Afterschool Matters interviews Kennise Farrington, a September 2009 senior at John Bowne High School in Queens, out-of-school time rowing in Meadow Lake, Queens.
This article follows the New York State Afterschool Network (NYSAN) as it develops a framework for program quality and related assessment tools. It suggests ways in which this framework can be useful to afterschool practitioners, technical assistance professionals, intermediaries, and policymakers nationwide.
The article focuses on the creation and development of an interactive science museum by middle level students as part of informal science education in the U.S. The said project which primarily targets fifth-grade students aimed at maximizing the active engagement of a learner during his or her experience. It also promotes the minimization of lecture-laden instruction while maximizing an experience-based learning system. The project which is adopted in the late part of 2006 help students to review and synthesize information, collaborate with peers, and specialize science topics.
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 case study sought to understand why educators participate in museum summer institutes and how participation transferred to personal development and professional practice. The study found participation was affected by an interest in and need for learning about a particular time in history, ability to transfer institute content to curricula, the chance to share their experiences with peers, and factors such as museum reputation, design and facilitation of the institute, and institutes' speakers and presenters. Participants were able to transfer institute experiences into their professional
The objective of this article is to investigate learning in museums through the lens of John Dewey's philosophy of education and experiential learning. The influence of Dewey's philosophy of education is widespread and resound In this article, I examine the experiential qualities of Dewey's philosophy and compare it with the objectives of the museum educational experience, explaining the relevance to adult education. There can be no doubt that museums are unique arenas for learning, made rich by the experiential nature of their environment. They have a long history of educating the public
Exposing American K-12 students to science, technology, engineering, and math (STEM) content is a national initiative. Game Design Through Mentoring and Collaboration targets students from underserved communities and uses their interest in video games as a way to introduce science, technology, engineering, and math topics. This article describes a Game Design Through Mentoring and Collaboration summer program for 16 high school students and 3 college student mentors who collaborated with a science subject matter expert. After four weeks, most students produced 2-D video games with themes based
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TEAM MEMBERS:
Neda KhaliliKimberly SheridanAsia WilliamsKevin ClarkMelanie Stegman
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.
Web 2.0 technologies have introduced increasingly participatory practices to creating content, and museums are becoming interested in the potentials of “Museum 2.0” for reaching and engaging with new audiences. As technological advances are opening up the ways in which museums share information about the objects in their collections, the means by which museums create, handle, process, and transmit knowledge has become more transparent. For this to be done effectively, however, some underlying contradictions must be resolved between museum practices, which privilege the account of the “expert,”
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TEAM MEMBERS:
Ramesh SrinivasanRobin BoastJonathan FurnerKatherine Becvar
This essay presents one practitioner's journey into the field of after school education. It encourages practitioners to maintain their passion while seeking ways to further examine their practice in the pursuit of excellence.