For immediate release | December 8, 2016

New eCourse: Engaging Teens with Digital Media: Creating Stories and Games

91ý

Chicago—91ý Editions announces a new iteration of our popular eCourse, . Kelly Czarnecki will serve as the instructor for a 4-week facilitated eCourse starting on Monday, February 6, 2017.

Estimated Hours of Learning: 20

Certificate of Completion available upon request

Learning outcomes
After participating in this eCourse, you will be able to:
  • Navigate , one of the top video entertainment networks for gamers, and incorporate it into library programs or digital media labs
  • Develop a game design document
  • Compare game creation software and identify the best options for your needs
  • Understand alternate reality games and how they relate to libraries and transmedia storytelling
  • Generate ideas for creating library games for mobile devices
  • Create digital media library programs that develop 21st-century skills
Take your gaming nights up a notch by drawing eager creators to your workstations! Library programs in game design and interactive media are proving to be immensely popular with teens; what’s more, educators tout their value in teaching 21st-century skills. Noted library gamer Kelly Czarnecki will be your guide in this eCourse loaded with activities for both novices and experienced participants, and generously illustrated with numerous video examples. You’ll learn the basic skills to get your teens started in designing, producing and telling their stories. Your purchase includes the PDF version of "Digital Storytelling in Practice,” Czarnecki’s issue of Library Technology Reports.

eCourse outline

Week One: Working with Machinima
  • Telling stories with game characters
  • Steps to developing a program around Machinima
  • Gathering content
  • Choosing a game engine
  • Software for recording
Week Two: Game Design Principles
  • Examples of game design in action
  • Developing a theme
  • Types of games
  • How to develop a game design document
  • Game design workshops and programs
Week Three: Alternate Reality Games
  • Scalability and managing resources
  • Common communication tools
  • Using the library’s physical space
Week Four: Virtual, Mobile, and Augmented Reality Gaming
  • Mobile and 21st century learning
  • Using augmented reality technology
  • Planning a program

About the Instructor

Kelly Czarnecki is a Teen Services Librarian at with the Charlotte Mecklenburg Public Library in North Carolina and an experienced collaborator with community groups in teen programming. She is currently a Tag Team Tech columnist for VOYA and is the author of Gaming in Libraries (THE TECH SET® #9) and the Library Technology Reports issue “Digital Storytelling in Practice.” She is a former chair of YALSA’s committee and a frequent presenter on the intersection of gaming and libraries.

Registration for this 91ý Editions facilitated eCourse, which begins on Monday, February 6, 2017, can be purchased at the . Participants in this course will need regular access to a computer with an internet connection for online message board participation, viewing online video, listening to streaming audio (MP3 files), and downloading and viewing PDF and PowerPoint files.

publishes resources used worldwide by tens of thousands of library and information professionals to improve programs, build on best practices, develop leadership, and for personal professional development. 91ý authors and developers are leaders in their fields, and their content is published in a growing range of print and electronic formats. Contact 91ý Editions at editionscoursehelp@ala.org.

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Contact:

Colton Ursiny

Administrative Assistant

91ý Publishing

cursiny@ala.org

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