Illustrates the process of creating 'edu-tainment' activities designed to serve serious instructional goals. This book explores the use of e-readers as learning tools and describes the planning and possibilities involved in creating classes in online worlds, such as Second Life.…
"This hands-on guide provides a unique compilation of active-learning exercises that will enhance any for-credit library instruction class, no matter what the setting or audience"--
"This hands-on guide provides a unique compilation of active-learning exercises that will enhance any for-credit library instruction class, no matter what the setting or audience"--
"This hands-on guide provides a unique compilation of active-learning exercises that will enhance any for-credit library instruction class, no matter what the setting or audience"--