Complete Published Book List – 60 Titles



1. Escape Rooms and Other Immersive Experiences in the Library 2. Makerspaces: A Practical Guide for Librarians, Second Edition
3. Cosplay in Libraries: How to Embrace Costume Play in Your Library 4. Web 2.0 for Librarians and Information Professionals

Edited Editions

5. Law Librarianship in the Age of AI 6. 60 Ready-to-Use Coding Projects
7. 53 Ready-to-Use Kawaii Craft Projects 8. The Makerspace Librarian’s Sourcebook
9. 63 Ready-to-Use Maker Projects 10. Law Librarianship in the Digital Age

Edited Series

Practical Guides for Librarians 2019 Series

11. Yoga and Meditation at the Library 12. Teaching First-Year College Students
13. Library Volunteers 14. Creating a Tween Collection
15. Developing a Residency Program 16. Reaching Diverse Audiences with Virtual Reference and Instruction
17.  How to Write and Get Published

Practical Guides for Librarians 2018 Series

18. Intentional Marketing 19. Electronic Resources Librarianship
20. STEM Programming for All Ages 21. Comic Book Collections and Programming
22. Coding for Children and Young Adults in Libraries 23. Gaming Programs for All Ages at the Library
24.  Teen Fandom and Geek Programming 25. Serving LGBTQ Teens
26.  Making Library Websites Accessible 27. Instructional Design Essentials
28.  Finding and Using U.S. Government Information

Library Technology Essentials – 12 Volume Set

29. Wearable Technology: Smart Watches to Google Glass for Libraries by Tom Bruno 30. MOOCs and Libraries by Kyle C. Courtney
31. Free Technology for Libraries by Amy Deschenes 32. Makerspaces in Libraries by Theresa Willingham and Jeroen DeBoer
33. Knowledge Management for Libraries by Valerie Forrestal 34. WordPress for Libraries by Chad Haefele
35. Game It Up!: Using Gamification to Incentivize Your Library by David Folmar 36. Data Visualizations and Infographics by Sarah K. C. Mauldin
37. Mobile Social Marketing in Libraries by Samantha C. Helmick 38. Digital Collections and Exhibits by Juan Denzer
39. Using Tablets and App in Libraries by Elizabeth Willse 40. Responsive Web Design in Libraries by Jason Clark

The Tech Set®, Volumes 1-10:

41. Next-Gen Library Catalogs, by Marshall Breeding 42. Mobile Technology and Libraries, by Jason Griffey
43. Microblogging and Lifestreaming in Libraries, byRobin M. Hastings 44. Library Videos and Webcasts, by Sean Robinson
45. Wikis for Libraries, by Lauren Pressley 46. Technology Training in Libraries, by Sarah Houghton-Jan
47. A Social Networking Primer for Librarians, by Cliff Landis 48. Library Camps and Unconferences, by Steve Lawson
49. Gaming in Libraries, by Kelly Czarnecki 50. Effective Blogging For Libraries, by Connie Crosby

The Tech Set® #11-20:

51. Cloud Computing for Libraries 52. Building Mobile Library Applications
53. Location-Aware Services and QR Codes for Libraries 54. Drupal in Libraries
55. Strategic Planning for Social Media in Libraries 56. Next-Gen Library Resdesign
57. Screencasting for Libraries 58. User Experience (UX) Design for Libraries
59. IM and SMS Reference Services for Libraries 60. Semantic Web Technologies and Social Searching for Librarians

My Latest Books:

Law Librarianship in the Age of AI

American Library Association Nov 2019

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

60 Ready to Use Coding Projects

American Library Association Fall 2019

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.

53 Ready-to-Use Kawaii Craft Projects

American Library Association Fall 2019

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.


Escape Rooms and Other Immersive Experiences in the Library – Oct 2018

American Library Association

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.



63 Ready-to-Use Maker Projects – October 2017

American Library Association

63 Ready-to-Use Maker Projects is an all-in-one recipe book for makerspace programming that is chock-full of practical project ideas for libraries, each authored by librarians and makers.  Projects range in cost, topic, and difficulty as well as space requirements so there is something for every size and type of library, even those without makerspaces!

Projects run the gamut from sewing and crafts projects such as do-it-yourself chainmail, creating cardboard standups, and hydro dipping flower pots to high-tech and robotics programs such as building solar robots and creating an ultrasonic speed detector.  Also included are digital media projects such as video editing to remix films and light painting, as well as a plethora of milling, soldering, and cutting projects, programs involving 3D printing, and circuitry, wiring, and wearables projects.  Each project includes step-by-step instructions, a materials and equipment list, as well as learning outcomes, and recommendations for next projects.


The Makerspace Librarian’s Sourcebook – March 2017

American Library Association

The Makerspace Librarian’s Sourcebook is an essential all-in-one guidebook to the maker realm written specifically for librarians.  This practical volume is an invaluable resource for librarians seeking to learn about the major topics, tools, and technologies relevant to makerspaces today.  Jam-packed with instruction and advice from the field’s most tech-savvy innovators, this one-stop handbook will inspire readers through practical projects that they can implement in their libraries right now.

Authored by knowledgeable maker librarians, this comprehensive resource will guide librarians through all they need to know in order to make the most of their library makerspace.

Read the awesome review in LJ_review



Practical Guides for Librarians Book Series

Rowman & Littlefield Publishers

I have recently taken on the role of Series Editor for the Practical Guides for Librarians book series. If you think you might be interested in writing a book for the series – yes there are royalties involved!! – please briefly pitch me your idea on this linked form. It doesn’t have to be a full proposal – just a sentence or two with your idea:


Library Technology Essentials– 12 book series

Rowman & Littlefield Publishers

The Library Technology Essentials series helps librarians utilize today’s hottest new technologies as lte-setwell as ready themselves for tomorrow’s. The series features titles that cover the A-Z of how to leverage the latest and most cutting-edge technologies and trends to deliver new library services.

Today’s forward-thinking libraries are responding to changes in information consumption, new technological advancements, and growing user expectations by devising groundbreaking ways to remain relevant in a rapidly changing digital world. This collection of primers guides libraries along the path to innovation through step-by-step instruction. Written by the field’s top experts, these handbooks serve as the ultimate gateway to the newest and most promising emerging technology trends. Filled with practical advice and projects for libraries to implement right now, these books inspire readers to start leveraging these new techniques and tools today.

Cosplay in Libraries: How to Embrace Costume Play in Your Library

Rowman & Littlefield Publishers


Cosplay in Libraries is a treasury of hands-on instructions, practical programming advice, informational resources, and even a few of the finer points of geek culture. Kroski brings expertise and enthusiasm to a topic that may surprise you with its relevance to libraries. Whatever your level of experience with cosplay and event planning, whether or not your library is new to fandom-style programming, you’ll learn something new, fun, and interesting from this book.”— Jason Puckett, librarian for communication and virtual services, Georgia State University Library, and author of Zotero: A Guide for Librarians, Researchers and Educators

“Fandom is a powerful model for self-organizing communities of enthusiasm, and libraries are naturally positioned to roll out the welcome mat to fandoms of all types! Cosplay is a big part of modern fandom, and Ellyssa’s book gives library staff of any level, at libraries of any scale, what they need to pitch, plan, and present a dynamite cosplay experience for library users new and old.”— Eli Neiburger, deputy director, Ann Arbor District Library

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 in the pages of comics, classic literature, and even history, as well as in film, television, and video games. They utilize many materials and techniques, including 3D printers, thermoplastics, craft foam, and fabric to design their costumes and props.

This one-stop guide includes 12 exciting step-by-step projects guiding the reader from start to finish through how they can host engaging cosplay events as well as quotes from and interviews with librarians who are incorporating cosplay into their programming. Learn all about the world of cosplay and how libraries can host cosplay events, workshops, makerspaces, clubs, and more!

Readers will also find 32 full-color photographs of cosplay in action to provide both ideas and inspiration to get started!



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