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Create, Relate and Pop @ the Library

- Services and Programs for Teens and Tweens

Om Create, Relate and Pop @ the Library

Libraries are in a unique position to help young people explore new ideas. One easy way to do that is by using elements of pop culture to which they're already attracted. Here, two innovative YA librarians show you how to capitalize on the latest trends--from TV, movies, and music to indie and niche interests--by incorporating them into compelling, creative programs. Casual and fun to use, the book encompasses both traditional and Web 2.0 participatory programming, offering practical ideas, program templates, and step-by-step outlines of methods, supplies, and resources. Chapter coverage includes: The philosophy of services to teens and tweens Policies Targeting populations Collection building Innovative programming using everything from reality television to music to gaming Tween and teen spaces (both physical and virtual spaces) marketing Outreach Providing answers to questions such as "What will I do with my summer program?" or "How can I incorporate something educational into our library's gaming theme?," this time-saving, soup-to-nuts resource is perfect for librarians working with newer technologies, as well as those looking to add some pop to traditional programming formats.

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  • Språk:
  • Engelsk
  • ISBN:
  • 9781555707224
  • Bindende:
  • Paperback
  • Sider:
  • 220
  • Utgitt:
  • 30 April 2011
  • Dimensjoner:
  • 229x152x18 mm.
  Gratis frakt
Leveringstid: 2-4 uker
Forventet levering: 11 oktober 2024

Beskrivelse av Create, Relate and Pop @ the Library

Libraries are in a unique position to help young people explore new ideas. One easy way to do that is by using elements of pop culture to which they're already attracted. Here, two innovative YA librarians show you how to capitalize on the latest trends--from TV, movies, and music to indie and niche interests--by incorporating them into compelling, creative programs.

Casual and fun to use, the book encompasses both traditional and Web 2.0 participatory programming, offering practical ideas, program templates, and step-by-step outlines of methods, supplies, and resources. Chapter coverage includes:

The philosophy of services to teens and tweens
Policies
Targeting populations
Collection building
Innovative programming using everything from reality
television to music to gaming
Tween and teen spaces (both physical and virtual spaces)
marketing
Outreach
Providing answers to questions such as "What will I do with my summer program?" or "How can I incorporate something educational into our library's gaming theme?," this time-saving, soup-to-nuts resource is perfect for librarians working with newer technologies, as well as those looking to add some pop to traditional programming formats.

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