Use these 300 reproducible bookmarks of fascinating facts, concepts, trivia, inventions, and discoveries to spark student learning. They cover all major disciplines of physical, earth, and life sciences, ready to copy, cut out, and give to your students.
By one count, there are more than 7,200 escape room environments in 1,445 cities in 105 countries. So why not in libraries? Sharpening participants’ problem solving and collaboration skills by mashing up real-time adventure, immersive theater, gaming, and old-fashioned entertainment, they’re a natural for libraries. And, as Kroski demonstrates in this fun guide, they’re feasible for a range of audiences and library budgets. Whether you’re already an escape room aficionado who’s eager to replicate the experience at your own institution, or an intrigued novice looking for ways to enliven your programing, Kroski has got you covered. This book discusses the differences between escape rooms, which are highly structured, and immersive experiences, which are more casual;shows how these unique experiences can be used to teach information literacy skills, add unique youth programming, bring adults into the library, and instruct patrons about library resources in the form of puzzles and challenges;profiles several successful library projects, from large scale programs like New York Public Libraries’ Find the Future: The Game to smaller ones like Search for Alexander Hamilton;offers dozens of programming ideas and examples that can be tailored to fit a variety of libraries and budgets; andprovides information on game kits available for purchase, tips for partnering with local Escape Room businesses, and links to additional resources. With the assistance of Kroski’s guide, libraries everywhere can offer their own take on these exciting forms of entertainment, engagement, and education.
Bizarre events disturb the quietude of Gatestown; in fact, something extraordinary is happening to the entire world. There are widespread computer problems; poltergeist phenomena; strange deaths; hyperspace effects; sudden floods; suspected alien invasion; and, in particular, NASAs computers have frozen with hieroglyphics on the screens, incomprehensible to the experts. The puzzle slowly unfolds throughout the story and is essentially solved by a teenage computer wizard named Alvin. Is this an alien invasion or is it a gigantic error by an extraterrestrial civilisation and Earth has haplessly become a victim? The story is based on mainly valid science but is not too technical for the layman. In fact, the Intergalactic Travel Project that is revealed could be achieved practically.
Release on 2006 | by John J. Ruszkiewicz,Janice R. Walker,Michael A. Pemberton
A Guide to Research and Writing
Author: John J. Ruszkiewicz,Janice R. Walker,Michael A. Pemberton
Pubpsher: Longman Publishing Group
Preparing students for the ever-changing demands of conducting research in today's world, Bookmarks: A Guide to Research and Writing establishes a new benchmark for college research guides, serving as a bridge between old and new traditions for researchers who expect to work regularly in both print and electronic environments. Written in a lively, conversational tone, Bookmarks: A Guide to Writing and Research, offers concrete strategies and models to help students select a topic, refine it, and develop it into a full-fledged research hypothesis; find and position sources; use sources in appropriate and responsible ways to further their projects; and document and complete their final projects for print or electronic publication. In addition to offering such practical advice, the text also asks students to consider important rhetorical issues, such as how to most effectively address an audience and how to craft a considered, balanced argument. Bookmarks encourages students to use new technologies to find reliable information and to use the technologies to locate sources that are most appropriate for their topics and purposes.