Drawing Programs for Libraries: An Easy Kids' Event
Librarians: a drawing program is an easy, low-cost kids' event. Here's a ready-to-run plan with a step-by-step lesson, games and book tie-ins.
A drawing program is one of the easiest library events to run. It needs only paper, pencils and a step-by-step lesson projected or drawn on a whiteboard. Funny faces or monsters work well for mixed ages, and you can tie the event to books in your collection.
Libraries are already about stories and imagination. Drawing programs extend that, bringing kids in for a fun, creative event.
A 45-minute program plan
1. Welcome (5 minutes). Name tags with doodles.
2. Warm-up (5 minutes). Squiggle game.
3. Lesson (20 minutes). Step-by-step drawing.
4. Create (10 minutes). Kids add their own twist.
5. Gallery (5 minutes). Display on a table or wall.
Faces work for every age
Faces are quick, funny and work for young and older kids. How to Draw: Silly Faces is full of expressions that kids can learn in minutes and then remix. Every child walks out with a face they drew.
Book tie-ins
- Display picture books about art and creativity.
- Show comics and graphic novels.
- Feature drawing books from the collection.
Supplies
- Pencils and erasers
- Paper
- Colored pencils or crayons
- A whiteboard or document camera
Recurring programs
A monthly drawing club keeps kids coming back. Rotate themes: monsters, animals, robots, holidays. For more, see start an after-school drawing club.
Questions parents ask
How do libraries run drawing programs?
With simple supplies, a step-by-step lesson on a whiteboard or document camera, time for kids to add their own ideas and a gallery display.
What age is a library drawing program for?
Most programs work for ages 5 to 12. Faces and monsters suit mixed-age groups.
How long should a kids' drawing program be?
About 45 to 60 minutes is ideal for most ages.
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