from video games to real life tapping into minecraft to inspire creativity and learning in the library inspiring creativity and learning in the library

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From Video Games To Real Life Tapping Into Minecraft To Inspire Creativity And Learning In The Library

Author : Mary L. Glendening
ISBN : 9781440843792
Genre : Language Arts & Disciplines
File Size : 43. 74 MB
Format : PDF, Mobi
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This guide shows youth librarians how to use the appeal of Minecraft—a game that many young learners are intensely passionate about—to create engaging library programs that encourage creativity and build STEAM (Science, Technology, Engineering, Arts, and Mathematics) learning through library programs. • Helps librarians harness the power of an incredibly popular game and use it effectively as a springboard to learning • Assists librarians in supporting STEM and STEAM initiatives • Offers specific guidance for dozens of hands-on activities

Makerspace Sound And Music Projects For All Ages

Author : Isaac W. Glendening
ISBN : 9781260027082
Genre : Juvenile Nonfiction
File Size : 74. 33 MB
Format : PDF, ePub, Mobi
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Dream up and build your own sound and music projects—no experience necessary! This easy-to-follow guide shows, step-by-step, how to work with sound generation, recording, editing, and distribution tools. Co-written by a professional audio engineer and a dedicated maker-librarian, Makerspace Sound and Music Projects for All Ages gets you started designing, programming, and assembling fun music and audio creations right away. The book features dozens of DIY projects complete with parts lists, start-to-finish instructions, and full-color illustrations that guarantee success. You will explore the latest inexpensive—or free!—audio software for Windows, Apple, iOS, and Android devices. •Work with free and low-cost music apps and programs•Build unique musical instruments from household items•Choose a microphone that fits your needs and budget•Learn about DAWs and audio recording and editing applications•Start making sound with littleBits, Scratch, and MakeyMakey•Create killer drum beats and melodic sequences using micro:Bit•Record your music and use cutting-edge analog and digital effects•Add sound to your robotics, e-textile, 3-D printing, and wearable gadgets•Upload your audio creations to SoundCloud, YouTube, and iTunes

Creativity Inc

Author : Ed Catmull
ISBN : 9780679644507
Genre : Business & Economics
File Size : 41. 83 MB
Format : PDF, Kindle
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NEW YORK TIMES BESTSELLER | NAMED ONE OF THE BEST BOOKS OF THE YEAR BY The Huffington Post • Financial Times • Success • Inc. • Library Journal From Ed Catmull, co-founder (with Steve Jobs and John Lasseter) of Pixar Animation Studios, the Academy Award–winning studio behind Inside Out and Toy Story, comes an incisive book about creativity in business and leadership—sure to appeal to readers of Daniel Pink, Tom Peters, and Chip and Dan Heath. Fast Company raves that Creativity, Inc. “just might be the most thoughtful management book ever.” Creativity, Inc. is a book for managers who want to lead their employees to new heights, a manual for anyone who strives for originality, and the first-ever, all-access trip into the nerve center of Pixar Animation—into the meetings, postmortems, and “Braintrust” sessions where some of the most successful films in history are made. It is, at heart, a book about how to build a creative culture—but it is also, as Pixar co-founder and president Ed Catmull writes, “an expression of the ideas that I believe make the best in us possible.” For nearly twenty years, Pixar has dominated the world of animation, producing such beloved films as the Toy Story trilogy, Monsters, Inc., Finding Nemo, The Incredibles, Up, WALL-E, and Inside Out, which have gone on to set box-office records and garner thirty Academy Awards. The joyousness of the storytelling, the inventive plots, the emotional authenticity: In some ways, Pixar movies are an object lesson in what creativity really is. Here, in this book, Catmull reveals the ideals and techniques that have made Pixar so widely admired—and so profitable. As a young man, Ed Catmull had a dream: to make the first computer-animated movie. He nurtured that dream as a Ph.D. student at the University of Utah, where many computer science pioneers got their start, and then forged a partnership with George Lucas that led, indirectly, to his founding Pixar with Steve Jobs and John Lasseter in 1986. Nine years later, Toy Story was released, changing animation forever. The essential ingredient in that movie’s success—and in the thirteen movies that followed—was the unique environment that Catmull and his colleagues built at Pixar, based on leadership and management philosophies that protect the creative process and defy convention, such as: • Give a good idea to a mediocre team, and they will screw it up. But give a mediocre idea to a great team, and they will either fix it or come up with something better. • If you don’t strive to uncover what is unseen and understand its nature, you will be ill prepared to lead. • It’s not the manager’s job to prevent risks. It’s the manager’s job to make it safe for others to take them. • The cost of preventing errors is often far greater than the cost of fixing them. • A company’s communication structure should not mirror its organizational structure. Everybody should be able to talk to anybody. Praise for Creativity, Inc. “Over more than thirty years, Ed Catmull has developed methods to root out and destroy the barriers to creativity, to marry creativity to the pursuit of excellence, and, most impressive, to sustain a culture of disciplined creativity during setbacks and success.”—Jim Collins, co-author of Built to Last and author of Good to Great “Too often, we seek to keep the status quo working. This is a book about breaking it.”—Seth Godin From the Hardcover edition.

Connected Learning An Agenda For Research And Design

Author : Mizuko Ito
ISBN : 9780988725508
Genre : Education
File Size : 75. 53 MB
Format : PDF, ePub
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This report is a synthesis of ongoing research, design, and implementation of an approach to education called “connected learning.” It advocates for broadened access to learning that is socially embedded, interest-driven, and oriented toward educational, economic, or political opportunity. Connected learning is realized when a young person is able to pursue a personal interest or passion with the support of friends and caring adults, and is in turn able to link this learning and interest to academic achievement, career success or civic engagement. This model is based on evidence that the most resilient, adaptive, and effective learning involves individual interest as well as social support to overcome adversity and provide recognition. This report investigates how we can use new media to foster the growth and sustenance of environments that support connected learning in a broad-based and equitable way. This report also offers a design and reform agenda, grounded in a rich understanding of child development and learning, to promote and test connected learning theories. The research is conducted as part of the Connected Learning Research Network, supported by the MacArthur Foundation’s Digital Media and Learning initiative. The research network is an interdisciplinary collaboration among researchers, designers, and practitioners to advance an evidence-driven approach to learning, the design of learning environments, and educational reform that addresses contemporary problems of educational equity.

Design Make Play

Author : Margaret Honey
ISBN : 9781136265686
Genre : Education
File Size : 52. 19 MB
Format : PDF, ePub, Mobi
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Design, Make, Play: Growing the Next Generation of STEM Innovators is a resource for practitioners, policymakers, researchers and program developers that illuminates creative, cutting edge ways to inspire and motivate young people about science and technology learning. The book is aligned with the National Research Council’s new Framework for Science Education, which includes an explicit focus on engineering and design content, as well as integration across disciplines. Extensive case studies explore real world examples of innovative programs that take place in a variety of settings, including schools, museums, community centers, and virtual spaces. Design, Make, and Play are presented as learning methodologies that have the power to rekindle children’s intrinsic motivation and innate curiosity about STEM (science, technology, engineering, and mathematics) fields. A digital companion app showcases rich multimedia that brings the stories and successes of each program—and the students who learn there—to life.

Creating Innovators

Author : Tony Wagner
ISBN : 9781451611496
Genre : Business & Economics
File Size : 77. 73 MB
Format : PDF, ePub
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Reveals the importance of innovation in American global competitiveness, profiling some of today's most compelling young innovators while explaining how they have succeeded through the unconventional methods of parents, teachers, and mentors.

Most Likely To Succeed

Author : Tony Wagner
ISBN : 9781501104329
Genre : Business & Economics
File Size : 89. 26 MB
Format : PDF, ePub, Docs
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The basis for a major documentary, two leading experts sound an urgent call for the radical reimagining of American education so we can equip students for the realities of the twenty-first-century economy. We prize academic achievement, pressuring our children to get into the "right" colleges, have the highest GPAs, and pursue advanced degrees. But while students may graduate with credentials, by and large they lack the competencies needed to be thoughtful, engaged citizens and to get good jobs in our rapidly evolving economy. Alarmingly, our methods of schooling crush the creativity and initiative young people really need to thrive in the twenty-first century. Now bestselling author and education expert Tony Wagner and venture capitalist Ted Dintersmith call for a complete overhaul of American schools, sharing insights and stories from the front lines. Their powerful, urgent message identifies the growing gap between credentials and competence--and offers a framework for change. Most Likely to Succeed presents a new vision of American education, one that puts wonder, creativity, and initiative at the very heart of the learning process and prepares students for today's economy.

Homeschooling Boys Library Based Curriculum Journal

Author : Sarah Brown
ISBN : 1517627966
Genre :
File Size : 32. 70 MB
Format : PDF, Docs
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Homeschooling with Library Books, Movies and Online Tutorials - NEW! 3 month Plan - 60 Day Homeschooling Journal for Boys Geared toward ages 9 to 14 - Students must be able to read on a 2nd grade level to get the most out of this method. This Homeschooling Curriculum Journal is for boys who love to learn using a variety of methods, and for moms who want their kids to be more independent with their schoolwork. This workbook includes 60 days worth of lessons and activities, with 6 pages for each day, providing about two hours of guided learning time. Now you can learn everything you need to know with library books, movies and YouTube tutorials! Learn from nature. Be creative. Use your own imagination while studying up to 8 Subjects! This homeschooling journal will guide you through your stack of educational books and movies! This book includes many activity pages: Spelling Practice, Math Practice Pages, Reading Time, Film Study, Drawing Time, Travel Dreams, Meal Planning, Copywork, Listening Time, Observation Time, Emotion and Mood Evaluation, Nature Study, List Making, Therapeutic Coloring, and several other fun and educational activities. Choose library books about anything you want to study including books about science, travel/geography, literature, cultures, skill building, math, inventions, history, and any other topic that is interesting or necessary. Parents! Now your student can turn any stack of books into a homeschooling curriculum. This handbook is an activity book and daily journal that allows your student to have a customized education without creating a lot of extra work for you. Many students are more interested in real books than in textbooks! This is an excellent way to help your students to develop their talents, interests and deepen their knowledge of topics that are meaningful to them. Just visit the library and bring home 8 great books! This homeschooling handbook was created by Sarah Janisse Brown, a dyslexia therapist and game designer with ten children. Sarah has over 25 years of homeschooling experience. This curriculum handbook is wonderful for unschoolers, eclectic learners, delight directed homeschoolers and busy families. If you have babies and toddlers who need a lot of attention the older children can use this journal for everything, except math. This workbook is appropriate for dyslexic students, it includes Art & Logic Games to help with dyslexia, and uses the Open Dyslexic Font for easy reading. This book can be used as a handbook for: Delight Directed Learning, Documenting Your Unschooling Journey,Charlotte Mason Inspired Homeschooling, Eclectic Homeschooling, Classical Homeschooling and Fun-Schooling.

Minecraft Combat Handbook Updated Edition

Author : Stephanie Milton
ISBN : 0545823234
Genre : Juvenile Nonfiction
File Size : 80. 75 MB
Format : PDF, Kindle
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Revised edition with the most up to date stats, info, and sixteen pages of brand-new material! In Minecraft, you're never alone and the threat of attack is constant. How will you survive? The Official Combat Handbook now has sixteen additional pages with brand-new content. This book will teach you everything you need to know to defend yourself from hostile monsters and enemy players. You can learn how to build a fort, craft armor and weapons, set mob traps, defeat your enemies in one-on-one combat, and battle your way out of the Nether and the End. With tips from Minecraft experts, developer Jeb, and creator Notch himself, you'll be a Minecraft warrior in no time!

Serious Games And Edutainment Applications

Author : Minhua Ma
ISBN : 9783319516455
Genre : Computers
File Size : 27. 6 MB
Format : PDF
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With the continued application of gaming for training and education, which has seen exponential growth over the past two decades, this book offers an insightful introduction to the current developments and applications of game technologies within educational settings, with cutting-edge academic research and industry insights, providing a greater understanding into current and future developments and advances within this field. Following on from the success of the first volume in 2011, researchers from around the world presents up-to-date research on a broad range of new and emerging topics such as serious games and emotion, games for music education and games for medical training, to gamification, bespoke serious games, and adaptation of commercial off-the shelf games for education and narrative design, giving readers a thorough understanding of the advances and current issues facing developers and designers regarding games for training and education. This second volume of Serious Games and Edutainment Applications offers further insights for researchers, designers and educators who are interested in using serious games for training and educational purposes, and gives game developers with detailed information on current topics and developments within this growing area.

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