Technology and Literacy - 21st Century Library Programming for Children and Teens (Paperback)

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Technology may not be a magic wand, but innovative technology programming can genuinely help children become adept at navigating our increasingly wired world while also helping them develop deductive reasoning, math, and other vital literacy skills. One of the simplest and most powerful tools for technology-based public library programming is called Scratch. It's a free, easy-to-use programming language that can be used to create everything from 3-D animation and graphics to music-enhanced presentations and games. This book * Explains how to use Scratch, and how it has already been used in libraries around the country to create technology workshops for youth * Guides readers through workshop planning, focusing on targeting youth ranging from teens to younger elementary students * Presents advocacy tools so that organizers can make the case to their insitution's managers, administrators, and other stakeholders * Provides reliable and field-tested techniques for time management, locating and training volunteers (teen and adult), and identifying and working with community partners * Includes workshop templates as well as sample participant evaluation checklists Storytimes for the digital age, technology-based workshops are important opportunities for supplementing and complementing education for all youth; this book fosters a different kind of thinking about what literacy in the 21st century really entails.

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Product Description

Technology may not be a magic wand, but innovative technology programming can genuinely help children become adept at navigating our increasingly wired world while also helping them develop deductive reasoning, math, and other vital literacy skills. One of the simplest and most powerful tools for technology-based public library programming is called Scratch. It's a free, easy-to-use programming language that can be used to create everything from 3-D animation and graphics to music-enhanced presentations and games. This book * Explains how to use Scratch, and how it has already been used in libraries around the country to create technology workshops for youth * Guides readers through workshop planning, focusing on targeting youth ranging from teens to younger elementary students * Presents advocacy tools so that organizers can make the case to their insitution's managers, administrators, and other stakeholders * Provides reliable and field-tested techniques for time management, locating and training volunteers (teen and adult), and identifying and working with community partners * Includes workshop templates as well as sample participant evaluation checklists Storytimes for the digital age, technology-based workshops are important opportunities for supplementing and complementing education for all youth; this book fosters a different kind of thinking about what literacy in the 21st century really entails.

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Product Details

General

Imprint

ALA Editions

Country of origin

United States

Release date

2012

Availability

Expected to ship within 10 - 15 working days

First published

2012

Authors

,

Dimensions

279 x 216 x 10mm (L x W x T)

Format

Paperback

Pages

144

ISBN-13

978-0-8389-1108-2

Barcode

9780838911082

Categories

LSN

0-8389-1108-0



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