The Passive Programming Playbook: 101 Ways to Get Library Customers off the Sidelines

Author:   Paula Willey (First Book, USA) ,  Andria L. Amaral
Publisher:   Bloomsbury Publishing Plc
ISBN:  

9781440870569


Pages:   240
Publication Date:   11 May 2021
Recommended Age:   From 7 to 17 years
Format:   Paperback
Availability:   Manufactured on demand   Availability explained
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Our Price $83.00 Quantity:  
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The Passive Programming Playbook: 101 Ways to Get Library Customers off the Sidelines


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Overview

This book offers 101 passive programming ideas that are extendable, adaptable, customizable, and above all, stealable—so your passive programming never runs dry. Passive programming is a cheap, quick, fun way to make all library customers feel like part of the community. It can support reading initiatives, foster family engagement, encourage visit frequency, and coax interaction out of library lurkers—while barely making a dent in your programming budget. Passive programming can be targeted at children, teens, adults, or seniors; used to augment existing programs; and executed in places where staff-led programming can't reach. It can be light-footed, spontaneous, and easily deployed to reflect and respond to current news, media, library events, and even the weather. But even passive programming pros run out of ideas sometimes, and when that happens, they want a fresh, funny source of inspiration.

Full Product Details

Author:   Paula Willey (First Book, USA) ,  Andria L. Amaral
Publisher:   Bloomsbury Publishing Plc
Imprint:   Libraries Unlimited Inc
Weight:   0.227kg
ISBN:  

9781440870569


ISBN 10:   144087056
Pages:   240
Publication Date:   11 May 2021
Recommended Age:   From 7 to 17 years
Audience:   Professional and scholarly ,  College/higher education ,  Professional & Vocational ,  Tertiary & Higher Education
Format:   Paperback
Publisher's Status:   Active
Availability:   Manufactured on demand   Availability explained
We will order this item for you from a manufactured on demand supplier.

Table of Contents

Acknowledgments Introduction PART I: RULES, EQUIPMENT, AND KEEPING SCORE Chapter 1—Step Up Your Game: Why You Need Passive Programming in Your Library Chapter 2—The Gear You Need = The Gear You Have Chapter 3—Bring Your A Game: Best Practices Chapter 4—Covering All the Bases: Passive Program Templates Chapter 5—Run Up the Score and Win Fans: Stats and Sharing PART II: LET THE GAMES BEGIN: 101+ PASSIVE PROGRAMMING IDEAS Chapter 6—Game Plans: A Week of Wonder Chapter 7—You Make the Call: Themes and Ideas to Try Any Time of Year Chapter 8—If You Build It, They Will Come: Special Spaces for Passive Programs Chapter 9—The Whole Nine Yards: A Year of Inspiration Chapter 10—Outside the Lines: The World Beyond Your Library Chapter 11—Passive Programming for Panicky Times Appendix: Resources Bibliography Index

Reviews

Packed with great ideas that require little money or staff time, this volume will appeal broadly to library program planners, particularly those on tight budgets and those who want to expand patron participation. - Library Journal Both public and school librarians can get inspired by these fun ideas; teen library councils could also have a great time designing and implementing these passive programs. - Booklist


Packed with great ideas that require little money or staff time, this volume will appeal broadly to library program planners, particularly those on tight budgets and those who want to expand patron participation. - Library Journal


Author Information

Paula Willey is book selector and partnership advisor at First Book, a nonprofit online bookstore. She has written about children's literature and family engagement for publications such as School Library Journal, the Baltimore Sun, Booklist, VOYA, and Baltimore's Child. Andria L. Amaral plans and develops public library programs and collections and services for students in grades 6–12. She serves on the board of the YALLFest young adult literature festival.

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