In stories about democratic society that take place in a democratically structured environment, Youth Radio walks the fine line between professional journalism and youth development in ways that question the automatic equation between "youth voice" and freedom of expression.
This article describes the Multimedia Arts Education Program (MAEP), an ongoing, intensive after school computer-mediated art technology program begun in 1996 by the Tucson Pima Arts Council (TPAC) in Tucson, Arizona. This five-semester program targets at-risk middle school youth from disadvantaged families. Students worked with professional artist/teachers, learning to do computer graphics and publishing, language arts and word processing, computer animation and video production.
Both scholarly literature and popular media often depict predominantly negative and one-dimensional images of boys, especially African-American boys. Predictions of these boys’ anticipated difficulties in school and adulthood are equally prevalent. This paper reports qualitative research that features case studies of nine urban boys of color, aged nine to eleven, who participated in an afterschool program where they learned to create digital multimedia texts. Drawing on an analysis of the children’s patterns of participation, their multimodal products, and their social and intellectual growth
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TEAM MEMBERS:
Glynda HullNora KenneyStacy MarpleAli Forsman-Schneider
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.
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.
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.
Funded jointly by the Institute of Museum and Library Services (IMLS) and the MacArthur Foundation, in partnership with the and Association of Science-Technology Centers (ASTC) and Urban Libraries Council (ULC), Learning Labs in Libraries and Museums supports the planning and design of 24 learning labs in libraries and museums nationwide. The inaugural cohort of 12 sites ran from January 2012 to June 2013, and a second cohort of 12 additional sites began in January 2013 and will extend through June 2014. In addition to the primary awardees, most grants included additional institutional partners, resulting in a rich community including over 100 professionals from approximately 50 participating organizations (libraries, museums, universities, and community-based organizations). The labs are intended to engage middle- and high-school youth in mentor-led, interest-based, youth-centered, collaborative learning using digital and traditional media. Inspired by YOUmedia, an innovative digital space for teens at the Chicago Public Library, as well as innovations in science and technology centers, projects participating in Learning Labs are expected to provide prototypes for the field based on current research about digital media and youth learning, and build a "community of practice" among the grantee institutions and practitioners interested in developing similar spaces.
Digital media and technology have become culturally and economically powerful parts of contemporary middle-class American childhoods. Immersed in various forms of digital media as well as mobile and Web-based technologies, young people today appear to develop knowledge and skills through participation in media. This MacArthur Report examines the ways in which afterschool programs, libraries, and museums use digital media to support extracurricular learning. It investigates how these three varieties of youth-serving organizations have incorporated technological infrastructure and digital
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TEAM MEMBERS:
Joan Ganz Cooney CenterBecky Herr-StephensonDiana RhotenDan PerkelChristo Sims
This report summarizes the results of a three-year ethnographic study, funded by the John D. and Catherine T. MacArthur Foundation, into how young people are living and learning with new media in varied settings—at home, in after school programs, and in online spaces. The authors present empirical data on new media in the lives of American youth in order to reflect upon the relationship between new media and learning.
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University of California, IrvineMizuko ItoBecky Herr-Stephenson
Conventional wisdom about young people's use of digital technology often equates generational identity with technology identity: today's teens seem constantly plugged in to video games, social networks sites, and text messaging. Yet there is little actual research that investigates the intricate dynamics of youth's social and recreational use of digital media. This book fills that gap, reporting on an ambitious three-year ethnographic investigation into how young people are living and learning with new media in varied settings—at home, in after school programs, and in online spaces. By
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University of California, IrvineMizuko Ito
SciGirls CONNECT is a broad national outreach effort to encourage educators, both formal and informal, to adopt new, research-based strategies to engage girls in STEM. SciGirls (pbskids.org/scigirls) is an Emmy award-winning television program and outreach program that draws on cutting-edge research about what engages girls in science, technology, engineering and math (STEM) learning and careers. The PBS television show, kids' website, and educational outreach program have reached over 14 million girls, educators, and families, making it the most widely accessed girls' STEM program available nationally. SciGirls' videos, interactive website and hands-on activities work together to address a singular but powerful goal: to inspire, enable, and maximize STEM learning and participation for all girls, with an eye toward future STEM careers. The goal of SciGirls is to change how millions of girls think about STEM. SciGirls CONNECT (scigirlsconnect.org) includes 60 partner organizations located in schools, museums, community organizations and universities who host SciGirls clubs, camps and afterschool programs for girls. This number is intended grow to over 100 by the end of the project in 2016. SciGirls CONNECT provides mini-grants, leader training and educational resources to partner organizations. Each partner training session involves educators from a score of regional educational institutions. To date, over 700 educators have received training from over 250 affiliated organizations. The SciGirls CONNECT network is a supportive community of dedicated educators who provide the spark, the excitement and the promise of a new generation of women in STEM careers. Through our partner, the National Girls Collaborative Project, we have networked educational organizations hosting SciGirls programs with dozens of female role models from a variety of STEM fields. The SciGirls CONNECT website hosts monthly webinars, a quarterly newsletter, gender equity resources, SciGirls videos and hands-on activities. SciGirls also promotes the television, website and outreach program to thousands of elementary and middle school girls and their teachers both locally and nationally at various events.
The Climate Change Toolkit includes a suite of resources that address the science behind climate change while encouraging participants to take action to reduce the effects of climate change. Each resource has been designed to be low cost and easy for educators to reproduce. Contents of the Toolkit include: (1) Ten Hands-on Cart Activities - These hands-on, cart-type science activities for families in an informal education setting or for children in an afterschool setting, engage participants with the science of climate change. The activities are divided into two categories, those that address the science behind climate change, and those that address how individual choices affect the rate of climate change. (2) Four Portable Self-Guided Exhibits Kits - These self-guided science kits use four hands-on activities per kit to explore how climate change is affecting the forest, ocean, urban, and atmosphere environments. Each kit can be packaged in a small bag or box and bundled together with an activity map box for check-out by families in an informal education setting. (3) Public Presentation - CO2 and You is a twenty-minute presentation that provides the option of using interactive clickers to introduce the science behind how fossil fuel consumption leads to climate change. The interactive presentation also explores how simple energy choices can have a positive effect on the climate. (4) Museum Field Trip Program - The Power the Future field trip uses an interactive diagram to explain how carbon based fossil fuels such as coal emit carbon dioxide and contribute to climate change. The program then discusses the need to transition away from carbon based energy sources such as fossil fuels to those that do not emit carbon dioxide, such as wind power. The second section of the program guides visitors through a hands-on inquiry activity where they explore their own windmills.
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TEAM MEMBERS:
Charlie TrautmannKatie LevedahlAlberto López