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Libraries Got Game : Aligned Learning Through Modern Board Games

معرفی کتاب «Libraries Got Game : Aligned Learning Through Modern Board Games» نوشتهٔ Brian Mayer and Christopher Harris، منتشرشده توسط نشر ALA Editions در سال 2009. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.

A much-talked-about topic gets thorough consideration from two educator-librarians, who explain exactly how designer board gameswhich are worlds apart from games produced strictly for the educational market can become curricular staples for students young and old. Features arguments for using boardgames in schools as well as a lengthy listing of games with connections to curricular areas. Contents 6 Acknowledgments 8 Part 1: Reintroducing Board Games 10 Chapter 1: Designer Games 12 Chapter 2: Why Games Matter 20 Chapter 3: Redefining Resources 29 Part 2: Games for Twenty-First-Century Learners 32 Chapter 4: Library and Information Skills 34 Chapter 5: Alignment with State and National Curriculum Standards 56 Part 3: Games in School Libraries 72 Chapter 6: The Genesee Valley Model 74 Chapter 7: Starting a Game Collection 83 Part 4: Great Games for School Libraries 90 Chapter 8: Top Recommended Games for Elementary School 92 Froggy Boogie 92 Gopher It! 93 In the Country 93 Incan Gold 94 Max 95 Number Chase 96 Quiddler 97 7 Ate 9 98 The Suitcase Detectives (Kofferdetektive) 99 10 Days in . . . 100 Chapter 9: Top Recommended Games for Middle School 101 Amun-Re 101 duck! duck! GO! 102 LetterFlip 103 Nanofictionary 104 Numbers League 105 Oregon 106 Shadows over Camelot 107 Ticket to Ride 108 Tribune: Primus Inter Pares 109 VisualEyes 110 Chapter 10: Top Recommended Games for High School 111 Antike 111 Battlestar Galactica 112 Bolide 113 1960: The Making of the President 114 Once upon a Time 115 Pandemic 116 Portrayal 117 Power Grid 118 Through the Ages 119 Ultimate Werewolf: Ultimate Edition 120 Glossary of Designer Board Game Terminology 122 List of Games Discussed 126 List of Game Publishers 134 Index 138 9780838910092

The high-profile topic of gaming in libraries gets thorough consideration from two educator-librarians, who explain exactly how designer board games-which are worlds apart from games produced strictly for the educational market-can become curricular staples for students of all ages. Drawing on their experience as game aficionados and developers of a nationally recognized program that brings games to school library media centers, the authors equip colleagues with everything they need to initiate a board game project with

Direct links between board games and curriculum

Suggestions for building a core collection to serve all grade levels

Strategies for program development and implementation

From promoting the idea to teachers and administrators to aligning specific games to state and national education standards, this book will help you build a strong collection that speaks to enhanced learning and social development and is just plain fun.

The high-profile topic of gaming in libraries gets thorough consideration from two educator-librarians, who explain exactly how designer board games—which are worlds apart from games produced strictly for the educational market—can become curricular staples for students of all ages. Drawing on their experience as game aficionados and developers of a nationally recognized program that brings games to school library media centers, the authors equip colleagues with everything they need to initiate a board game project with • Direct links between board games and curriculum • Suggestions for building a core collection across grade levels • Strategies for program development and implementationFrom promoting the idea to teachers and administrators to aligning specific games to state and national education standards, this book will help you build a strong collection that speaks to enhanced learning and social development and is just plain fun. A much-talked-about topic gets thorough consideration from two educator-librarians, who explain exactly how designer board games which are worlds apart from games produced strictly for the educational market can become curricular staples for students young and old. Drawing on their experience as game aficionados and developers of a nationally recognized program, the authors equip colleagues with everything they need to initiate a board game project with \* Direct links between board games and curriculum \* Suggestions for building a core collection across grade levels \* Strategies for program development and implementationFrom promoting the idea to teachers and administrators to aligning specific games to state and national education standards, this book will help you build a strong collection that speaks to enhanced learning and social development and is just plain fun. Designer games Why games matter Redefining resources Library and information skills Alignment with state and national curriculum standards The Genesee Valley model Starting a game collection Top recommended games for elementary school : pre-K through grade 5 Top recommended games for middle school : grades 6-8 Top recommended games for high school : grades 9-12. Explains the benefits of making designer board games part of a school's everyday curriculum and offers librarians practical suggestions for linking board games and curriculum, building a core collection for all grade levels, program development, and implementation Equips colleagues with what they need to initiate a board game project with: direct links between board games and curriculum; suggestions for building a core collection across grade levels; and, strategies for program development and implementation.
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