This article describes Cosmic Chemistry, a two-week summer learning program for 9th and 10th grade students that focuses on chemistry with an astronomical twist. The program focuses on building a foundation for the next school year's science content, providing rigorous and relevant science experiences to help the students who need it most before they fall behind.
Science, technology, engineering, and mathematics(STEM) programs in out-of-school time (OST) are designed to supplement school work, ignite student interest, and extend STEM learning. From interactive museum exhibits to summer-long science camps, opportunities for informal student engagement in STEM learning abound. What difference do these programs make, and how can we improve them? These questions preoccupy educators and funders alike. OST program developers and providers can benefit from understanding why evaluation is critical to the success of STEM OST programs, what data collection
By emphasizing work-based learning, youth programs can not only meet their youth development goals but also prepare young people for success in the knowledge economy of the 21st century.
Supervising youth workers is a challenging, demanding job in a complex field. Too frequently youth workers get mired in reacting to the everyday crises that dominate their work, finding it difficult to rise above the daily demands to reach a place where reflection can help guide their work. Strategies based in action research can empower youth work supervisors to invest in their own growth and in the continuous improvement of their programs.
Positive behavior support, with its emphasis on teaching desired actions rather than punishing undesirable actions, can be a powerful tool for managing young people’s behavior. This article examines its' application in afterschool settings.
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TEAM MEMBERS:
Brian McKevittJessica DempseyJackie TernusMark Shriver
The common but under-researched practice of hiring participants as afterschool program staff presents unique challenges but has clear advantages for programs, participant staff members, and communities.
Exposing American K-12 students to science, technology, engineering, and math (STEM) content is a national initiative. Game Design Through Mentoring and Collaboration targets students from underserved communities and uses their interest in video games as a way to introduce science, technology, engineering, and math topics. This article describes a Game Design Through Mentoring and Collaboration summer program for 16 high school students and 3 college student mentors who collaborated with a science subject matter expert. After four weeks, most students produced 2-D video games with themes based
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TEAM MEMBERS:
Neda KhaliliKimberly SheridanAsia WilliamsKevin ClarkMelanie Stegman
The article focuses on an educational program called Game Design Through Mentoring and Collaboration. The program is a partnership between McKinley Tech and George Mason University (GMU) in Fairfax, Virginia. Through this program the teachers ensure students understand the pathways needed for participation in the science, technology, engineering, and math (STEM) enterprise. Kevin Clark, is the principal investigator of the program.
Since August of 2011, Project iLASER (Investigations with Light And Sustainable Energy Resources) has engaged children, youth and adults in public science education and hands-on activities across the entire length of the U.S.-Mexico border, from the Pacific Ocean to the Gulf of Mexico. The two main themes of Project iLASER activities focus on sustainable energy and materials science. More than 1,000 children have been engaged in the hands-on activities developed through Project iLASER at 20+ sites, primarily in after-school settings in Boys & Girls Clubs. Sites include Boys & Girls Clubs in California (Chula Vista, Imperial Beach, El Centro and Brawley); Arizona (Nogales); New Mexico (Las Cruces); and Texas (El Paso, Midland-Odessa, Edinburg and Corpus Christi). The project was co-funded between the NSF Division of Chemistry (CHE) and the Division of Research on Learning in Formal and Informal Settings (DRL).
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TEAM MEMBERS:
Southwestern CollegeDavid BrownDavid Hecht
This executive summary presents demographic data and survey results from participants in the 2010 SciGirls summer camp. Based on the post survey responses, the majority of the participants felt that the camp had increased their interest in science (78%) and science careers (97%). Those students who did not mention an increased interest said that they already had a high interest in science and STEM careers before camp.
This executive summary provides data tables with demographic information and follow-up responses from participants in the SciGirls program. These results demonstrate that participation in the camp had varying specific effects on students all leading to an increased interest in STEM.