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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
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
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
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
Über den Autor
By Tom Bruno
Inhaltsverzeichnis
Preface: My Own Personal Gaming Adventure
Acknowledgements
Chapter 1: A Short History and Survey of Gaming in Libraries
Chapter 2: Making Your Case for Library Gaming Programming with Stakeholders
Chapter 3: How to Acquire Games and Gaming Materials for Your Library with Minimal Overhead Cost
Chapter 4: How to Circulate Your Library Gaming Collection and Live to Tell the Tale
Chapter 5: How to Create, Evaluate and Assess Gaming Programming for Your Library
Chapter 6: How to Implement Board Game Programming in Your Library
Chapter 7: How to Implement Video Game Programming in Your Library
Chapter 8: How to Support PokemonGO and Other Augmented Reality Games at Your Library
Chapter 9: Role-Playing Games in the Library
Chapter 10: How to Run a Library Trivia Event
Chapter 11: How to Leverage Your MakerSpace to Help Bolster Your Library Gaming Program
Bibliography: Levelling Up- Reading and Recommended Playing
Index
About the Author
Acknowledgements
Chapter 1: A Short History and Survey of Gaming in Libraries
Chapter 2: Making Your Case for Library Gaming Programming with Stakeholders
Chapter 3: How to Acquire Games and Gaming Materials for Your Library with Minimal Overhead Cost
Chapter 4: How to Circulate Your Library Gaming Collection and Live to Tell the Tale
Chapter 5: How to Create, Evaluate and Assess Gaming Programming for Your Library
Chapter 6: How to Implement Board Game Programming in Your Library
Chapter 7: How to Implement Video Game Programming in Your Library
Chapter 8: How to Support PokemonGO and Other Augmented Reality Games at Your Library
Chapter 9: Role-Playing Games in the Library
Chapter 10: How to Run a Library Trivia Event
Chapter 11: How to Leverage Your MakerSpace to Help Bolster Your Library Gaming Program
Bibliography: Levelling Up- Reading and Recommended Playing
Index
About the Author
Details
Erscheinungsjahr: | 2018 |
---|---|
Fachbereich: | Verlagswesen |
Genre: | Importe, Medienwissenschaften |
Rubrik: | Wissenschaften |
Medium: | Taschenbuch |
ISBN-13: | 9781538108208 |
ISBN-10: | 1538108208 |
Sprache: | Englisch |
Einband: | Kartoniert / Broschiert |
Autor: | Bruno, Tom |
Hersteller: | Rowman & Littlefield Publishers |
Verantwortliche Person für die EU: | Libri GmbH, Europaallee 1, D-36244 Bad Hersfeld, gpsr@libri.de |
Maße: | 280 x 216 x 9 mm |
Von/Mit: | Tom Bruno |
Erscheinungsdatum: | 20.06.2018 |
Gewicht: | 0,411 kg |
Über den Autor
By Tom Bruno
Inhaltsverzeichnis
Preface: My Own Personal Gaming Adventure
Acknowledgements
Chapter 1: A Short History and Survey of Gaming in Libraries
Chapter 2: Making Your Case for Library Gaming Programming with Stakeholders
Chapter 3: How to Acquire Games and Gaming Materials for Your Library with Minimal Overhead Cost
Chapter 4: How to Circulate Your Library Gaming Collection and Live to Tell the Tale
Chapter 5: How to Create, Evaluate and Assess Gaming Programming for Your Library
Chapter 6: How to Implement Board Game Programming in Your Library
Chapter 7: How to Implement Video Game Programming in Your Library
Chapter 8: How to Support PokemonGO and Other Augmented Reality Games at Your Library
Chapter 9: Role-Playing Games in the Library
Chapter 10: How to Run a Library Trivia Event
Chapter 11: How to Leverage Your MakerSpace to Help Bolster Your Library Gaming Program
Bibliography: Levelling Up- Reading and Recommended Playing
Index
About the Author
Acknowledgements
Chapter 1: A Short History and Survey of Gaming in Libraries
Chapter 2: Making Your Case for Library Gaming Programming with Stakeholders
Chapter 3: How to Acquire Games and Gaming Materials for Your Library with Minimal Overhead Cost
Chapter 4: How to Circulate Your Library Gaming Collection and Live to Tell the Tale
Chapter 5: How to Create, Evaluate and Assess Gaming Programming for Your Library
Chapter 6: How to Implement Board Game Programming in Your Library
Chapter 7: How to Implement Video Game Programming in Your Library
Chapter 8: How to Support PokemonGO and Other Augmented Reality Games at Your Library
Chapter 9: Role-Playing Games in the Library
Chapter 10: How to Run a Library Trivia Event
Chapter 11: How to Leverage Your MakerSpace to Help Bolster Your Library Gaming Program
Bibliography: Levelling Up- Reading and Recommended Playing
Index
About the Author
Details
Erscheinungsjahr: | 2018 |
---|---|
Fachbereich: | Verlagswesen |
Genre: | Importe, Medienwissenschaften |
Rubrik: | Wissenschaften |
Medium: | Taschenbuch |
ISBN-13: | 9781538108208 |
ISBN-10: | 1538108208 |
Sprache: | Englisch |
Einband: | Kartoniert / Broschiert |
Autor: | Bruno, Tom |
Hersteller: | Rowman & Littlefield Publishers |
Verantwortliche Person für die EU: | Libri GmbH, Europaallee 1, D-36244 Bad Hersfeld, gpsr@libri.de |
Maße: | 280 x 216 x 9 mm |
Von/Mit: | Tom Bruno |
Erscheinungsdatum: | 20.06.2018 |
Gewicht: | 0,411 kg |
Sicherheitshinweis