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.
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 8–14 to expand their key 21st-century skills, such as collaboration, trial and error, and discovery.
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 8–14 to expand their key 21st-century skills, such as collaboration, trial and error, and discovery.
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