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Displaying Results 1 - 10 of 159
  • Date: 12/01/2013
    Resource Category: Research Products
    The article discusses the 4-H Science mission of the 4-H Youth Development Program, an out-of-school-time program addressing science technology engineering and mathematics (STEM) learning. It states that one of the approaches is on robotics education using a Junk Drawer Robotics curriculum having three levels: Give Robots a Hand, Robots on the ... »
  • Date: 10/01/2013
    Resource Category: Mass Media Article
    In the article, the author discusses technological developments in the education sector in the U.S. as of October 2013. He cites the introduction of the Next Generation Science Standards (NGSS) in early 2013 that is focused on science and engineering in the K-12 curriculum. The NGSS' four disciplinary core concepts include Earth and Space Sciences ... »
  • Date: 01/01/2013
    Resource Category: Reference Materials
    The Maker Program Blueprint offers a template for afterschool or summer programs and addresses the types of spaces that can be used, ideas about schedules and format, and the materials and personnel needed to create and sustain a program. ... »
  • Date: 01/01/2011
    Resource Category: Peer-reviewed article
    How can you carve out a museum space that’s less authoritative? And how you can make work that is smaller, more intimate in that same space? Kio Stark and Mark Allen discuss Machine Project, the Echo Park, Los Angeles exhibiting space that doubles as an interactive setting, an alternative performance venue, and an active agent in creating events ... »
  • Date: 01/01/2014
    Resource Category: Peer-reviewed article
    The article focuses on the establishment of the YOUMedia Network at Saint Public Library in Saint Paul, Minnesota. The digital learning laboratory operates within the guidelines of Hanging Out, Messing Around and Geeking Out (HOMAGO) which provides teenagers access to technology and art such as sewing machines, makerspace, and recording studios. ... »
  • Date: 01/24/2014
    Resource Category: Reference Materials
    What makes “making”—the next generation of inventing and do-it-yourself—worth paying attention to? In this report, we explore the three categories of makers, the ecosystem growing around those categories, the role technology plays in this ecosystem, and, finally, how business can take advantage of the opportunities this movement represents. ... »
  • Date: 05/05/2015
    Resource Category: Peer-reviewed article
    This paper presents a novel data analytic approach to collect detailed information from visual artworks. This new method provides researchers with a framework to compare, analyze, and review in a systematic way large quantities of data from visual productions. Drawing on principles of art historical criticism, our research team devised a ... »
  • Date: 01/01/2015
    Resource Category: Reference Materials
    Through a generous three-year grant from the Abundance Foundation, the Agency by Design (AbD) initiative at Project Zero, a research organization at the Harvard Graduate School of Education, began to investigate the promises, practices, and pedagogies of maker-centered learning. Over the last two years we have simultaneously pursued three strands ... »
  • Date: 01/01/2007
    Resource Category: Conference Proceedings
    This paper argues that the "kindergarten approach to learning" – characterized by a spiraling cycle of Imagine, Create, Play, Share, Reflect, and back to Imagine – is ideally suited to the needs of the 21st century, helping learners develop the creative-thinking skills that are critical to success and satisfaction in today’s society. The paper ... »
  • Date: 05/01/2015
    Resource Category: Peer-reviewed article
    The Common Core's higher academic standards are forcing schools into a false dichotomy of reducing playtime in favor of more time to learn math and literacy. But play can deepen learning even in core content areas. ... »

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