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resource research Public Programs
This article examines afterschool science in light of the National Research Council’s comprehensive synthesis report on promoting science learning in informal environments (NRC, 2009). We present the results of our analysis of qualitative case studies of nine state-funded afterschool sites in California, discussing the strengths of these programs against the background of three key site-based constraints—time available for science, staff’s science backgrounds, and instructional materials—as well as the importance of partnerships with outside organizations to support sites in overcoming these
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TEAM MEMBERS: Patrik Lundh Ann House Barbara Means Christopher Harris
resource research Public Programs
This article encourages afterschool programs to promote youth identification as community science experts. It uses the case study of the GET City program to frame the discussion of encouraging identity development should be an important outcome of afterschool programming.
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TEAM MEMBERS: Angela Calabrese Barton Daniel Birmingham Takumi Sato Edna Tan Scott Calabrese Barton
resource research Public Programs
A three-day art project in an afterschool program with no specific arts component illustrates the potential—and the challenges—of engaging children in creating art using recycled materials.
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TEAM MEMBERS: Angela Eckhoff Amy Hallenbeck Mindy Spearman
resource research Public Programs
This document describes the Dimensions of Success (DoS), an assessment tool created by researchers at the Program in Education, Afterschool, and Resiliency (PEAR). DoS was created to help out-of-school time programs and researchers monitor and measure quality. It allows observers to collect systemic data along 12 quality indicators to pinpoint the strengths and weaknesses of afterschool science learning experiences.
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TEAM MEMBERS: Anahit Papazian Ashima Shah Caitlin Rufo-McCormick
resource research Public Programs
Although stakeholders agree that afterschool STEM education can be powerful, there is less agreement on the critical question of which aspects of STEM education the afterschool field is best positioned to support. Hence, in spring 2012, the Afterschool Alliance undertook a study to ask afterschool stakeholders what aspects of STEM learning the field is best positioned to support. The aim of the Afterschool STEM Outcomes Study was to identify consensus views on appropriate and feasible outcomes and indicators for afterschool STEM programs. The study provides a realistic vision of the field’s
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resource research Informal/Formal Connections
The article discusses an effective physical science center, which can be incorporated on the reading instructions of teachers, the inclined plane center, that helps enhance science teaching. It mentions that to create an inclined plane center, one must collect various objects that roll, slide and wobble and wooden cove molding for the tracks. The author thinks that it is not necessary to understand everything about force and motion, what is important is offering students with opportunities for concrete experiences.
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TEAM MEMBERS: Beth Van Meeteren Lawrence Escalada
resource research Media and Technology
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.
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TEAM MEMBERS: Kevin Clark
resource research Media and Technology
The article offers information on using video games as a strategy for Science, Technology, Engineering and Math (STEM) learning. According to a study from the University of California, San Francisco, which says playing video games help develop learning capabilities in children. It discusses two games Portal and Minecraft which are used to design learning systems Teach with Portals (TWP) for teaching physics and mathematics, and MinecraftEdu for teaching engineering, physics and mathematics.
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TEAM MEMBERS: Brian Jenkins
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 research Public Programs
At the 1939–1940 New York World's Fair, several thousand boys and girls, all members of a growing national network of high school science and engineering clubs, displayed their science fair projects and conducted live experiments to more than 10 million visitors. Housed in the building sponsored by the Westinghouse Electric and Manufacturing Company, their exhibits depicted a wide range of scientific phenomena. They also represented the conflicting values of science educators and industrialists about the societal worth of science education. In some instances, students' projects and laboratory
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TEAM MEMBERS: Sevan Terzian
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 research Professional Development, Conferences, and Networks
In this article, the author expresses her views on how science technology, engineering, and mathematics (STEM) standards can be developed to upgrade lifelong science learning. She mentions that the International Conference in the Learning Sciences (ICLS) that will be conducted by the International Society for the Learning Sciences (ISLS) will have an advantage to the development of the STEM standards. She also comments on the establishment of cyberlearning environments to improve science education.
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TEAM MEMBERS: Marcia Linn