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Gilbert, Dan; Silverberg, Leah; LaConte, Keliann; Holland, Anne; Caspe, Margaret; Hanebutt, Rachel – Afterschool Alliance, 2020
Youth are natural scientists at birth, discovering and exploring their world and trying to make sense of it (Bers, 2008). A child's education is not limited to just the time they spend in the classroom. Children learn at home with their families, in public libraries, or through out-of-school-time (OST) experiences provided at community centers and…
Descriptors: STEM Education, Community Programs, After School Programs, Active Learning
Nicholson, Scott – Library Quarterly, 2013
Games and other forms of play are used in today's libraries to attract underserved patrons, to introduce patrons to other library resources and services, and to facilitate engagement between library patrons. While many perceive gaming as a new library service, gaming services have been part of librarianship since the nineteenth century through…
Descriptors: Games, Toys, Puzzles, Library Services
Wolf, Mary Ann; Jones, Rachel; Gilbert, Daniel – Alliance for Excellent Education, 2014
This report explains the key role that school librarians and libraries should play in state- and district-wide efforts to transition to digital learning, or the effective use of technology to improve teaching and learning. The report calls for district and school leaders, policymakers, and boards of education to support, encourage, and fund the…
Descriptors: School Libraries, Library Role, Technology Uses in Education, Technology Integration
Thigpen, Kamila – Alliance for Excellent Education, 2014
While connecting the nation's schools and libraries to the internet by modernizing and expanding the federal E-rate program currently dominates education technology efforts, a new report from the Alliance for Excellent Education urges that adequate broadband access be accompanied by a comprehensive "digital infrastructure" that unlocks…
Descriptors: Internet, Educational Technology, Technology Uses in Education, Technology Integration