null
"synopsis" may belong to another edition of this title.
Ellyssa Kroski is the Director of Information Technology and Marketing at the New York Law Institute as well as an award-winning editor and author of 60 books including Law Librarianship in the Age of AI for which she won the AALL's 2020 Joseph L. Andrews Legal Literature Award. She is a librarian, an adjunct faculty member at Drexel and San Jose State Universities, and an international conference speaker. She received the 2017 Library Hi Tech Award from the ALA/LITA for her long-term contributions in the area of Library and Information Science technology and its application.
"About this title" may belong to another edition of this title.
Seller: INDOO, Avenel, NJ, U.S.A.
Condition: New. Brand New. Seller Inventory # 9780838949481
Seller: Rarewaves.com USA, London, LONDO, United Kingdom
Paperback. Condition: New. Packed with real-world ideas drawn from an assortment of different libraries, alongside best practices for hygiene, implementation, and marketing, this resource will assist libraries in offering these exciting forms of programming to their patrons. Bestselling tech maven Kroski is back with a timely, all-in-one guide to planning, organizing, and running virtual events in libraries. Ranging from simple gaming activities utilizing VR headsets to augmented reality tours, exhibits, immersive experiences, and STEM educational programs, these ideas include something for every size and type of academic, public, and school library. Programs encompassing new technologies such as augmented reality (AR), virtual reality (VR), and mixed reality (MR) are all included. Complete with step-by-step instructions, a materials and equipment list, budget, and recommendations for age ranges and type of library, among this collection's engaging programming events and educational opportunities areadapting to COVID-19 by transitioning a library orientation game night to an enhanced virtual tour;Oculus VR programs for patrons with physical and cognitive disabilities;field trips with Classvr and Thinglink, which enable school librarians and educators to connect virtual experiences to curriculum; creating and manipulating virtual clay to sculpt with Oculus Medium;leveraging VR software to stage a virtual art exhibition;using VR for STEM programs, literacy programs, geography programs, and YA outreach; transitioning academic library services from traditional face-to-face, hybrid, or online approaches to a virtual world (AltSpaceVR or ASVR), helping to maximize individualized learning;using a virtual environment to help students understand the impact of warfare and the implementation of power; andan AR game based on the library's catalog system. Seller Inventory # LU-9780838949481
Seller: PBShop.store UK, Fairford, GLOS, United Kingdom
PAP. Condition: New. New Book. Shipped from UK. Established seller since 2000. Seller Inventory # FW-9780838949481
Seller: Revaluation Books, Exeter, United Kingdom
Paperback. Condition: Brand New. 203 pages. 8.75x6.00x0.50 inches. In Stock. Seller Inventory # __0838949487
Seller: Kennys Bookshop and Art Galleries Ltd., Galway, GY, Ireland
Condition: New. 2021. paperback. . . . . . Seller Inventory # V9780838949481
Seller: THE SAINT BOOKSTORE, Southport, United Kingdom
Paperback / softback. Condition: New. New copy - Usually dispatched within 4 working days. Seller Inventory # B9780838949481
Seller: Kennys Bookstore, Olney, MD, U.S.A.
Condition: New. 2021. paperback. . . . . . Books ship from the US and Ireland. Seller Inventory # V9780838949481
Seller: moluna, Greven, Germany
Einband - flex.(Paperback). Condition: New. A timely, all-in-one guide to planning, organizing, and running virtual events in libraries. Ranging from simple gaming activities utilizing VR headsets to augmented reality tours, exhibits, immersive experiences, and STEM educational programs, these ideas . Seller Inventory # 595088477
Seller: Rarewaves.com UK, London, United Kingdom
Paperback. Condition: New. Packed with real-world ideas drawn from an assortment of different libraries, alongside best practices for hygiene, implementation, and marketing, this resource will assist libraries in offering these exciting forms of programming to their patrons. Bestselling tech maven Kroski is back with a timely, all-in-one guide to planning, organizing, and running virtual events in libraries. Ranging from simple gaming activities utilizing VR headsets to augmented reality tours, exhibits, immersive experiences, and STEM educational programs, these ideas include something for every size and type of academic, public, and school library. Programs encompassing new technologies such as augmented reality (AR), virtual reality (VR), and mixed reality (MR) are all included. Complete with step-by-step instructions, a materials and equipment list, budget, and recommendations for age ranges and type of library, among this collection's engaging programming events and educational opportunities areadapting to COVID-19 by transitioning a library orientation game night to an enhanced virtual tour;Oculus VR programs for patrons with physical and cognitive disabilities;field trips with Classvr and Thinglink, which enable school librarians and educators to connect virtual experiences to curriculum; creating and manipulating virtual clay to sculpt with Oculus Medium;leveraging VR software to stage a virtual art exhibition;using VR for STEM programs, literacy programs, geography programs, and YA outreach; transitioning academic library services from traditional face-to-face, hybrid, or online approaches to a virtual world (AltSpaceVR or ASVR), helping to maximize individualized learning;using a virtual environment to help students understand the impact of warfare and the implementation of power; andan AR game based on the library's catalog system. Seller Inventory # LU-9780838949481
Seller: AHA-BUCH GmbH, Einbeck, Germany
Taschenbuch. Condition: Neu. Neuware. Seller Inventory # 9780838949481