The Franklin Institute (TFI), in collaboration with the Institute for Learning Innovation (ILI), will conduct a research effort that explores the role that informal science learning plays in supporting girls' long-term interest, engagement and participation in science communities, hobbies and careers. Five longstanding programs for girls, begun 5-20+ years ago, will be the focus of the proposed study and include the National Science Partnership (NSP), Girls at the Center (GAC), Wonderwise, and Women in Natural Sciences (WINS). The selected study projects have access to girl participants who are high-school aged or older and represent diverse race, ethnicity and SES. A national Research Advisory Council will ground the investigation and review the findings at each stage of the research. The Community of Practice (CoP) literature (Lave and Wenger, 1991) will provide the theoretical frame for the overarching research question. Findings will document long-term impacts of girls' participation in identified informal science programs, determine how informal contexts in general contribute to girls' science learning and achievement, and develop a model for understanding the impact of informal science learning initiatives. Deliverables will include specific examples of informal learning experiences that support girls' long-term participation in science and evidence of the types of influences, including significant adults and particular activities, that contribute to girls' trajectories of participation. Dissemination tools will be a national conference, a research monograph and a series of workshops conducted in conjunction with professional conferences for informal science educators. By better understanding the impact of informal programs in science, specifically and more generally, and by developing and demonstrating an effective model for understanding such impact across projects, the proposed research stands to inform the field and provide a base for future project development and research efforts. The research results will improve the understanding of practice in these arenas and will document the significant role that informal programs place in influencing girls' vocational and avocational choices and participation in STEM fields. The study will also demonstrate the applicability of the CoP research model and its lessons to other informal science programs.
This paper describes a platform for sharing programmable media on the web called ScratchR. As the backbone of an on-line community of creative learners, ScratchR will give members access to an audience and inspirational ideas from each other. ScratchR seeks to support different states of participation: from passive consumption to active creation. This platform is being evaluated with a group of middle-school students and a larger community of beta testers.
Based on work in media studies, new literacy studies, applied linguistics, the arts and empirical research on the experiences of urban youths’ informal media arts practices we articulate a new vision for media education in the digital age that encompasses new genres, convergence, media mixes, and participation. We first outline the history of how students’ creative production has been used to meet the goals of media educators and highlight new trends in media education that are instructive for creative production. Our goal is to introduce and situate the new ways in which youth are
In this paper we articulate an alternative approach to look at video games and learning to become a creator and contributor in the digital culture. Previous discussions have focused mostly on playing games and learning. Here, we discuss game making approaches and their benefits for illuminating game preferences and learning both software design and other academic content. We report on an ongoing ethnographic study that documents youth producing video games in a community design studio. We illustrate how video game making can provide a context for addressing issues of participation
In today's rapidly changing world, people must continually come up with creative solutions to unexpected problems. Success is based not only on what one knows or how much one knows, but on one's ability to think and act creatively. In short, people are now living in the Creative Society. Unfortunately, few of today's classrooms focus on helping students develop as creative thinkers. In addition, the proliferation of new technologies is quickening the pace of change, accentuating the need for creative thinking in all aspects of people's lives. In this article, the author discusses two