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Showing 1 - 25 of 39 matches in All Departments
Graphics which visually represent data or complex ideas are oftentimes easier for people to understand and digest than standalone statistics. A map shaded with different colors to represent religious affiliations or income levels enables researchers to quickly identify trends and patterns. New free tools and applications offer librarians the opportunity to organize and manipulate data to quickly create these helpful graphics. Learn how to overlay data sets on maps, create infographics for library services and instruction, use mindmapping for group brainstorming sessions, produce detailed timelines, process flowcharts, diagrams, and much more in this complete how-to-guidebook. This complete how-to guidebook provides you with the tools and inspiration you need to use infographics and data visualization techniques in your library to knock your audience's socks off as you tell your story in a visual format that can be consumed and understood at a glance. You will learn how to: *use the tools you already have to create a simple infographic; *create a library services infographic using Piktochart; *create instructional infographics with Easel.ly; *create interactive timelines; mindmap your brainstorming meetings; *create library flowcharts and diagrams using Creately; *create interactive maps with imported data; and *create complex data visualizations.
Libraries are perpetually faced with the challenge of balancing ever-shrinking budgets while steadily improving library services. One way to meet that challenge is to maximize the use of free applications and resources in the library. Free Technology for Libraries will help you discover how you can implement top-notch technology solutions within your organization to create intranets and knowledge bases, conduct webinars and conference calls, manage electronic resources, track library statistics, market your library, and much more, all at no cost! In this all-in-one guide to navigating the array of free applications and tools available online, readers will learn: *How to Manage Internal Policy & Procedure Documentation Using Wordpress *How to Manage Library Statistics with Zoho Creator *How to Provide Programming, Instruction, & Reference to Groups of Off Site Patrons *How to Use Screen Sharing for Remote Reference *Implementing a Scalable E-Resources Management System *Promoting a Library Event through In-Person and Online Advertising *Creating Marketing Posters with PosterOven *Creating an HTML5 Responsive Website - No Design Experience Required! *Managing Meeting Space with Google Calendar
MOOCs or massive open online courses that can be attended by hundreds of thousands of students at the same time have become wildly popular in recent years, and have begun to gain traction with libraries as well. There are many potential roles for libraries in MOOCs including: development, support, assessment, modeling, teaching, and preservation. In MOOCs and Libraries, learn how you can utilize MOOCs for staff training, bibliographic instruction, supporting faculty curriculum, and more! Readers of this start-to-finish guide to MOOC's in libraries will learn all about MOOC creation, from early stage planning, pedagogy, and equipment selection, to filming and launch, including: *How to Choose Hardware and Software for Your MOOC *Planning your first MOOC project *Planning for a Library MOOC Video Project *How to Develop MOOC Scripts *Storyboarding *Choosing a MOOC Filming Location *How to create MOOCs for bibliographic instruction *How to create MOOCs for staff training *How to create video lectures and screencasts
Emerging devices are placing powerful computing abilities into the wardrobes of consumers through wearable technology which combines fashion and function in new and exciting ways. The most recognizable of these emerging gadgets is Google Glass. Wearable Technology: Smart Watches to Google Glass for Libraries provides a comprehensive overview of the current wearable technology landscape, the types of devices and functionality available, the benefits and limitations of this type of technology, and how you can make use of it in your library. Learn the ins and outs of Google Glass and other devices along with the privacy and other concerns that your organization needs to know about. With this informative handbook, Discover how you can utilize use these new tools for language translations, creating videos, providing mobile reference, and much more. In this "how-to" guide for incorporating wearable technology into your library's services, programming, and activities, you will learn: *How to circulate wearable technology in your library *How to Use Google Glass as an Alternative to Traditional Info/Reference *How to Initiate a Wearable Technology Training Program for Library Staff *How to create first-person videos using GoPro Cameras *How to add real-time translation services using Google Glass *How to use wearable technology as a promotional tool for your library *Make Your Own Immersive Virtual Reality Headset using Google Cardboard
Over 52 million tablet devices were sold during the fourth quarter of 2012 and sales are predicted to continue to increase in years to come. These lightweight mobile computing devices are quickly becoming an integral part of patrons' everyday lives. Libraries are responding by incorporating them into their programs and services. Using Tablets and App in Libraries outlines how libraries can support this new BYOD (bring your own device) culture including offering app events and instruction, installing mounted tablets within the library, offering tablet lending programs, initiating tablet training programs for staff, and ways to evaluate and use quality apps. Discover how you can implement a successful tablet program in your library. Through this comprehensive guide, readers will learn: * How to integrate the potential of tablet technology into existing library programs and staff workflows *How to Host a Staff Training Technology Petting Zoo *How to provide tablet support and training for your patrons *How to use tablets in your story time and other children's programming *How to circulate tablets in your library *How to use tablets to promote library services *How to use tablets in your physical spaces to provide and gather information
Snapchat, a new photo and video sharing mobile app logs over 400 million messages every day. Instagram, a similar mobile app boasts over 130 million users. And the 6-second video-making app Vine has skyrocketed to 40 million users within its first year. Discover how you can leverage the popularity of these new mobile social applications for your library by joining these social networks and creating engaging content. Learn how to encourage library patrons to create their own content and tag it with the library's location. Mobile Social Marketing in Libraries walks you through the process of planning, creating, and sharing mobile social marketing content for your library. This practical handbook leads readers through the process of planning, creating, and sharing mobile social marketing content for their library, offering insight into the essentials of using mobile social marketing apps in the context of library engagement. Successfully advertise a new series of programs, promote traditional resources, and place a hand on the pulse of the library's service community with steps included in this book including: *How to Create a Teen Library Tumblr *How to Use Snapchat for Library Social Media Marketing *How to Provide Reader's Advisory Through Instagram *How to Use Instagram for Library Marketing *How to Use Vine for Library Instruction *How to Host a Library Contest for Twitter *How to Create a Facebook Group for a Library Book Club
Today's libraries are taking advantage of cutting-edge technologies such as flat panel displays using touch, sound, and hands-free motions to design amazing exhibits using everything from simple computer hardware to advanced technologies such as the Microsoft Kinect. Libraries of all types are striving to add new interactive experiences for their patrons through exciting digital exhibits, both online and off. Digital Collections and Exhibits takes away the mystery of designing stunning digital exhibits to spotlight library treasures by walking the reader through implementation projects that are sure to astound and impress. This collection of easy-to-follow instructions will give readers the knowledge and confidence to create and design their very own extraordinary digital exhibits. Readers will learn: *How to Create a Digital Exhibit Using Omeka.net *How to Create a Hands-Free Digital Exhibit Showcase with Microsoft Kinect *How to Create a Digital Exhibit Using Open Exhibits *How to Create 3D Objects and Add them to Online Exhibits
Today's library patrons are browsing the Web on a variety of devices including tablets, e-readers, mobile phones, and desktops. Responsive web design employs techniques that will enable your library's website to automatically adapt to whatever screen size it's being viewed on. Learn how to utilize CSS techniques such as fluid grids and flexible images combined with responsive design techniques such as media queries to deliver an optimal experience for your library patrons regardless of device. Design one website to fit them all. With both beginner and expert developers in mind, this complete handbook guides the reader through the process of developing and launching their own Responsive Web Designs and introduces the craft of building multi-screen experiences. Online demos and downloadable code files are included for all projects: *Adapting your Existing Layout into a Responsive Layout - A RWD Retrofit *Building a Responsive Layout from Scratch - A RWD Bookreader *Creating a Responsive Contact Form - "Get a Library Card" *Creating a Responsive Search Interface *Creating a Responsive Single Page Application - "Mobile Feed App" *Using an RWD Framework for a complete site: Twitter Bootstrap
Using game thinking and game mechanics in non-game settings to promote engagement and learning is a new trend in both business and education sectors. Savvy marketers are gamifying their efforts by offering customers loyalty badges, check-in incentives, and achievement rewards and clever employers are leveraging this new trend to gamify their training and innovation processes. Discover how you can use game design techniques to involve patrons and motivate staff in your library. This primer will walk you through incorporating game thinking into bibliographic instruction, staff training, the online catalog, and more. Learn how to gamify the library experience. This A-Z guidebook covers a range of exciting ways to use gamification in your library. Readers will learn the ins and outs of gamification techniques through projects, such as: *badge hunts for staff orientation; *a "face of the library" game for patron services; *badges for your programs; *augmented reality and a catalog Easter egg hunt; *interactive fiction for information literacy education; and, *top-down video games for library orientation.
WordPress is not only the most popular blogging software in the world, but it is also a powerful content management system that runss more than 23 percent of all websites. The current version alone has been downloaded almost 20 million times, and the WordPress community has built more than 38,000 plugins to extend and enhance the system. Libraries are using this technology to create community-oriented websites, blogs, subject guides, digital archives, and more. This hands-on, practical book walks readers through the entire process of setting up a WordPress website for their library, provides tips and best practices for using themes and library-oriented plug-ins, and contains information on how to use WordPress to create nontraditional library websites. No matter your library's size or resources, this all-in-one practical manual will show you how to improve your website by building it in WordPress through projects such as: *How to Install and Use Common Plugins *How to Install and Customize a Theme *How to Build an Exhibit to Display an Image Collection *How to Analyze and Manage Your Content in WordPress *How to Create Re-Usable Chunks of Text With Shortcodes *How to Build a Professional Library Website
It is absolutely essential that today's law librarians are digitally literate in addition to possessing an understanding and awareness of recent advancements and trends in information technology as they pertain to the library field. Law Libraries in the Digital Age offers a one-stop, comprehensive guide to achieving both of those goals. This go-to resource covers the most cutting-edge developments that face today's modern law libraries, including e-Books, mobile device management, Web scale discovery, cloud computing, social software, and much more. These critical issues and concepts are approached from the perspective of tech-savvy library leaders who each discuss how forward-thinking libraries are tackling such traditional library practices as reference, collection development, technical services, and administration in this new "digital age." Each chapter explores the key concepts and issues that are currently being discussed at major law library conferences and events today and looks ahead to what's on the horizon for law libraries in the future. Chapters have been written by the field's top innovators from all areas of legal librarianship, including academic, government, and private law libraries, who have strived to provide inspiration and guidance to tomorrow's law library leaders.
Libraries are creating dynamic knowledge bases to capture both tacit and explicit knowledge and subject expertise for use within and beyond their organizations. In this book, readers will learn to move policies and procedures manuals online using a wiki, get the most out of Microsoft SharePoint with custom portals and Web Parts, and build an FAQ knowledge base from reference management applications such as LibAnswers. Knowledge Management for Libraries guides readers through the process of planning, developing, and launching their own library knowledge base. This A-Z guidebook will teach you how to implement tools that will help your colleagues communicate, collaborate, share documents and files, and greatly clarify and simplify workflows through projects such as: *How to Create a Document Management System with Google Drive *How to Construct a Web-Based Knowledge Base Using Wiki Software *How to Set Up a Private Social Network for Your Staff with Yammer *How to Create an Organizational Commons with WordPress *How to Build a Library Intranet Site in Microsoft SharePoint *How to Create a Dynamic FAQ with Springshare's LibAnswers
Makerspaces, sometimes also referred to as hackerspaces, hackspaces, and fablabs are creative, DIY spaces where people can gather to create, invent, and learn. In libraries they often have 3D printers, software, electronics, craft and hardware supplies and tools, and more. Makerspaces are becoming increasingly popular in both public and academic libraries as a new way to engage patrons and add value to traditional library services. Discover how you can create a makerspace within your own library though this step-by-step guidebook. From planning your innovation center to hosting hack-a-thons, guest lectures, and social events in your new lab, Makerspaces in Libraries provides detailed guidance and best practices for creating an enduring, community driven space for all to enjoy and from which both staff and patrons will benefit. This well researched, in-depth guide will serve libraries of all sizes seeking to implement the latest technologies and bring fresh life and engaging programming to their libraries. Highlights and best practices include: *budgeting and business planning for a librarymakerspace, *creating operational documents, *tools and resources overviews, *national and international case studies, *becoming familiar with 3D printers through practical printing projects (seed bombs), *how to get started with Arduino (illuminate your library with a LED ambient mood light), *how to host a FIRST Robotics Team at the library, *how to develop hands-on engagement for senior makers (Squishy Circuits), and *how to host a Hackathon and build a coding community.
According to a Library Journal survey, 89 percent of public libraries now offer maker programming. And they're increasingly popular at academic and school libraries too. More than a decade since they first began to crop up they continue to transform and revitalize libraries, tapping into patron creativity and fostering collaboration. In this follow-up to her bestselling The Makerspace Librarians Sourcebook, Kroski gathers trailblazers of the maker movement to share their experiences and success stories. This volume is packed with programs and ideas you'll be excited to implement at your own library. Learn what's working (and what's not) through first-hand perspectives on such topics as survey results showing the most popular makerspace programs; 6 common makerspace challenges and the solutions to meet them; examples of successful local partnerships for public, academic, and school libraries; establishing norms that encourage safety and peer learning; meeting the needs of explorers, learners, and experts in your maker community; practical operational guidance, such as workflows for maintaining supplies like scissors, glue, and 3D printer filament; hardware and software choices that improve accessibility; new developments in 3D printers and modeling software; cataloging and circulating maker kits for crafting, soldering, and other projects; budgeting tips, including how to plan for ongoing operational costs; measuring outcomes in public library makerspaces; and future developments expected for library makerspaces and equipment. You'll be introduced to a host of tried and tested programs you can adapt for your own library, helping you support your community through making.
Gaming programs offer many benefits: they encourage interaction among patrons, strengthen community bonds with the library, and when done right they can be incredibly popular. Kroski, a bestselling author as well as an avid gamer herself, has gathered more than 50 creative programming ideas from public, school, and academic libraries nationwide. Most will hit your core gaming audience of teens, but you'll also find plenty of options for adults, tweens, and younger children-the mix of tabletop, video, and live-action gaming programs includes something for everyone. Complete with step-by-step instructions for how to prepare and host programs, a materials and equipment list, estimated budget, and recommendations for age ranges, inside this book you'll find fun ideas such as Instagram or zombie-tag scavenger games; a video game rec league; teaching cybersecurity with Minecraft; STEM with virtual reality and other programs for VR equipment; fostering science literacy with themed board games; a life-sized Game of Life; STEAM with an amazing race; hosting a Gaming Con at your library; video game study breaks for calming students' nerves during Finals Week; leading enthusiasts in writing an original roleplay or designing a board game; and building your collection of games through donations and grants. The engaging programs in this book will have people flocking to your library-it's all in the game.
In the wake of the COVID-19 pandemic, library patrons of all ages are becoming ever more interested in sustainability and self-reliance topics. And libraries are enhancing their programming to embrace these timely concerns by organizing instructional workshops, forming gardening clubs, creating community gardens, building beekeeping exhibits, teaching patrons about reducing waste and sustainable food sources, and more. Drawing on real-world initiatives from public, school, and academic libraries across the country, this all-in-one guide walks you through how to plan, organize, and run sustainable living programs at your own library. Complete with a materials and equipment list, budget, and recommendations for age ranges and type of library, the programs you’ll learn about include Mason jar hydroponic gardening, straw bale gardening, growing vegetables outside in winter, and a variety of other gardening activities; sharing fixing skills and fostering sustainable culture through repair events; family-friendly programs such as how to make rolled beeswax candles and glycerin soap; upcycled jewelry for teens and adults; a hands-on canning workshop; making herbal tea blends; how to start a food waste collection, the basics of composting, raising chicks and chickens, and more homesteading programs; and coordinating gardening and sustainability programs with local experts.
Packed with real-world ideas drawn from an assortment of different libraries, alongside best practices for hygiene, implementation, and marketing, this resource will assist libraries in offering these exciting forms of programming to their patrons. Bestselling tech maven Kroski is back with a timely, all-in-one guide to planning, organizing, and running virtual events in libraries. Ranging from simple gaming activities utilizing VR headsets to augmented reality tours, exhibits, immersive experiences, and STEM educational programs, these ideas include something for every size and type of academic, public, and school library. Programs encompassing new technologies such as augmented reality (AR), virtual reality (VR), and mixed reality (MR) are all included. Complete with step-by-step instructions, a materials and equipment list, budget, and recommendations for age ranges and type of library, among this collection's engaging programming events and educational opportunities are adapting to COVID-19 by transitioning a library orientation game night to an enhanced virtual tour; Oculus VR programs for patrons with physical and cognitive disabilities; field trips with Classvr and Thinglink, which enable school librarians and educators to connect virtual experiences to curriculum; creating and manipulating virtual clay to sculpt with Oculus Medium; leveraging VR software to stage a virtual art exhibition; using VR for STEM programs, literacy programs, geography programs, and YA outreach; transitioning academic library services from traditional face-to-face, hybrid, or online approaches to a virtual world (AltSpaceVR or ASVR), helping to maximize individualized learning; using a virtual environment to help students understand the impact of warfare and the implementation of power; and an AR game based on the library's catalog system.
Cosplay, comics, anime, and geek culture have exploded into the mainstream over recent years and have resulted in a thriving community of costume enthusiasts and pop culture fans. Today's cosplayers find inspiration on the pages of comics, classic literature, and even history, as well as film, television, and video games to inform their creative and oftentimes elaborate ensembles. They utilize all manner of materials and techniques including 3D printers, thermoplastics, craft foam, fabric and more to design their costumes and props. Libraries on the leading edge are already embracing this new worldwide sensation by integrating cosplay into their programming and events. Learn all about the world of cosplay and how you can host cosplay events, workshops, makerspaces, clubs, and more in your library! This one-stop guide includes quotes and interviews with librarians who are incorporating cosplay into their programming as well as with cosplayers. You'll also find 32 full-color photographs of cosplay in action to give you both ideas and inspiration for getting started!
Tiny, adorable, even cuddly: Kawaii, born in Japan, is the culture of cuteness, and its influence is seen worldwide in clothing, accessories, games, and food. Kawaii projects at your library will get a new crowd using your 3D printer and introduce anime and manga enthusiasts to crafting. In her new book Kroski, bestselling enthusiast of makerspaces, cosplay, and geek culture in libraries, has gathered creative and crafty librarians to share their most popular Kawaii programs. Running the gamut in terms of cost and difficulty, this book's 53 programs are sure to include many that will fit your budget, space, and skills. Just scan the estimated budget, age range, materials, equipment needs, and learning outcomes in each listing. Projects include keychains with felt or 3D printing; slime squishies; 3D printed animal earrings; hosting a stuffed animal fashion show; monster emoji paper bookmarks; origami fortune cookies; buttons with anime or comic book art; crocheted coffee cozy or puppy nose warmer; tiny top hats with laser-cut felt cameos; and how to Kawaii-ify a planner. What's more, the plentiful suggestions for "next projects" scattered throughout the book will help you keep the super-cute fun going!
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; and provides 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.
Library makerspaces continue to thrive, drawing new patrons in and engaging them as never before. This hands-on sourcebook edited by technology expert Kroski includes everything libraries need to know about the major topics, tools, and technologies relevant to makerspaces today. Packed with cutting edge instruction and advice from the field's most tech-savvy innovators, this collection * leads librarians through how to start their own makerspace from the ground up, covering strategic planning, funding sources, starter equipment lists, space design, and safety guidelines;* discusses the transformative teaching and learning opportunities that makerspaces offer, with tips on how to empower and encourage a diverse maker culture within the library;* delves into 11 of the most essential technologies and tools most commonly found in makerspaces, ranging from 3D printers, Raspberry Pi, Arduino, and wearable electronics to CNC, Legos, drones, and circuitry kits; and* includes an assortment of project ideas that are ready to implement. As useful for those just entering the "what if" stage as it is for those with makerspaces already up and running, this book will help libraries engage the community in their makerspaces.
This new compilation from editor and maker Kroski spotlights a multitude of creative projects that you can tailor for your own library. Librarians and makers from across the country present projects as fun as an upcycled fashion show, as practical as Bluetooth speakers, and as mischievous as a catapult. Included are projects for artists, sewers, videographers, coders, and engineers. The handy reference format will help you quickly identify the estimated costs, materials, and equipment; and because several projects don't even require a dedicated makerspace, every library can join in. Inside you'll find how-to guidance for projects like a foam rocket launcher; stop-motion animation with 3D print characters; found-object robots; glowing ghost marionettes; Arduino eTextiles; magnetic slime; yarn painting; fidget flannels; an LED brooch; and cardboard sculpture. With takeaways like origami tea lights or a t-shirt tote bag, your patrons will be sure to remember how much fun your library can be.
The lessons of ALA's Libraries Ready to Code initiative are conclusive: your library can make a difference in developing computational thinking in children, teens, and even adults. And you don't even need to be a techie to make it happen; in fact, many activities in this new book from tech champion Kroski dispense with a screen altogether in favor of twister boards, masking tape grids, or bowling pins. Other activities are built around affordable software or tech toys like Scratch Jr., Scratch, Bee-Bot, or Code-a-Pillar. Organized by age group, and complete with step-by-step guidance on everything from learning outcomes to an estimated budget, projects include teaching coding to preschoolers with beads, pipe cleaners, and elastic string; choreographing music videos with Ozobots; programming Mad Libs-style games using Python; teaching algorithms with story mapping, pattern play, or mazes; using Scratch for digital dress-up or meme remixes; team-building and outreach with robots; drop-in programs for exploration and unstructured play; and teaching adults with Lynda.com or Meetup partners. This book's structured presentation will help both school librarians and programming staff at public libraries quickly scan for projects that fit their needs.
Futurists predict that in the next ten years the profession of “lawyer” will splinter into job titles like “legal process analyst” or “legal knowledge engineer.” And some in the field are already taking a proactive approach ?— in fact, more than two dozen law schools have developed innovation centers to explore artificial intelligence (AI) and the law. In a competitive marketplace, both firms and individuals need to familiarize themselves with the dazzling array of new products and enhanced features capable of improving efficiency. Written by leading practitioners and visionaries like Robert Ambrogi, this groundbreaking survey of current practices and future trends offers an incisive examination of the evolving roles for law librarians. Readers will learn how AI technology is changing law school curricula, lawyer practice, marketing, and other key aspects of the field through coverage of such topics as the benefits of AI to law librarianship, including areas like legal research, contract review, compliance, and administration, and their associated risks; four professional ethics rules that apply to the use or (non-use) of AI; how lawyers and staff work side by side with AI, utilizing intelligence like RAVN ACE or FastCase to attack the drudgery of due diligence and document review; surprising machine-learning insights from tokenizing, stemming, and lemmatizing the text of Shakespeare’s plays; the potential for chatbots and new natural language processing products to improve access to justice; and ways to develop sought-after skills through new technology departments, practice management groups, and legal innovation labs. Reading this collection will give you a firm grasp of the innovations, tools, benefits, and risks of AI in law librarianship.
The Makerspace Librarian's Sourcebook, edited by technology expert Ellyssa Kroski, is an essential all in one guidebook to makerspaces written specifically for libraries. This practical volume provides an invaluable resources for librarians seeking to learn about the major topics, tools, and technologies relevant to makerspaces today. Containing cutting-edge guidance from a range of international experts, this collection is packed with practical tips and case studies for the field's most tech-savvy innovators. This book: * Shows readers how to start their own makerspace from the ground up, covering strategic planning, funding sources, starter equipment lists, space design, and safety guidelines * discusses the transformative teaching and learning opportunities that makerspaces offer, with tips on how to empower and encourage a diverse maker culture within the library * delves into 11 of the essential technologies and tools most commonly found in makerspaces, ranging from 3D printers, Raspberry Pi, Arduino, and wearable electronics to CNC, Legos, drones, and circuitry kits * includes an assortment of practical, ready to implement, project ideas. This hands-on sourcebook will be useful reading for librarians using technology in teaching and learning in their libraries, as well as those considering whether to set up a makerspace, or with one already up and running. |
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