Page 151 - LU Fall 2017 - Digital Catalog
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CHILDREN’S AND YOUNG ADULT PROGRAMS



                NEW                               FORTHCOMING                     From Video

              Out of This World                 Crash Course in                   Games to Real Life
              Library Programs                  Young Adult Services              Tapping into Minecraft
                                                                                  to Inspire Creativity and
              Using Speculative Fiction         SARAH FLOWERS                     Learning in the Library
              to Promote Reading and
              Launch Learning                                                     MARY L. GLENDENING
              JOEL A. NICHOLS
              FOREWORD BY DENISE E. AGOSTO










                                                October 2017, 125pp, 8 1/2x11
                                                Print: 978-1-4408-5170-4
                                                $45.00, £35.00, €41.00            September 2016, 115pp, 6 1/8x9 1/4
                                                eBook: 978-1-4408-5171-1          Print: 978-1-4408-4378-5
                                                                                  $50.00, £39.00, €46.00
              February 2017, 157pp, 6 1/8x9 1/4   A library can be a tremendous resource   eBook: 978-1-4408-4379-2
              Print: 978-1-4408-5286-2          for teens—one that helps them to
              $45.00, £35.00, €41.00
              eBook: 978-1-4408-5287-9          learn about themselves and the world   “ From start to finish, this volume
                                                they live in. Learn how to improve teen   is a valuable tool for anyone
                                                services in public libraries by better   looking to capitalize on the
              Focusing on the most compelling—and   understanding teen development and   popularity of Minecraft and/or
              in many cases the most accessible—  having positive interactions with teens   Making.
              titles across the vast area of imaginative   to provide appropriate and interesting   ”
              fantasy and science fiction literature and   collections and services.              —Booklist Online,
              media, this book showcases creative                                                November 22, 2016
              ways to build on existing interest in   FEATURES                     “ An exemplary job of providing
              these genres and promote reading,   •  Enables librarians to create a   libraries with an idea of the
              literacy, and critical thinking.    welcoming environment for teens in   tools and resources required
                                                  the library                       to create, organize, and offer
              FEATURES
                                                •  Explains how to better understand   a genre-themed avenue into
              •  Presents ways for librarians connect   teen patrons by finding out what   exciting, creative lab activities
                to young patrons with enriching and   teens read, listen to, and watch,   and STEM programming.
                entertaining workshop ideas       enabling you to guide them to                         ”
              •  Models deep engagement with      “something good to read”                 — VOYA, December 2, 2016
                reading and texts, focusing on   •  Provides guidance in how to help   This guide shows youth librarians how
                leveraging high-interest popular   teens meet their homework or other
                fiction and media to engage young   information needs             to use the appeal of Minecraft—a game
                people in critical thinking and   •  Examines thorny issues regarding   that many young learners are intensely
                reflection, thereby increasing their   access, privacy, challenges to   passionate about—to create engaging
                understanding of the world and    materials, and Internet use     library programs that encourage
                themselves                                                        creativity and build STEAM (Science,
              •  Stimulates children of various                                   Technology, Engineering, Arts, and
                learning styles and age ranges to                                 Mathematics) learning through library
                think creatively and critically through                           programs.
                curricula that ties into STEM/STEAM
                learning


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