Search Results Heading

MBRLSearchResults

mbrl.module.common.modules.added.book.to.shelf
Title added to your shelf!
View what I already have on My Shelf.
Oops! Something went wrong.
Oops! Something went wrong.
While trying to add the title to your shelf something went wrong :( Kindly try again later!
Are you sure you want to remove the book from the shelf?
Oops! Something went wrong.
Oops! Something went wrong.
While trying to remove the title from your shelf something went wrong :( Kindly try again later!
    Done
    Filters
    Reset
  • Discipline
      Discipline
      Clear All
      Discipline
  • Is Peer Reviewed
      Is Peer Reviewed
      Clear All
      Is Peer Reviewed
  • Series Title
      Series Title
      Clear All
      Series Title
  • Reading Level
      Reading Level
      Clear All
      Reading Level
  • Year
      Year
      Clear All
      From:
      -
      To:
  • More Filters
      More Filters
      Clear All
      More Filters
      Content Type
    • Item Type
    • Is Full-Text Available
    • Subject
    • Publisher
    • Source
    • Donor
    • Language
    • Place of Publication
    • Contributors
    • Location
80 result(s) for "Libraries Special collections Games."
Sort by:
Libraries got game
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 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.
Breaking out to break through: re-imagining first-year orientations
Purpose This paper aims to outline the conceptualization, design and implementation process of an escape room-style game for first-year student orientation sessions hosted by a combined academic unit including a university library, archives and museum. The game can be customized and adapted for a variety of learning environments and purposes. Design/methodology/approach Breakout EDU kits have been used to create escape room-style games to teach curricular content in new and engaging ways. This orientation session was designed to teach new students how to find and use essential collections and resources on each of the unit’s websites by using a fun, collaborative and engaging game. Findings According to post-orientation survey responses, an average of nearly 80% of all new students felt that the Breakout EDU orientation game was either “Moderately Effective” or “Very Effective” in preparing them for their first day of classes. Documented observational assessments further suggest that students had fun playing the game and appreciated the hands-on approach to library orientation. Originality/value Although the use of both digital and non-digital games in library orientations are heavily documented, there has been very little research conducted on the use of escape rooms in this context, and almost no research has been conducted on the use of Breakout EDU kits for library orientations. This paper provides a practical example of how academic libraries can incorporate a customizable and highly engaging escape room-style game into first-year orientation sessions of nearly all sizes.
We Can Do It for Free
The Free Library of Philadelphia’s online patron engagement has been continuous during the COVID-19 pandemic. The Special Collections Division rushed to generate substantial and engaging online programming using a variety of freeware systems so as not to burden our overworked IT department. We built a sustainable, flexible repository that is populated with videos, podcasts, games, exhibitions, and other activities which can be accessed by patrons of all ages and learning needs. The process has generated opportunities for our staff to interact in new and exciting ways with patrons as programming needs evolve. The model is easily adapted for other groups and institutions and may be a beneficial tool for library workers looking to promote online content. The repository can be found at http://www.bit.ly/FunWithFLPSpecColl.
From the Beautiful to the Bland: Amazing Treasures at the Library of Congress
Organized by ALSC’s Special Collections and Bechtel Fellowship Committee, a group of eight guests were treated to a presentation of some of the rare wonders for children at the Library of Congress (LC) while in Washington, DC, for the 2019 American Library Association (ALA) Annual Conference.Our guide was Dr. Sybille A. Jagusch, chief, Children’s Literature Center in the Rare Book and Special Collections Division. She manages the collection of 600,000 children’s items, acquires and purchases items for the collection, arranges lectures, plans and executes exhibitions with printed guides in many cases, and is open to sharing (as she did for us) delightful items that were once handled by children from the United States as well as the rest of the world.
The Worlds of UCL: teaching, learning and institutional histories
This article discusses an undergraduate module which introduces students to the study of the history of education through the lens of our own institutions – UCL (University College London, UK), founded in 1826, and the IOE (Institute of Education, UCL’s Faculty of Education and Society), founded in 1902. The module critically examines the close, but often hidden, connections between British education and empire, asking what impact these imperial legacies have today. After outlining the module’s origins and relationship with the history of UCL and the IOE, the article sets its creation in the wider context of initiatives that seek to critique and reimagine institutional histories within higher education for a variety of purposes. The article also explores the developing role of the IOE Archives team in teaching, and explores how academics and archivists work together to teach institutional histories, and how this work can prompt change.
Network Positions and Contributions to Online Public Goods: The Case of Chinese Wikipedia
We study the effect of collaboration network structure on the contribution behavior of participating editors in Wikipedia. Collaboration in Wikipedia is organized around articles, and any two editors co-editing an article have a collaborative relationship. Based on the economic theories about network games and social role theory, we propose that an editor's position in the collaboration network influences the editor's decisions about her total contribution as well as the allocation of her efforts. By leveraging panel data collected from the Chinese language version of Wikipedia and a natural experiment resulting from blocking it in mainland China, we find strong support for the proposed effect of network position on contribution behavior. Our analysis further reveals that different aspects of an individual's network position have distinct implications. This research enhances our understanding about how collaboration network structure shapes individual behavior in online mass collaboration platforms.
No Muggles in the Library Tonight! Harry Potter Night at an Academic Library
This article describes how an annual Harry Potter Night program fits into a college library’s mission. The literature shows college and university libraries are already accustomed to supporting their campus communities’ academic and cocurricular needs. Harry Potter Night at Lycoming College is an engaging experience. For one Friday night a year, the college library transforms into Hogwarts School of Witchcraft and Wizardry through food, decorations, and music. The central events are variations of trivia games and two obstacle courses, one focusing on Voldemort’s horcruxes and the other focusing on the Sorcerer’s Stone. These games and simulations are critical to creating an emotionally immersive as well as a multisensory experience. The attendance for this program has ranged from 30 to 100 students (on a campus of approximately 1,400), and the enthusiasm has been immense. This program has led to positive attitudes toward the library and valuable publicity in campus publications and has strengthened the library’s relationship with the college Residential Life office.