Since 2012, the Maker Education Initiative (Maker Ed) has worked with over 72 organizations to host their Maker Corps program. In 2015, 39 organizations participated with 72 Maker Corps Members.
The goals of the program are:
1. Support and train partner organizations to establish and develop making programs.
2. Diversify and expand the network and community of maker educators.
To evaluate these experiences for Sites and Members, all were invited to complete a pre and a post survey. This report describes survey results from both Maker Corps Members and site staff, taken at the beginning
Across the U.S., youth development approaches are being tested in out-of-school time programs as a strategy to combat the growing opportunity gap between privileged and underprivileged youth (Gardner, Roth, & Brooks-Gunn, 2009). Along with increased recognition of the value of youth development programming has come increased financial support (Padgette, 2003; Zeller-Berkman, 2010). This investment, in turn, brings increased pressure to continually prove to funders that youth development programs affect student outcomes (Zeller-Berkman, 2010). The increased emphasis on accountability has
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TEAM MEMBERS:
Sarah Zeller-BerkmanCarolina Munoz-ProtoMaria Elena Torre
What is “the truth” about out-of-school time (OST) work with boys and young men of color (BYMOC)? How has the literature that documents the increasing public consciousness of this work influenced program centers and policy debates? Recent local and national attention on the crisis facing BYMOC has contributed many insights to this discussion. Although My Brother’s Keeper was not the first call to action on this issue, this White House initiative has raised awareness and resources, some of which have been directed toward developing and documenting efforts undertaken outside the academic day.
The afterschool hours offer children unscripted and flexible time to explore their spaces and interests so they can learn in and from their surroundings. They engage with the world, exploring natural environments and connecting with others through social relationships. For example, during informal fútbol games with friends, children learn how to position their bodies to block opponents and take shots on goal. At home, they view cartoons on television and delight in characters that float by escaping from gravity. With their families, they prepare the garden in spring by collecting earthworms
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TEAM MEMBERS:
Kathryn CiechanowskiSueann BottomsAna Lucia FonsecaTyler St. Clair
Structured afterschool programs are often perceived as a service for young children only. Communities often overlook teenagers, expecting more substantial benefits from investments in programs for younger children (Hall & Gruber, 2007). Of about 8.4 million children participating in afterschool programs nationwide, only 1 million are high school students (Afterschool Alliance, 2009b). In addition, only 15 percent of the programs funded by the 21st Century Community Learning Centers (CCLC) program include high school students (Afterschool Alliance, n.d.). Recent budget cuts in many schools have
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TEAM MEMBERS:
Jenell HolsteadMindy Hightower KingAshley Miller
Professional development is vital to the success of afterschool programs. Effective professional development enhances afterschool program quality by facilitating staff performance and knowledge; in addition, professional development is vital for improving student learning outcomes (Bouffard & Little, 2004; Hall & Surr, 2005; Joyce & Showers, 2002). Well-planned professional development also contributes to increased staff satisfaction and retention (Huang & Cho, 2010).
Challenge seeking is an important component of children’s personal and academic development. Defined in this paper as a set of beliefs and behaviors that propels individuals to initiate and persist at difficult ventures, challenge seeking is a key indicator of mastery goal orientation. This orientation has been linked with a number of positive and adaptive behaviors. For instance, research shows that individuals who pursue mastery goals are more likely than others to value cooperation, seek help when confused, and use deeper learning strategies such as monitoring their comprehension and
The Mansfield Public School District will create an online game curriculum program titled GameOn: Digital Citizens for students in the 5th and 6th grades. Teachers and librarians in the school district will work together to create a series of online games and quests that will meet curriculum goals while also providing an outlet for students to explore ideas and principles of digital citizenship.
Georgetown County Library will improve the digital-age critical workforce skills of local young people through STEM-related digital activities. Classes relating to online STEM resources, digital video production, and app development will result in increased skills and interpersonal abilities, as well as an appreciation for the public library as a dynamic and informative place. By working with a number of community organizations, the library seeks to reach a local youth community that has historically experienced high rates of poverty and low rates of high school completion, and build on previous efforts to provide job fairs, skills training, and other initiatives.
Cañada College will implement the STEM 4 ECE program, which will engage early childhood education (ECE) students in activities to increase their understanding of a comfort with STEM (science, technology, engineering, and math) subjects. Through partnerships with the San Mateo County Office of Education, the Redwood City Public Library, and with ECE and STEM faculty, the program will offer workshops, online tutorials, and one-on-one support to assist ECE students in using library research to incorporate STEM topics in their coursework. The program will also expand the role of the library to serve as a place for interdisciplinary faculty collaboration while providing STEM resources to groups that have historically had limited access to them, specifically in minority communities.
The Mabee Library at MidAmerica Nazarene University will create a Center for Games and Learning, which will be used to incorporate games in higher education curricula and academic life, with the goal of promoting skills such as collaboration, critical thinking, and strategic thinking. A cohort of faculty members will incorporate games into selected courses, and evaluations will be performed to assess the acquisition of skills through gaming. Following the dissemination of these findings, the Center for Games and Learning will remain as a pioneering campus resource for future faculty to incorporate in their courses.
The University of Oklahoma will increase knowledge about how youths create information and how information professionals can help them become successful information creators by promoting their information and digital literacies and other 21st century skills. This Early Career research project builds on existing research and results of previously funded IMLS Learning Labs by investigating how twenty-four middle school students engaged in project-based, guided-inquiry STEM learning to create information in a school library Learning Lab/Makerspace. The project will result in a model of information-creating behavior that can help develop a groundbreaking approach to information literacy instructions and creative programs.