Library Robotics: Technology and English Language Arts Activities for Ages 8-24

Library Robotics: Technology and English Language Arts Activities for Ages 8-24

by Sarah Kepple
Library Robotics: Technology and English Language Arts Activities for Ages 8-24

Library Robotics: Technology and English Language Arts Activities for Ages 8-24

by Sarah Kepple

Paperback

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Overview

A dive-right-in, quick-start guide for busy library professionals who want to build literacy, STEAM, and other 21st-century skills using simple robots in a fun, collaborative environment.

Robotics in the library? Absolutely. Robotics can add a new dimension to library programming—one that can help America's youth build the Science, Technology, Engineering, Art, and Math (STEAM) and 21st-century learning skills they will need to be successful in an international, technology-infused workforce. This book provides a complete guide for launching a robotics program in the library and demonstrates the links between robotics programming and learning. It also includes complete instructions for various program models that employ robotics.

Robotics programs are an ideal way for public and school libraries to demonstrate their vital roles as the hubs of community learning, and the subject is universally popular with students as well as parents and industrial funders. The book's clearly and succinctly written chapters begin by providing the information that librarians will need for stakeholders and to select equipment, then move logically into addressing guided activities and expansion ideas. Children's librarians, teen librarians, school media specialists (particularly those focused on middle school students), and adult and technology librarians looking to connect with "new adults" will find this book useful and appealing.


Product Details

ISBN-13: 9781440835582
Publisher: Bloomsbury Academic
Publication date: 11/10/2015
Pages: 175
Product dimensions: 6.14(w) x 9.21(h) x 0.38(d)

About the Author

Sarah Kepple, MLIS, founded the Robotix Blox program at Cuyahoga County Public Library where she was information and technology literacy specialist after more than a decade working with youth in school and public libraries.

Table of Contents

CONTENTS



Illustrations

Preface

Acknowledgments

Introduction



Chapter 1: Why Robots?

Chapter 2: How Robots?

Chapter 3: Which Robots? Selecting and Paying for Equipment

Chapter 4:Making the Case

Chapter 5:Standalone Activity Guide

Chapter 6: Camp Activity Guide

Challenge 1: Follow the White Rabbit

Challenge 2: Down the Rabbit Hole

Challenge 3: Curiouser and Curiouser

Challenge 4: In a Little Bill

Challenge 5: Who Are You

Challenge 6: Cheshire Cat

Challenge 7: Mad Tea Party

Challenge 8: Painting the Roses Red

Challenge 9: Flamingo Croquet

Challenge 10: Bank to Bank

Chapter 7: Club Activity Guide

Badge 1: Build a Bot

Badge 2: Cyclone Spin

Badge 3: Follow the Yellow Brick Road

Badge 4: The Scarecrow

Badge 5: The Tin Woodman

Badge 6: Brains, Heart or Courage

Badge 7: Real-World Client

Badge 8: Hurdle Hopper

Badge 9: Community Solution

Badge 10: Kind Critters

Badge 11: Helping Hand

Badge 12: Perspective



Glossary

Notes

References

Bibliography

Index

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