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resource research Media and Technology
A unique afterschool class in making comic strips and comic books, taught by a professional comic artist, encourages both literacy development and identity development in adolescent participants.
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TEAM MEMBERS: Sarita Khurana
resource research Public Programs
Drugs and alcohol, free time and empty houses are readily available in affluent communities. But positive role models and meaningful activities are often in short supply.
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TEAM MEMBERS: Elizabeth Knight
resource research Public Programs
In recent years, afterschool programs have come to be envisioned as sites for addressing the failure of urban schools to provide adolescents with the requisite skills and knowledge to participate in a rapidly shifting social, political, and economic landscape. The purpose and nature of such educational endeavors has taken many varied forms, as a growing number of stakeholders become invested in shaping the direction and implementation of afterschool programming. However, youth, as the recipients of these programs, have rarely been looked to as sources of experiential knowledge about the
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TEAM MEMBERS: Katherine Schultz Edward Brockenbrough Jaskiran Dhillon
resource research Public Programs
Dance classes provide a model for afterschool and in-school education where multiple, “embodied” modes of teaching and learning enhance development and where risk-taking is rewarded rather than punished.
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TEAM MEMBERS: Mira-Lisa Katz
resource research Public Programs
This article addresses the ways in which an afterschool theater program creates an experience which builds confidence and encourages authentic work on the part of young people. It provides guidelines for practitioners for creating an atmosphere where learning can thrive.
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TEAM MEMBERS: Carol Macy
resource research Media and Technology
Over the past three years, hundreds of community-based afterschool comic book clubs have been launched in cities across the United States. These clubs have drawn in thousands of underserved youths in grades 1–12. In these clubs, children plan, write, sketch, design, and produce original comic books and then publish and distribute their works for other children in the community to use as learning and motivational tools. This synthetic and analytic research project explores the dynamics, outcomes, and impacts of afterschool comic book clubs.
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TEAM MEMBERS: Michael Bitz
resource research Public Programs
A personal essay by a former public school teacher in the Teach for America program highlights the differences between school and afterschool education.
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TEAM MEMBERS: Lily Rabinoff-Goldman
resource research Public Programs
An afterschool program struggles to foster kindness and civility among youngsters whose environment too often fails to promote such values.
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TEAM MEMBERS: Kirsten Cole
resource research Public Programs
Awareness of the value of community youth arts could help support more formal partnerships between arts learning and afterschool organizations.
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TEAM MEMBERS: Lori Hager
resource research Media and Technology
This paper suggests new strategies for introducing students to robotics technologies and concepts, and argues for the importance of providing multiple entry points into robotics. In particular, the paper describes four strategies that have been successful in engaging a broad range of learners: (1) focusing on themes, not just challenges; (2) combining art and engineering; (3) encouraging storytelling; (4) organizing exhibitions, rather than competitions. The paper describes a new technology, called the PicoCricket, that supports these strategies by enabling young people to design and program
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TEAM MEMBERS: Natalie Rusk Mitchel Resnick Robbie Berg Margaret Pezalla-Granlund
resource project Public Programs
FUSE is a new kind of interest-driven learning experience being developed by researchers at Northwestern University with the goal of engaging pre-teens and teens in science, technology, engineering, arts/design, and mathematics (STEAM) topics while fostering the development of important 21st century skills including adaptive problem solving, creativity, self-directed learning, persistence, and grit. FUSE is now offered in-school, after-school, and on the weekends at 23 different locations in the greater Chicago area. Through FUSE, teens can "hang out, mess around and geek out" with the FUSE set of challenges, the core activities in our Studios. Each challenge uses a leveling up model from gaming and is carefully designed to engage teens in different STEAM topics and skills sets. FUSE currently has 21 challenges in areas such as robotics, electronics, biotechnology, graphic design, Android app development, 3D printing and more. New challenges are always in development. FUSE Challenges can be tackled individually or in groups. Professional scientists, engineers, advanced undergraduates, and graduate students are available as mentors and provide a real-world connection to the concepts learned and practiced through the challenges. All challenges result in digital media artifacts that are shared online for peer review, remixing, expert judging, and collaboration. We designed the FUSE program to appeal to the interests of all young people, especially those youth who are not interested in or don't think of themselves as "good at" math and science in school. FUSE challenges provide a new way to explore science, technology, engineering, arts and design, and math in a fun and relaxed way. FUSE is based on many years of research in the learning sciences by faculty in School of Education and Social Policy at Northwestern University.
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TEAM MEMBERS: Northwestern University Maggie Waldron Reed Stevens Kemi Jona
resource project Public Programs
The Gertrude Stein Repertory Theatre (doing business as the Learning World Institute), in collaboration with informal science education venues, universities, and corporations in Chicago, San Diego, and Washington, D.C., is organizing a set of three professional conferences and a web site to encourage stronger national and local communities of practice around the application of arts-based learning (ABL) to informal science education. Arts-based learning is the instrumental use of artistic skills, processes, and experiences to foster learning in non-artistic disciplines. The goal is to apply ABL to informal science education in ways that can foster the acquisition of STEM skills that are important in today's workforce. The set of conferences, with a total attendance of 750, will focus on an understanding of current and potential ABL applications to workforce skill development, opportunities to practice ABL directly, and creation of a research agenda on the impact of ABL on science education. The web site (funded through other sources) will help conference attendees prepare for the workshops, provide opportunities for networking, aggregate resources, and host the research agenda.
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TEAM MEMBERS: Harvey Seifter