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Book Description Soft Cover. Condition: new. This item is printed on demand. Seller Inventory # 9781440843785
Book Description Condition: New. Seller Inventory # ABLIING23Mar2411530284024
Book Description Condition: New. PRINT ON DEMAND Book; New; Fast Shipping from the UK. No. book. Seller Inventory # ria9781440843785_lsuk
Book Description Paperback. Condition: new. Paperback. This guide shows youth librarians how to use the appeal of Minecrafta game that many young learners are intensely passionate aboutto 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 814 to expand their key 21st-century skills, such as collaboration, trial and error, and discovery. Shipping may be from multiple locations in the US or from the UK, depending on stock availability. Seller Inventory # 9781440843785
Book Description Paperback. Condition: Brand New. 160 pages. 9.00x6.00x0.50 inches. In Stock. Seller Inventory # x-1440843783
Book Description Seller Inventory # STOCK08961478