From Video Games to Real Life
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About The Book

This guide shows youth librarians how to use the appeal of Minecrafta game that many young learners are intensely passionate aboutto create engaging library programs that encourage creativity and build STEAM (Science Technology Engineering Arts and Mathematics) learning through library programs.Minecraft is more than just a video game; it''s a powerful tool that librarians and other educators can use to engage students and spark legitimate learning experiences. This book shows you how to use Minecraft as a vehicle to promote learning and creativity supplying specific easy-to-replicate programs ideas and instructions for hands-on activities. By connecting the game to the maker movement and building off the game''s popularity you''ll be able to use Minecraft to promote STEAM (Science Technology Engineering Arts and Mathematics) learning. The book ties Minecraft to maker activities learning in the library three-dimensional printing literary activities crafting and more. The activities in this book will also enable you to help children ages 814 to expand their key 21st-century skills such as collaboration trial and error and discovery.
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