Resources for Teens
Close the digital divide: The Young Adult Library Services Association (YALSA) and Best Buy have become partners in attempting to close the digital divide for teens. Every time Best Buy Mobile opens a new location in the United States, YALSA will designate a public or school library in the vicinity to receive $2,000 from Best Buy to purchase digital library resources for teens. According to YALSA, that library will take part in a community celebration to promote the partnership. To help the designated libraries get training on how to best use the money they receive, YALSA is creating an online community for the recipients to share information and best practices.
“This partnership is so important to YALSA because it helps us make strides towards fulfilling our mission of expanding and strengthening library services for and with teens,” said Jack Martin, YALSA president. Best Buy Mobile specialty stores are usually located in shopping centers and malls and offer smartphones, tablets, accessories, services, and plans.
Video game challenge: The National STEM Video Game Challenge, presented by the Joan Ganz Cooney Center at Sesame Workshop and E-Line Media, is the perfect way to tap into your middle and high school students’ passion for playing video games. Now in its third year, the Challenge promotes science, technology, engineering, and math education. U.S. students in grades five to twelve, either individually or in teams of up to four students, can submit an original game concept and design through April 24, 2012. The games can be created using any game-making platform such as Gamestar Mechanic, Mirosoft’s Kodu, GameMaker, Scratch, or a written game design concept document. Be sure to check out all the rules and entry information.
Winners will receive an AMD-powered laptop computer loaded with game design and education software. Additionally, the school or non-profit organization designated by the winner will receive a donation of $2,000.
This year, the Institute of Museum and Library Services (IMLS) is joining returning sponsors: the AMD Foundation, Microsoft’s Xbox 360, the Entertainment Software Association, the Hive Digital Media Learning Fund in the New York Community Trust, BrainPOP, the Corporation for Public Broadcasting PBS KIIDS Ready to Learn Initiative, Learning Game Network, and Edmondo. As a new sponsor, IMLS is supporting the development of tools and online museum- and library-specific content to help these institutions help students create games. There will be 14 workshops held throughout the country, so make sure to check out the Game Design Workshop page.
Interactive ebooks: Listen up, libraries with tight budgets. Capstone, a publisher of children’s books and digital products and services, is offering library customers free interactive ebooks for their library. All you have to do is order any of Capstone’s library products, including hardcover books from any of its imprints, PebbleGO, or Capstone Interactive Library interactive eBooks, and you can receive these free ebooks for your library. Customers who purchase $1,000 of any Capstone library product, can select 20 free interactive eBooks; those purchasing $2,000 of library products can select 50 free interactive eBooks. Use the promotion code “13CILANY” and place your order by May 1, 2013. “With over 2,000 interactive ebooks available, there’s plenty of choice,” said Matt Keller Capstone Chief Marketing Officer.
Acquisition: Dreamscape Media has acquired the iconographic book to video firm, Nutmeg Media. Its new owners will be responsible for the sales, marketing. and distribution of the entire Nutmeg Media catalog of 107 award-winning, book-based children’s video titles. “We are thrilled to have the opportunity to bring such a highly regarded line of video titles into our growing portfolio, and we’re hoping to introduce even more libraries to these wonderful programs,” said Brad Rose, Vice President of Dreamscape. “As we move forward and produce new video titles, we intend to continue the Nutmeg tradition of high-quality, award winning, iconographic video programming based on new children’s books.”
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