Includes bibliographical references (pages [107]-111) and index.
Contents
Minecraft & the maker movement -- Minecraft in Real Life Club -- Minecraft & learning in an informal environment -- Minecraft & 3D printing -- Minecraft & literacy activities -- Minecraft & making -- Crafting with Minecraft.
Summary
"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. Helps librarians harness the power of an incredibly popular game and use it effectively as a springboard to learning. Assists librarians in supporting STEM and STEAM initiatives. Offers specific guidance for dozens of hands-on activities."--Amazon website.