This valuable and useful guide for creating and implementing technology-based programming in public libraries is adaptable for school settings. Beginning chapters explain and present a plan for offering such programs, providing steps on how to execute them based on actual projects from 2006 to 2010 supported by grant funds. The author explains the value of this type of programming and the process involved with adoption, and covers planning, gathering support from both administration and staff, marketing, locating and training volunteers, age-group focus, managing time, etc. Projects introduced in chapter six are based on the use of the open-source software called Scratch. Within this extensive chapter and the accompanying appendix, numerous templates and tables cover commands and terminology, how to create animation step-by-step, gaming, project ideas, etc. Particulars regarding hardware and software include criteria for using a laptop, desktop, or mixed hardware; additional items such as scanners, microphones, projectors, digital cameras, etc.; and other available open-source software to supplement a Scratch workshop. Helpful screen shots aid those new to the software. The final chapter includes a useful checklist of resources and additional materials.—Susan Shaver, Hemingford Public Schools, NE
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