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Teaching Coding through Game Creation

by Sarah Kepple

 

Computer coding education makes perfect sense in libraries. This guidebook shows you how to lead this next revolution in learning.

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Cover image for Teaching Coding through Game Creation

August 2018

Libraries Unlimited

Pages 180
Volumes 1
Size 7x10
Topics Librarian's Instructional Role/Teaching Resources, K-12
  Children's and Young Adult Programs/General
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    978-1-4408-5188-9

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This engaging guide demonstrates how easy, fun, and rewarding it can be to teach and learn coding at the library.

In our technology-obsessed society, computer coding is a highly valued and in-demand skill, but many people consider it an activity only for technology geeks and educated professionals—even more so to teach coding. Not so, says author Sarah Kepple. In this accessible guide, she explains why you don't have to be an expert to lead coding, shows how easy and rewarding learning and teaching coding can be, and provides step-by-step instructions to help you and your community get started.

The book shows how to engage students quickly with learning activities that springboard off of the powerful appeal of video games. The author takes users through activities that introduce popular programming languages—including C++, GameMaker, JavaScript, Python, and Scratch—to create video games, and in the process, to learn coding. These activities, themed around classic and popular stories, appeal to a broad age range—from elementary-age youth through high school and beyond to adults and seniors. Readers will see why school and public libraries are venues ideally suited for coding classes, workshops, clubs, or camps, and they will understand why teaching coding not only meets an important need but also serves to highlight the library's relevance to its community.

Features

  • Helps librarians—even those without prior experience and training—launch highly successful programs in computer coding that engage both traditional literacy and technology literacy
  • Builds on the library's role as technology hub in the school and/or community
  • Enables librarians to cultivate practical and valued skills among students and patrons—all while they have fun learning
  • Offers insight from an instructor who leads coding clubs and classes in multiple libraries
Author Info

Sarah Kepple, MLIS, is owner of and chief learning strategist at Gigalearn, LLC, where she uses her experience in school and public libraries to help transform community technology learning. She has presented on participatory technology learning for the American Library Association, American Association of School Librarians, Library Information Technology Association, Public Library Association, Young Adult Library Services Association, Toy Library Association, and eTech Ohio conference, and she publishes via her blog www.sarahkepple.com. The author of Libraries Unlimited's Library Robotics: Technology and English Language Arts Activities for Ages 8–24, Kepple holds a bachelor of fine arts degree from Kent State University as well as a master's degree in library and information science from Drexel University and is a Treu-Mart Youth Development Fellow through Case Western Reserve University.

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