"This essay collection discusses innovative uses of games in libraries and focuses on the game making process. The purpose of this book is to bring together distinctive uses of games in libraries or educational institutions and share these ideas with others to inspire the making and use of games by other librarians and educators.]"--
Whether gaming is already a crucial part of your library's core services or it's only just been introduced, this do-it-yourself new resource will give you the practical tools you need...
Published by: Looney Labs Designed by: Andrew Looney Curricular area: ELA Year published: 2002 Number of players: 3–6 Playing time: 30 minutes games in the storytelling genre often provide a flexible framework for engaging students with ...
Gaming in Academic Libraries: Collections, Marketing, and Information Literacy is a lively volume containing sixteen examples of the use of gaming in libraries. Gaming in this instance ranges from classic...
Gaming offers a great way to reach teens. This book gives library staff the tools to deliver game programming that goes beyond the basic video and board game format. Games aren't just for fun; they can also play a critical role in learning.
Gaming offers a great way to reach teens. This book gives library staff the tools to deliver game programming that goes beyond the basic video and board game format. Games aren't just for fun; they can also play a critical role in learning.
... 184; Final Fantasy XIV Online, 185–186; God of War, 137; Grand Theft Auto, 138; Guild Wars 2, 186; Horizon Zero Dawn, 139; ... 157–158; Super Mario Odyssey, 167; Tomb Raider, 158–159; Watch Dogs, 160–161; World of Warcraft, 188–189.
Just like board games, RPGs can be played in a “one-shot” capacity—that is to say, the Gamemaster (GM) and players ... weekly or monthly schedule (for example, I currently belong to two RPG groups, each of which meets every other week).
Kids will really enjoy this bestselling collection of games while strengthening library skills. Every game is quick and easy to prepare and only commonly available materials are required. Provides clear...
The engaging programs in this book will have people flocking to your library—it's all in the game.
The book will explore the use of games-based learning and gamification in school libraries.