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Engage teens and 'tweens with library programs that nurture developmental and social needs—and keep young patrons entertained. Want to get students tuned in, learning, and having fun? Covering programs ranging from DIY Modern Crafts to CSI Science, these simple plans will give you all the knowledge you need to create complete programs for 'tweens and teens—activities that students will find engaging and entertaining. For each activity, the author identifies aspects that link to STEAM learning objectives. The educational ties help students learn about new topics while fostering the development of important life skills. While the plans are geared towards public librarians, they can easily be adapted to the school or home environment so parents, teachers, and anyone else who works with teens and 'tweens can create and implement these fun and unique programs.
The library programs featured in this unique collection are those that have been suggested, created, and led by youth with the help and guidance of the supportive adults at their library. Many times, librarians bring ideas to teens in hopes of getting them to buy in and perhaps help them to run programs. In this book, you’ll primarily find a role reversal! Tweens and teens lead the way with whatever adult information, support, and supervision they need to see their proposals through. To accomplish this, the youth are encouraged to create new ideas, are empowered to make decisions, and are given control. Plus, the ideas they bring to life are not just peer-focused. The programs, activities, and events they create and lead can be for children, adults, or even for all ages or mixed audiences, as well as for fellow tweens and teens. In addition to finding a wide array of proven ideas, recommendations, and testimonials from real tweens and teenagers, you will discover helpful advice on using the philosophies behind allowing youth to not only have a say but to take action; testimonials from adults who have worked directly with youth having this level of empowerment; suggestions on getting approval and providing funding and other support for youth ideas; ways to evaluate such youth-led programs; and sample forms, flyers, and other materials that can be adapted.
When teens volunteer at the library, they gain new skills, make connections, and build their resumes, while libraries benefit from a new generation of advocates. This guide shows librarians how to establish or develop a teen volunteer program. Advocating a flexible approach, this book speaks to every library, including both public and school libraries. From small libraries with no budget to large libraries with seemingly endless budgets and everything in between, all of the concepts covered can be scaled up or down to meet the needs of the community being served. The book begins with the big picture, discussing benefits to teens, libraries, and communities; it then reviews volunteer types and volunteer possibilities for teens, including the traditional roles of shelving and programming as well as passion-led projects, programming opportunities, and special initiatives and drives. Specific volunteer roles are described in depth, with instructions for practical applications, and concrete examples and experiences from various types of libraries illustrate principles discussed. Readers will also learn how to establish volunteer partnerships within and outside of the library. The book ends with a discussion of methods for evaluation and assessment.
As a teen librarian, you are more likely than not to encounter teens with mental health issues. Will you know how to help them? This guide explains what to do and what not to do. Mental illness among teens has risen to epidemic levels. When mental health issues come to the library, what is the librarian's role? This book asserts that you don't have to be a social worker or mental health professional to provide guidance to teens with mental health issues. By creating collections that contain mental health resources, working with community partners, and initiating dialogues with library patrons that de-stigmatize mental illness, you can serve a positive and proactive role in helping teens to get help. This book provides readers with practical guidelines for building collections, programs, and services that support teens experiencing mental health challenges and explains how to create a supportive, welcoming environment in the library. In addition, it shows how to forge partnerships with other community agencies in this endeavor, how to advocate for mentally ill teens, and how to teach them to advocate for themselves. Lastly, it discusses how to evaluate these programs and services, and how to take care of your own needs while serving others.
If you want to boost your library's relevancy and support youth learning, consider incorporating connected learning at your library. This book helps you to realize the potential of this exciting and dynamic trend. Learning doesn't just happen in the classroom: it happens everywhere. The connected learning model supports this principle, asserting that young people learn best when their experiences are interest-driven, peer-supported, and rooted in solid academics. Libraries are the perfect environment for this type of learning, providing a place where teens can connect with each other and with adult mentors to engage with learning material and thrive. This book shows you how to cultivate connected learning in your library. You'll discover what the approach involves, its benefits, and what it can look like in various library settings. You'll also learn how to generate support for connecting learning within your library; reimagine your spaces and programs to better support connected learning; integrate technology into programs and services to make it accessible to youth; build partnerships with other libraries as well as other organizations; recruit volunteers; and raise community awareness to increase involvement.
This book is a toolkit for youth and young adult librarians—school and public—who wish to incorporate science, technology, engineering, art, and math (STEAM) into their programs and collections but aren't sure where to begin. Most educators are well aware of the reasons for emphasizing STEAM—topics that fall within the broad headings of science, technology, engineering, arts, and mathematics—in the curriculum, regardless of grade level. But how do librarians who work with 'tweens in middle school, high school, and public libraries—fit into the picture and play their roles to underscore their relevance in making STEAM initiatives successful? This book answers those key questions, providing program guidelines and resources for each of the STEAM areas. Readers will learn how to collaborate in STEAM efforts by providing information on resources, activities, standards, conferences, museums, programs, and professional organizations. Emphasis is placed on encouraging girls and minorities to take part in and get excited about STEAM. In addition, the book examines how makerspaces can enhance this initiative; how to connect your programs to educational standards; where to find funding; how to effectively promote your resources and programs, including how school and public librarians can collaborate to maximize their efforts; how to find and provide professional development; and how to evaluate your program to make further improvements and boost effectiveness. Whether you are on the cusp of launching a STEAM initiative, or looking for ways to grow and enhance your program, this book will be an invaluable resource.
An essential "how-to" book for youth services librarians who are interested in effecting social change and offering a dynamic, relevant program for girls. Cultivating Strong Girls: Library Programming That Builds Self-Esteem and Challenges Inequality gives youth services librarians practical guidance on how to offer programming that will support the engagement, growth, and achievement of girls. The program plans are simple enough to be applied by everyone who works with girls. Presenting this type of programming allows librarians to build meaningful relationships, have a positive impact on patrons and in the community, and follow programming guidelines outlined in the Young Adult Library Services Association's report, "The Future of Library Services for and with Teens: A Call to Action." With gender bias, inequality, and low self-esteem issues still at the forefront for women and girls, public library programming that addresses these topics fills a genuine need. This step-by-step guide to running a "Strong Girls School" program supplies material broken down into six sessions. Detailed yet easy-to-follow instructions and tips ensure that the program can be implemented in libraries or classrooms. Written by an experienced young adult librarian who has tested and refined these strategies in the real world, the book offers direction for related crafts, recommended resources, and extension activities, including peer mentoring or community service opportunities.
This book offers 101 passive programming ideas that are extendable, adaptable, customizable, and above all, stealable-so your passive programming never runs dry. Passive programming is a cheap, quick, fun way to make all library customers feel like part of the community. It can support reading initiatives, foster family engagement, encourage visit frequency, and coax interaction out of library lurkers-while barely making a dent in your programming budget. Passive programming can be targeted at children, teens, adults, or seniors; used to augment existing programs; and executed in places where staff-led programming can't reach. It can be light-footed, spontaneous, and easily deployed to reflect and respond to current news, media, library events, and even the weather. But even passive programming pros run out of ideas sometimes, and when that happens, they want a fresh, funny source of inspiration.
Put some juice into your library programs with these lively, thematic, book-based activities for children in grades 4-8. In each chapter, one pgoram is suited to the needs of school libraries and the other is targeted at public libraries, although both can be adapted to either environment.
5000 critical reviews of CDs, videogames & smart toys for ages 1 to 16.