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    52 Ready?to?Use Gaming Programs for Libraries

    52 Ready?to?Use Gaming Programs for Libraries by Kroski, Ellyssa;

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      • Publisher's listprice GBP 61.00
      • The price is estimated because at the time of ordering we do not know what conversion rates will apply to HUF / product currency when the book arrives. In case HUF is weaker, the price increases slightly, in case HUF is stronger, the price goes lower slightly.

        30 872 Ft (29 402 Ft + 5% VAT)
      • Discount 10% (cc. 3 087 Ft off)
      • Discounted price 27 785 Ft (26 462 Ft + 5% VAT)

    30 872 Ft

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    Availability

    Estimated delivery time: In stock at the publisher, but not at Prospero's office. Delivery time approx. 3-5 weeks.
    Not in stock at Prospero.

    Why don't you give exact delivery time?

    Delivery time is estimated on our previous experiences. We give estimations only, because we order from outside Hungary, and the delivery time mainly depends on how quickly the publisher supplies the book. Faster or slower deliveries both happen, but we do our best to supply as quickly as possible.

    Product details:

    • Publisher MP?ALA American Library Assoc
    • Date of Publication 30 March 2020
    • Number of Volumes Paperback

    • ISBN 9780838947340
    • Binding Paperback
    • No. of pages352 pages
    • Size 226x149x20 mm
    • Weight 515 g
    • Language English
    • Illustrations 1 illustration
    • 99

    Categories

    Short description:

    Gaming programs offer many benefits: they encourage interaction among patrons, strengthen community bonds with the library, and when done right they can be incredibly popular. This book presents more than 50 creative programming ideas from public, school, and academic libraries.

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    Long description:

    Gaming programs offer many benefits: they encourage interaction among patrons, strengthen community bonds with the library, and when done right they can be incredibly popular. Kroski, a bestselling author as well as an avid gamer herself, has gathered more than 50 creative programming ideas from public, school, and academic libraries nationwide. Most will hit your core gaming audience of teens, but you&&&39;ll also find plenty of options for adults, tweens, and younger children-the mix of tabletop, video, and live-action gaming programs includes something for everyone. Complete with step-by-step instructions for how to prepare and host programs, a materials and equipment list, estimated budget, and recommendations for age ranges, inside this book you&&&39;ll find fun ideas such as

    • Instagram or zombie-tag scavenger games;
    • a video game rec league;
    • teaching cybersecurity with Minecraft;
    • STEM with virtual reality and other programs for VR equipment;
    • fostering science literacy with themed board games;
    • a life-sized Game of Life;
    • STEAM with an amazing race;
    • hosting a Gaming Con at your library;
    • video game study breaks for calming students&&&39; nerves during Finals Week;
    • leading enthusiasts in writing an original roleplay or designing a board game; and
    • building your collection of games through donations and grants.

    The engaging programs in this book will have people flocking to your library-it&&&39;s all in the game.

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