2007 Sessions
From TechSource Gaming Symposium
(List of links)
< 2007 SessionsThe following pages link to here:
View (previous 50) (next 50) (20 | 50 | 100 | 250 | 500).- Growing a Gaming Group
- Libraries Get a Second Life
- Using Gaming to Keep Middle-School Children Safe on the Internet
- Getting Gaming On The Table, In the Conversation and Running at Locations
- You See an Interactive Fiction Game in Front of You...
- Gaming for Adults
- Off the Beaten Track in Second Life
- Developing Teen-oriented Game Design Programs for Fun and Learning
- Academic Libraries, Transformation, and Supporting Innovation in Gaming
- Gaming in Academic Libraries: The Why and How
- Oz Island, the Journey
- Who Else Is Playing? The Current State of Gaming in Libraries
- Information Literacy through Unique Education Gaming Application
- Digital Downloads for Gamers
- Quarantined: Axl Wise and the Information Outbreak: Creating an Online Game to Teach Information Skills
- Making Book: Gaming in the Library
- Supporting Culture with Creative and Participative Digital Media Learning Activities
- Games Students Play: A New Approach to Online Information Literacy Instruction
- It's Not a Game! Building a Campus Second Life
- How’d They do That? A Step-by-Step Guide to Starting a Gaming Program at Your Library
- Teens Gaming their Way to Success at the Carvers Bay Branch Library
- The Payoff, Up Close and Personal
- Tournament Games for Any Occasion: Choosing the Right Games for Your Audience
- What IF: Gaming, Intellectual Freedom and the Law
- How to Convince Administration and Management the Value for Libraries in Virtual Environments
- ToxMystery: Using a Game to Make Learning about Chemicals Fun for Kids
- We’re in Ur Library Bein Ur Books: Making and Using Book-Based RPGs with Middle-Schoolers
- Building a Gaming Community and a Game Friendly Environment
- Book Making in Second Life
- When Analog Meets Digital: Chess, the Internet, and Your Library Community
- Big Fun, Big Learning: Transforming the World through Play
- Libraries, Gaming, and the New Equity Crisis
- What Librarians Need to Know about Games, Media Literacy, and Participatory Culture
- Library as Laboratory: Supporting Culture with Creative and Participative Digital Learning
- Games without Borders: Gaming Beyond Consoles and Screens
- Why Serious Games Shouldn't Be Taken Seriously
- One Step at a Time Towards Tomorrow: Lessons Learned from Pursuing Second Life
- Core Collections
- Gaming in the Library: From Collections to Services and Beyond
- Teen Services in a Virtual Environment
- 2007 Symposium
