Making a Catan Board with Glowforge | flb Part II
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Books on the subject of Glowforge catan
Borg Like MeSparks of Fire Press. 2014
A comprehensive collection of cyberculture pioneer Gareth Branwyn's best work, Borg Like Me spans a 30-year writing career. The book covers Branwyn's coming of age in a commune, his involvement in the 90s zine publishing scene, his tenure at influential cyber arts and culture mags Mondo 2000, bOING bOING, Wired, and his eight years at MAKE, spearheading the growing maker movement. Previously published material is woven throughout with Branwyn's unabashedly honest commentary, personal anecdotes, and original essays. Read about the smart-druggies behind Mondo 2000, impersonating Billy Idol in cyberspace (for Billy Idol), the making of the iconic early 90s hypermedia book, Beyond Cyberpunk!, and Branwyn going positively Phillip K. Dick after a heart attack and a bad blood transfusion. Borg Like Me is a smart, passionate, intense trip along the bleeding edges of art, technology, and culture at the turn of the 21st century.
The Book of Mr. NaturalFantagraphics Books. 2022
A vintage collection starring the white-bearded, diminutive sage-cum-charlatan, Mr. Natural, ranges from the charming, free-wheeling early '70s stories to the disturbing, controversial '90s stories, including the entire "Mr. Natural and Devil Girl" epic. Originally released in paperback.
Escape Rooms and Other Immersive Experiences in the LibraryAmerican Library Association. 2018
By one count, there are more than 7,200 escape room environments in 1,445 cities in 105 countries. So why not in libraries? Sharpening participants’ problem solving and collaboration skills by mashing up real-time adventure, immersive theater, gaming, and old-fashioned entertainment, they’re a natural for libraries. And, as Kroski demonstrates in this fun guide, they’re feasible for a range of audiences and library budgets. Whether you’re already an escape room aficionado who’s eager to replicate the experience at your own institution, or an intrigued novice looking for ways to enliven your programing, Kroski has got you covered. This book discusses the differences between escape rooms, which are highly structured, and immersive experiences, which are more casual;shows how these unique experiences can be used to teach information literacy skills, add unique youth programming, bring adults into the library, and instruct patrons about library resources in the form of puzzles and challenges;profiles several successful library projects, from large scale programs like New York Public Libraries’ Find the Future: The Game to smaller ones like Search for Alexander Hamilton;offers dozens of programming ideas and examples that can be tailored to fit a variety of libraries and budgets; andprovides information on game kits available for purchase, tips for partnering with local Escape Room businesses, and links to additional resources. With the assistance of Kroski’s guide, libraries everywhere can offer their own take on these exciting forms of entertainment, engagement, and education.
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