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resource research Public Programs
Based on lessons learned from more than a decade of OST STEM programming for urban youth, Project Exploration proposes an alternative to the pipeline: Youth-Science Pathways. Youth-Science Pathways enable program providers to move beyond “pipeline” priorities to design for outcomes in which STEM learning experiences support young people’s social and emotional development. Changing the metaphor from a pipeline to pathway transforms the purpose of the educational effort: rather than an endeavor in which students’ experiences support STEM academic and workforce outcomes, STEM experiences are put
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TEAM MEMBERS: Gabrielle Lyon
resource research Public Programs
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.
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TEAM MEMBERS: Shaun Butcher
resource research Public Programs
This article discusses competing models of afterschool programming. It points out the weaknesses of the additive model and concludes that the contextual model is advantageous in fostering STEM learning environments. It encourages cross-setting approaches in the design, development, and documentation of out-of-school activities.
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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