Skip to Main Content
It looks like you're using Internet Explorer 11 or older. This website works best with modern browsers such as the latest versions of Chrome, Firefox, Safari, and Edge. If you continue with this browser, you may see unexpected results.
We have highlighted our most relevant titles for Technology for Youth in the Library. Go to bottom of page for more titles in collection.
Books about Technology in the Library
Full STEAM Ahead by
Call Number: 025.5 Pan
Publication Date: 2017-10-03
Written by librarians who have experience with integrating technology into all subject areas and working with teens and young adults, this book is a toolkit for youth and young adult librarians--school and public--who wish to incorporate science, technology, engineering, art, and math (STEAM) into their programs and collections but aren't sure where to begin.
Call Number: 021.2 McM
Publication Date: 2017-02-16
Games can seem to do the impossible: reach patrons and drive traffic to projects and services. But how can libraries use gamification and game elements to improve instruction and outreach, or to encourage the use of particular areas and services? In this guide, readers will learn about how to structure game activities in order to best reach their patrons. Everything in this book is presented from a practical point of view - email templates, real-life examples, and scenarios are included.
Becoming a Media Mentor by
Publication Date: 2016-08-01
Foreword by Chip Donohue In a time of rapidly changing technologies, the role of the youth services librarian has expanded to include the realm of digital media. Supporting children's literacy now means serving as a media mentor. This book empowers youth services staff to confidently assist families and caregivers as they navigate the digital world, guiding them towards digital media experiences that will translate into positive and productive lifelong learning skills, regardless of format. Melding the latest research and key messages from a variety of experts with replicable examples, this book defines what it means to be a media mentor, providing historical background and context; outlines three types of media mentorship: media advisory, programming, and access to curated media; outlines the implications of media mentorship in libraries, focusing on a shift from the notion of "screen time" to "healthy media decisions"; draws on detailed case studies from a wide variety of libraries and community partnerships to showcase inspiring media mentorship in action with ages 0-14; provides guidelines for working with diverse families and caregivers; and explores management issues around media mentorship, ALSC competencies, suggestions of additional resources, and professional development. Guiding children's librarians to define, solidify, and refine their roles as media mentors, this book in turn will help facilitate digital literacy for children and families.
Ipads® in the Library by
Looking for a programming guide for computer tablet use in the library setting? This book provides detailed plans and instructions with specific literacy goals for child, teen, and adult audiences--exactly what librarians seeking to integrate iPad and other tablet use into their programs need.
Managing Social Media in Libraries by
Publication Date: 2012-09-24
Web 2.0 first created a scramble among librarians to participate in Facebook, YouTube, blogs, and other social media applications, and the turn is now towards management and consolidation. Managing Social Media in Libraries explores the developing information environment, the collaboration among library organizations, and the ways social media may convert the loose connections between library staff members. The book takes librarians beyond the mechanics of using social media, and establishes a framework to move library managers and leaders toward making social media effective. Managing Social Media in Libraries is structured around key topics in this area, including: refocusing after the first use of Web 2.0; library organisations as loosely coupled systems; social media within such systems; defining a purpose for the use of social media; connecting messages and tools; and integrating social media into standard websites. Provides practical ways of thinking about social media for library managers and leaders Provides examples of policies, workflows, and uses of social media tools for library managers and leaders Defines organizations as coordinated systems and discusses how social media tools can emphasize the benefits of coordination
Technology and Literacy by
Publication Date: 2011-12-01
Technology may not be a magic wand, but innovative technology programming can genuinely help children become adept at navigating our increasingly wired world while also helping them develop deductive reasoning, math, and other vital literacy skills. One of the simplest and most powerful tools for technology-based public library programming is called Scratch. It's a free, easy-to-use programming language that can be used to create everything from 3-D animation and graphics to music-enhanced presentations and games.
Gamers ... in the Library?! by
Publication Date: 2007-07-01
Imagine: Teen and pre-teen boys, twenty-somethings, parents, and even younger kids streaming into the library. It's your library's monthly videogame tournament Step boldly into a new arena of library programming with lifetime gamer and Ann Arbor's library technology manager, Eli Neiburger.As a leading expert on producing videogame tournaments and events, Neiburger explains why videogame programming holds huge potential for libraries. He offers the complete toolkit. Follow these practical and proven guidelines to get answers to all your questions - from convincing the skeptics to getting audience feedback through your blog.Learn how to serve this underserved audience and: gain familiarity with the basics of gaming culture, software, and hardware; understand how videogaming events fit into the library; learn what works and what doesn't from the experiences of the nation's leading expert; conduct a tournament in your library - including how to plan, set up, and run any size event; market the events, build an audience, and get feedback.Don't miss out on an entire generation of library users. With game-savvy librarians and this must-have resource, you'll soon be building a brand new audience of library-loyal videogame fans.
Technology Titles in the Professional Collection