ALA TechSource Gaming, Learning, and Libraries Symposium
From TechSource Gaming Symposium
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- 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
- Registration
- 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 Registration
- Brains by Nintendo: What They Know about Learning that We Should
- Games in Libraries? Teach Me More
- Dragons in the Stacks: Fantasy Role Playing Games in Libraries
- Get Outside and Game: Forming Partnerships with Other Community Organizations
- Circulating Videogames: A Must Have For All Libraries
- Lessons for History from Rome: Total War
- Smash Bash: Creating a Community around Smash Brothers Brawl
- All I Really Needed to Know about Administration, I Learnt from Arathi Basin
- Subject Access to Videogames: Beyond LCSH
- Videogame Night in the Academic Library: Video Games as Educational
- Reading & Creating Stories: Making the Book Connection
- Digital Gaming in Library Instruction: Exploring Academic Library Users’ Perceptions
- I Love Nintendo and So Should You
- Step Up Your Game
- What Every Librarian Needs to Know about Videogames and the Law
- IL Challenged? Don’t Blame Them, Game Them
- Hey! Wii Want to Do That Too!: Gaming and the Elementary Learner
- HYPEr Activity: Detroit Public Library’s Teen Center
- Gaming Night Extravaganza: Freedom to Learn
- Gaming Steering Committee: One Academic Library’s Approach
- 10 Reasons Why Boardgames PWN
- Alignment: How Connecting Games Opens Doors
- Connecting with Beginning Readers
- Outreach 2.0: Using Games to Teach and Inspire
- Turning Gamers into Readers: What Wii Can Do
- Assessing the Potential for Teaching Undergraduates Information Literacy
- Go for the 1up! Score Big Points when Pitching a Video Games Collection
- GISK & FAS Learning Technologies: Games for Classroom Education
- Starting a School Gaming Program with Absolutely No Budget
- Birth of a Teen Activity Room
- Talking Walls, Hidden Stories: QR Codes
- Now It’s Grandma’s Turn to Wii
- Gender and Gaming
- Willing to Learn and Play: A Survey of Gaming in Academic Libraries
- Leveling Up Your Librarians: Teaching with Videogame Strategies
- H4cking ur Library for the Gaming Industry
- Take Me to the 21st Century
- GamerDad: Helping Kids & Parents Find the Right Games
- The State of the Union: Data from the Annual Census of Gaming Programs in Libraries
- Integrating Non-Visual Access Into A Library’s Gaming Experience
- Lessons Learned from Building an Information Literacy Game
- Civic Engagement through Gaming: How to Build Communities of Players and Level Up the Discourse
- Pokemon Primer
- GT System Update
- The Power of Play Today
- Gaming Spaces, Library Spaces
- Teens, Video Games, and Civics: What the Research Is Telling Us
- Late Night Library Show
- Grand Theft Childhood? Real Data on Violent Video Games and Youth
- Wizards Play Network: Bringing Organized Play into your Library
