Technology and English Language Arts Activities for Ages 8–24
The collaborative, resource-rich environment of your library is ideal for robotics learning activities for students ages eight and up. Learn how to use robotics to grow STEAM and literacy skills with this book.
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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.
- Provides the only guidebook currently available about robotics written by a librarian, for librarians—a simple, practical guide that virtually any librarian can use, no prior tech experience necessary
- Guides librarians in using their knowledge of literacy, youth development, and guided-inquiry methodology to gain an accessible entry point to grow their technological skills alongside the youth they serve
- Includes lesson plans and activity guides to help you start a simple robotics curriculum as quickly as possible
- Supplies outcome measurement tools
- Discusses funding ideas and sample budgets
- Author Info
- Table of Contents
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
- Look Inside