Youth Action Crews map the youth development programs and places in their neighborhoods in order to raise public awareness of the opportunities—and of where such opportunities don’t exist.
This article describes Youth as Resources, a nationwide initiative involves youth and adults as equal partners in projects that improve community life. Some examples of the projects include the Rural Renewable Energy Alliance, which engages teenagers to install solar heating in low income homes, and the Haydenville Preservation Committee, which implemented neighborhood cleanup and landscaping projects in rural Ohio.
At a family service agency in the North Bronx, staff members have drawn a vital connection between community and literacy. The authors explain how their literacy program evolved from a basic tutoring opportunity into a curriculum using themes and information gleaned from the young participants’ immediate community surroundings.
This study investigated the ways in which the Science Mentoring Project, an afterschool program with a youth development focus and mentoring component, helped fifth-grade participants develop key competencies in five areas: personal, social, cognitive, creative, and civic competencies. Development of these competencies, in turn, positively affected participants’ school experiences. Using program observations, teacher interviews, student surveys, a student focus group, and mentor feedback forms, researchers studied how—not just whether—the project’s youth development activities affected school
This article explores the partnership between the Baltimore County 4-H program and the Baltimore County Public Library, which forged a partnership to offer structured experiential programming opportunities to meet the afterschool needs of youth who visit their local library. Their experience suggests that libraries and youth development organizations can fruitfully collaborate to create sustainable quality afterschool programming.
This paper advocates for place-based education to guide research and design for mobile computers used in outdoor informal environments (e.g., backyards, nature centers and parks). By bringing together research on place-based education with research on location awareness, we developed three design guidelines to support learners to develop robust science-related understandings within local communities. The three empirically- derived design guidelines are: (1) Facilitate participation in disciplinary conversations and practices within personally-relevant places, (2) Amplifying observations to see
This article presents IMAX films as making science more accessible to the public, but cautions against building spectators rather than participants. It examines a film about Yellowstone while making the case that large-format films serve entertainment rather than scientific purposes.
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TEAM MEMBERS:
Joanna Ploeger
resourceevaluationWebsites, Mobile Apps, and Online Media
In 2013, Shedd Aquarium launched a pilot Teacher Badging program with a set of Great Lakes Science Certified badges. Badges include Intro to Badging, Great Lakes Basics, Invasive Species Defined, Environmental Literacy, Science Literacy, and 21st Century Skills, culminating in the achievement of the Great Lakes Science Certified badge. Each badge includes 3-7 missions that teachers must complete to be awarded a given badge. As of December 31, 2013, 262 people have logged into the site, with 499.75 contact hours recorded in 1140 completed missions. The project was partially funded by the USDA
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TEAM MEMBERS:
John G. Shedd AquariumHeather SchneiderStephanie Bohr
The author discusses her experiences in utilizing a sixth-grade Earth science field trip for students as an active research project. She examines a research project assignment conducted on the Sant Ocean Hall at the Smithsonian National Museum of Natural History in Washington, D.C. The author suggests that the use of active research can be applied to any museum or exhibit in the U.S.
The summative evaluation of the Farming for Fuels classroom program and family event was conducted over two years. Two interim reports were delivered with preliminary results about specific areas of focus. This final report described the overall evaluation study methods and results, and made recommendations for potential revisions and improvements to the program. The evaluator worked with the program team at the Creative Discovery Museum to generate a list of questions to guide the evaluation study. The questions covered each of the major audiences for the program: museum educators, teachers
This paper reports on a study that employed metacognition and social cognition theoretical frameworks to explore and interpret students' views of their cognitive roles and the nature of the mechanisms that they considered influenced and mediated their learning within small group contexts. An instrumental interpretive case study methodology was used to capture students' descriptive accounts of their Year 11 Biology learning experiences, as conveyed through their recollections and reflections concerning their interactions and roles, perceptions of the learning task, and their learning strategies
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TEAM MEMBERS:
David AndersonGregory ThomasSamson Nashon