Primary tabs
You don't need to be an ALA Member to purchase from the ALA Store, but you'll be asked to create an online account/profile during the checkout to proceed. This Web Account is for both Members and non-Members. Note that your ALA Member discount will be applied at the final step of the checkout process.
If you are Tax-Exempt, please verify that your account is currently set up as exempt before placing your order, as our new fulfillment center will need current documentation. Learn how to verify here.
- Description
- Table of Contents
- About the author
- Reviews
The lessons of ALA’s Libraries Ready to Code initiative are conclusive: your library can make a difference in developing computational thinking in children, teens, and even adults. And you don’t even need to be a techie to make it happen; in fact, many activities in this new book from tech champion Kroski dispense with a screen altogether in favor of twister boards, masking tape grids, or bowling pins. Other activities are built around affordable software or tech toys like Scratch Jr., Scratch, Bee-Bot, or Code-a-Pillar. Organized by age group, and complete with step-by-step guidance on everything from learning outcomes to an estimated budget, projects include
- teaching coding to preschoolers with beads, pipe cleaners, and elastic string;
- choreographing music videos with Ozobots;
- programming Mad Libs-style games using Python;
- teaching algorithms with story mapping, pattern play, or mazes;
- using Scratch for digital dress-up or meme remixes;
- team-building and outreach with robots;
- drop-in programs for exploration and unstructured play; and
- teaching adults with Lynda.com or Meetup partners.
This book’s structured presentation will help both school librarians and programming staff at public libraries quickly scan for projects that fit their needs.
Acknowledgments
Preface
Introduction: From Coding to Computational Thinking Literacy: A Library Call to Action, by Linda Braun and Marijke Visser
Part I Programs for Kids (Ages 3–7)
- Chapter 1 Make Your Own Cartoon with PBS Kids ScratchJr, by JoAnna Schofield
- Chapter 2 Before You Plug In, Analog Games to Play with Young Children: Story Mapping, by Stacy Hurt
- Chapter 3 Before You Plug In, Analog Games to Play with Young Children: The Human Robot, by Stacy Hurt
- Chapter 4 Mommy and Me Coding: Learning Coding Concepts Together with Code-a-Pillar, by Bianca Rivera
- Chapter 5 Coding Storytime for Families, by Kristine Techavanich
- Chapter 6 Using Spheros to Retell a Story, by Sharon McCubbins
- Chapter 7 Demonstrating Characterization with ScratchJr, by Sharon McCubbins
- Chapter 8 Computational Thinking in Storytime: Robots, by Claudia Haines
- Chapter 9 Pattern Play: Analog Activities to Explore Patterns with Preschoolers and Families, by Paula Langsam
- Chapter 10 Mazes and Games: How to Integrate Algorithm Design with Analog Preschool and Family Activities, by Paula Langsam and Amy Steinbauer
- Chapter 11 Program the Human Robot: Decomposition Activities for Preschoolers and Families, by Paula Langsam
- Chapter 12 IF You Can Imagine It, THEN You Can Code It: Mini-Stories with Dash Robotics, by Alessandra Affinito
- Chapter 13 Tell Me a Story with ScratchJr, by Lisa O’Shaughnessy
- Chapter 14 Storytime Coding, by Marissa Guidara
- Chapter 15 TechTacular, by Marissa Guidara
- Chapter 16 Bee-Bot Bowling, by Marissa Guidara
- Chapter 17 Preschool Coding: How to Teach Coding to Children, by Katie Clausen
- Chapter 18 Screen-Free Coding for Preschoolers, by Katie Clausen
- Chapter 19 Great Books for Teaching Coding to Preschoolers, by Katie Clausen
- Chapter 20 Coding Stations in a K–3 School Library, by Danielle Arnold
- Chapter 21 Integrate Picture Books to Teach Computational Thinking Skills, by Danielle Arnold
Part II Programs for Tweens (Ages 8–12)
- Chapter 22 Scratch Coding for Tweens: Creating Cartoons, by Karlene Tura Clark
- Chapter 23 Bring Your LEGOs to Life with LEGO Education WeDo, by JoAnna Schofield
- Chapter 24 Program a Mad Libs Game with Python, by Connor McNamara
- Chapter 25 Program a Number Guessing Game with Python, by Connor McNamara
- Chapter 26 Program a SUPER Number Guessing Game with Python, by Connor McNamara
- Chapter 27 Coding Music with Exceptional Learners: Mission Possible, by Melanie Toran
- Chapter 28 Build an Automated Puppet with Arduino, by Jamie Bair
- Chapter 29 Coding Camp for Tweens, by Annamarie Carlson
- Chapter 30 Beginner Video Game Coding and Design, by Annamarie Carlson
- Chapter 31 Outreach Programming with Robots and Coding, by Annamarie Carlson
- Chapter 32 Scratch Art: Create and Animate Characters Using Scratch, by Mary Carrier
- Chapter 33 Program A-mazing Finch Robots with Scratch, by Mary Carrier
- Chapter 34 A Crash Course in Robotics, by Loren McClain
- Chapter 35 Unstructured Learning: Using Drop-In Technology Programs to Engage More Patrons and Support Learning Through Play, by Julia Clark
- Chapter 36 Choose Your Own Adventure: Bring Coding to Life with Interactive Storytelling, by Kaitlin Frick and Grace Zell
- Chapter 37 LEGO Sumobots: Programming Robots with LEGO MINDSTORMS, by Chad Clark
- Chapter 38 Digital Dress-Up: Creating Drag-and-Drop Games in Scratch, by Olivia Horvath
- Chapter 39 Remix a Meme Using Scratch, by Olivia Horvath
- Chapter 40 Using Bloxels to Teach Storytelling and Video Game Design, by Danielle Arnold
- Chapter 41 How to Give Successful Coding Workshops for Ages 8–12, by Karima Kafif
Part III Programs for Young Adults (Ages 13–18)
- Chapter 42 Form a Hacker Club and Hacker Club Jr., by Jessica Franco and Emily Sheehan
- Chapter 43 Host a Teen and Tween App Development Camp in Your Library, by Jessica Franco and Emily Sheehan
- Chapter 44 Host an Escape Room with a Robotic Twist, by JoAnna Schofield
- Chapter 45 Advancing Beyond Scratch to Text-Based Coding with Pencil Code, by Jamie Bair
- Chapter 46 Program a Scratch Guessing Machine, by David Vance
- Chapter 47 Use HTML, JavaScript, and CSS to Create an Interactive Online Greet-Bot 3000, by David Vance
- Chapter 48 Player Ready: Making Your First Video Game, by Loren Mc Clain
- Chapter 49 Partners in Technology: How to Create a Successful Technology Mentorship Program, by Julia Clark
- Chapter 50 Walk Through My World: Create a Virtual Reality Digital World, by Lisa O’Shaughnessy
- Chapter 51 Living in Fairyland: Explore Fairy Tales with VR Technology, by Lisa O’Shaughnessy
- Chapter 52 Create and Choreograph Original Music Videos, by Jessica Franco and Emily Sheehan
- Chapter 53 After Scratch: Connecting Teen Patrons with Next Steps, by Olivia Horvath
- Chapter 54 Programming Stories: How to Animate with Code, by Austin Olney
Part IV Programs for Adults
- Chapter 55 Scratch Coding for Adults: Creating a Collectible Game, by Karlene Tura Clark
- Chapter 56 Learn with Lynda.com: An Introduction to JavaScript, by JoAnna Schofield
- Chapter 57 Meetup.com and Libraries: Programming Partnerships to Teach Adults, by Esther Jackson and Rashad Bell
- Chapter 58 MakeCode with Circuit Playground Express: Physical Computing for Adults, by Chad Clark
- Part V Creating Circulating Collections
- Chapter 59 Rotating Kits for Easy STEM Programming, by Kelsey Hughes
- Chapter 60 Creating a Tech-Related Circulating Collection, by Michael P. Sauers
Resources
Index
Ellyssa Kroski
Ellyssa Kroski is the Director of Information Technology and Marketing at the New York Law Institute as well as an award-winning editor and author of 60 books, including Law Librarianship in the Age of AI for which she received AALL's 2020 Joseph L. Andrews Legal Literature Award. She is a librarian, an adjunct faculty member at Drexel and San Jose State Universities, and an international conference speaker. She received the 2017 Library Hi Tech Award from the ALA/LITA for her long-term contributions in the area of Library and Information Science technology and its application. She can be found at: http://www.amazon.com/author/ellyssa.
"Beginners who aren’t sure where to start and experienced facilitators will both find a bounty of ideas in these pages.”
— Booklist (starred review)