Grand Canyon National Park in Arizona, the Iditarod Trail Sled Dog Race in Alaska, Kennedy Space Center in Florida, and Lei Day Festival in Hawaii;
-- introduce more than a dozen fascinating places, traditions, and cultures from across the world, including the Amazon Rainforest in Brazil, the Day of the Dead in Mexico, the Ziggurat of Ancient Mesopotamia in Iraq, and the San People, formerly known as the Bushmen of South Africa; and
-- include hands-on activities for teaching children what makes each topic special, materials lists, programming tips, and additional resources.
The projects inside this book will reinforce learning, encourage experimentation, and bolster children’s appreciation for the world.
Successful Summer Reading Programs for All Ages: A Practical Guide for Librarians
Call Number: 025.54 FITZ
Publication Date: 2018-03-01
Successful Summer Reading Programs for All Ages: A Practical Guide for Librarians provides the tools necessary to put together successful summer reading programs for each of these different age groups. Key elements include:
-- Sample program ideas for early childhood, school-age, teen, and adult readers to suit any summer reading theme
-- Best practices for promoting summer reading to the community
-- Troubleshooting for common difficulties associated with summer reading programs
-- Tips and tricks for using software programs to manage registration and track readers’ progress
Public librarians serving children, teens, and/or adults will find everything they need to put together a successful summer reading program in this comprehensive handbook.
Teen Summer Learning Programs: From Start to Finish
Call Number: 027.626 TEEN
Publication Date: 2018-07-01
In recent years, more and more libraries have shifted their focus from traditional summer reading programs to summer learning programs in order to help youth develop the twenty-first-century skills needed to succeed in their life and careers. Whether you’ve just started transitioning from summer reading to summer learning, or have already completed it, this guide will help you think through the nuts and bolts of designing, implementing, and improving your summer learning program to ensure success. From planning & budgeting to community engagement and program examples, you won’t end up short on ideas for your teen summer learning program.
Gaming Programs for All Ages at the Library: A Practical Guide for Librarians
Call Number: 025.5 BRUN
Publication Date: 2018-06-20
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.
Comic Book Collections and Programming: A Practical Guide for Librarians
Call Number: 025.2 WOOD
Publication Date: 2018-08-15
Comic Book Collections and Programming will help librarians build a collection that’s right for their library, including specialty collections for kids, teens, and adults. It covers the practical realities of this non-traditional format, like binding, weeding, and budgeting. It also address advanced topics like comics and pedagogy, bringing comics artists and authors into the library, and using comics as a community outreach tool – even hosting comic conventions in libraries. This is an essential reference for collections librarians, children's librarians, and teen librarians, whether they are comics lovers or have never read an issue.
Pop Culture-Inspired Programs for Tweens, Teens, and Adults
Call Number: 027.626 ALES
Publication Date: 2018-05-01
Let’s have a Pac-Man Party! Or perhaps you’d rather make your own lava lamp or love beads, or just chow down on some nifty ‘50s snacks? The newest book from this unbeatable team of best-selling authors trawls the decades for a super, fabulous, groovy, awesome, and totally rad assortment of programs for patrons of all ages. Complete with programming best practices, age ranges and suggested variations for multigenerational or family events, planning lists, budgeting guidance, and marketing advice, this book will engage your library’s users through
-- toy-centric events that riff on Everything Barbie, Strawberry Shortcake, Cabbage Patch Kids and more;
-- Poodle Totes, Flannel Pillows, Flair Fun, Graffiti Art, and other DIY projects;
-- video screenings such as I Want My MTV, Nostalgia Nickelodeon Night, Cult Movie Fest, and Marvel Madness;
-- programs that incorporate yummy treats like cake pops, Chex mix, Classic Candies by the Decade, and popular microwaveable foods from the 80s; and
-- themed book discussion groups, board game gatherings, trivia contests, and many more fun programs.
Everything old is new again in this delightful collection of programs that will have patrons coming back to your library for more.
Escape Rooms and Other Immersive Experiences in the Library
Call Number: 025.5 KROS
Publication Date: 2018-10-01
By one count, there are more than 7,200 escape room environments in 1,445 cities in 105 countries. So why not in libraries? Sharpening participants’ problem solving and collaboration skills by mashing up real-time adventure, immersive theater, gaming, and old-fashioned entertainment, they’re a natural for libraries. And, as Kroski demonstrates in this fun guide, they’re feasible for a range of audiences and library budgets. Whether you’re already an escape room aficionado who’s eager to replicate the experience at your own institution, or an intrigued novice looking for ways to enliven your programing, Kroski has got you covered. This book
-- discusses the differences between escape rooms, which are highly structured, and immersive experiences, which are more casual;
-- shows how these unique experiences can be used to teach information literacy skills, add unique youth programming, bring adults into the library, and instruct patrons about library resources in the form of puzzles and challenges;
-- profiles several successful library projects, from large scale programs like New York Public Libraries’ Find the Future: The Game to smaller ones like Search for Alexander Hamilton;
-- offers dozens of programming ideas and examples that can be tailored to fit a variety of libraries and budgets; and
--provides information on game kits available for purchase, tips for partnering with local Escape Room businesses, and links to additional resources.
With the assistance of Kroski’s guide, libraries everywhere can offer their own take on these exciting forms of entertainment, engagement, and education.
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