Page 200 - Reference ACPL Fall 2017
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CHILDREN’S AND YOUNG ADULT PROGRAMS
From Video Games Library Robotics Get Real with
to Real Life Technology and English Storytime
Tapping into Minecraft Language Arts Activities 52 Weeks of Early Literacy
to Inspire Creativity and for Ages 8–24 Programming with
Learning in the Library SARAH KEPPLE Nonfiction and Poetry
MARY L. GLENDENING JULIE DIETZEL-GLAIR AND
MARIANNE CRANDALL FOLLIS
October 2015, 156pp, 6 1/8x9 1/4
Print: 978-1-4408-3558-2
September 2016, 115pp, 6 1/8x9 1/4
Print: 978-1-4408-4378-5 $45.00, £35.00, €41.00 November 2015, 337pp, 8 1/2x11
$50.00, £39.00, €46.00 eBook: 978-1-4408-3559-9 Print: 978-1-4408-3738-8
eBook: 978-1-4408-4379-2 $45.00, £35.00, €41.00
A dive-right-in, quick-start guide for busy eBook: 978-1-4408-3739-5
“ exemplary job of providing library professionals who want to build
Overall, Glendening does an
literacy, STEAM, and other 21st-century
libraries with an idea of the skills using simple robots in a fun, This is a complete, year-long
programming guide that shows
tools and resources required collaborative environment. librarians how to integrate nonfiction
to create, organize, and offer FEATURES and poetry into storytime for preschool
a genre-themed avenue into • Provides the only guidebook currently children in order to build literacy skills
exciting, creative lab activities available about robotics written by and overall knowledge.
” a librarian, for librarians—a simple, FEATURES
and STEM programming.
—VOYA, December 2, 2016 practical guide that virtually any
librarian can use, no prior tech • Helps librarians meet children’s
This guide shows youth librarians how experience necessary interests in “real stuff” and reach
to use the appeal of Minecraft—a game • Guides librarians in using their more children—especially boys—in
that many young learners are intensely knowledge of literacy, youth storytime
passionate about—to create engaging development, and guided- • Provides new and effective ways
library programs that encourage inquiry methodology to gain an to build early literacy skills using a
unique blend of the “literary” and the
accessible entry point to grow their
creativity and build STEAM (Science, technological skills alongside the “real”
Technology, Engineering, Arts, and youth they serve • Supports national and state standards
Mathematics) learning through library • Includes lesson plans and activity that emphasize the use of more
programs. guides to help you start a simple nonfiction and informational text
FEATURES robotics curriculum as quickly as • Enables librarians to make better use
possible of their existing collections
• Helps librarians harness the power
of an incredibly popular game and • Supplies outcome measurement tools
use it effectively as a springboard to • Discusses funding ideas and sample
learning budgets
• Assists librarians in supporting STEM
and STEAM initiatives
198 FALL 2017