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resource project Public Programs
The Jackson Hole Children’s Museum will expand its K–5th grade STEAM programs, which serve more than 1,300 students in Teton County School District #1. The STEAM programs provide inquiry-based, hands-on programming to all K–5 District students in accordance with the Wyoming State Science Standards. An additional 500 students are reached through homeschool groups, summer school, childcare and therapy organizations, and nearby Idaho schools. Each two-hour program opens with interactive, student-centered, scientific method lab stations. Students are then challenged to use newly acquired vocabulary and knowledge to complete a hands-on building project. The program is designed to contribute to increasing science and engineering literacy in the community and to support the development of students’ 21st century skills.
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TEAM MEMBERS: Anna Luhrmann
resource research Public Programs
This Masters project consists of two elements: 1) an integrated after-school program to improve student English language reading and academic outcomes for third graders' vocabulary development by incorporating music, artistic creativity and linguistics; 2) a pilot sample curriculum that demonstrates the approach for building student comprehension through musical theater and Science, Technology, Engineering, and Mathematics (STEM) content experiences. Called "Water Buddy", this is an after-school program uses singing, dancing, writing, and play to build reading and vocabulary skills. The goal
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TEAM MEMBERS: Cynthyny Lebo
resource research Media and Technology
Girls met to engage with Through My Window twice each week after school. The afterschool program format provided a freer, less structured atmosphere than a classroom setting. Students extensively debated and investigated the questions and themes posed by the novel, Talk to Me. The meeting space had plenty of space for students to move around, as well as teachers who encouraged the expression of full emotional and intellectual enthusiasm for the story at hand.
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TEAM MEMBERS: Beth McGinnis-Cavanaugh Glenn Ellis Collaborative for Educational Services
resource research Media and Technology
East Longmeadow implemented Through My Window in two seventh grade classrooms, each teaching different subjects—creative reading and STEAM. Students used the print and audio versions of Talk to Me, and read or listened to the book independently and together, in class and at home. They also participated in both online and offline activities that, along with the book, helped them engage with ideas and propose solutions related to engineering challenges.
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TEAM MEMBERS: Beth McGinnis-Cavanaugh Glenn Ellis Collaborative for Educational Services (CES)
resource evaluation Public Programs
Maker Corps is a program delivered by the Maker Education Initiative (Maker Ed) to increase organizational capacity to develop and deliver maker programing. Since its inception in 2013, the program has grown to support over 100 organizations by providing professional development, connections to a community of other maker educators and individualized support. Over time the program elements have changed in response to feedback from participants, collaboration with evaluators and shifts in focus for Maker Ed’s goals. In the spirit of maker education – tinkering, observing, responding, iterating –
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TEAM MEMBERS: Alice Anderson
resource research Media and Technology
Abstract In 2011, Donna DiBartolomeo and Zachary Clark enrolled in the Arts in Education Program at Harvard Graduate School of Education. Harvard Graduate School of Education is home to Project Zero, an educational research group comprising multiple, independently funded projects examining creativity, ethics, understanding, and other aspects of learning and its processes. Under the guidance of Principal Investigator Howard Gardner and Project Manager Katie Davis, the authors were tasked with developing a methodology capable of observing finegrained, objective detail in complete works of
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TEAM MEMBERS: Donna DiBartolomeo Zachary Clark
resource research Public Programs
In this article, we invite you to expand your vision of what it means to work at the intersections of formal and informal science and literacy education by describing how educators have collaborated to create programs that blend science and literacy in schools, in museums, and across these two spaces. In 2012, K–12 teachers from the National Writing Project (NWP) began working with the Association of Science-Technology Centers (ASTC) and science museum educators in the National Science Foundation­–funded Intersections project, which is being evaluated by Inverness Research. NWP is a network
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TEAM MEMBERS: Tanya Baker Becky Carroll
resource evaluation Public Programs
The Katonah Museum of Art (KMA) contracted Randi Korn & Associates, Inc. (RK&A) to evaluate its early childhood program, ArteJuntos/ArtTogether (ArteJuntos), ArteJuntos is a bilingual art and culture-based family literacy program that introduces low-income, educationally at-risk preschool children and their families to the KMA. Using works of art in KMA’s exhibitions, the program connects parents and their children (ages 3-5) to activities that support children’s emergent literacies—observation, oral and receptive language, and critical thinking skills. How did we approach this study? RK
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TEAM MEMBERS: Stephanie Downey Cathy Sigmond
resource project Media and Technology
This will be a unique video game based on the writings the American author Henry David Thoreau at Walden Pond. Designed and directed by game designer Tracy Fullerton, Walden, a game, will simulate the experiment in living made by Thoreau at Walden Pond in 1845-47, allowing players to walk in his virtual footsteps, attend to the tasks of living a self-reliant existence, discover in the beauty of a virtual landscape the ideas and writings of this unique philosopher, and cultivate through the game play their own thoughts and responses to the concepts discovered there. The humanities content of the game will focus on an interactive translation of Thoreau’s writings and will also include references to the historical context of those writings. The game takes place in the environment of 1845 New England, when new technologies such as the railroad, the telegraph were first being seen and were part of the changes to pace of life that Thoreau so articulately resisted in critiques of society.
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TEAM MEMBERS: Tracy Fullerton
resource research Public Programs
This 2006 paper reviews the ways in which structured informal learning programs for youth have been characterized in the research literature. The paper synthesizes opportunities for and challenges to research in this domain; it categorizes programs and gives concrete examples of various program types. A proposed Vygotskian research framework is organized around key dimensions of the informal learning context, including location, relationships, content, pedagogy, and assessment.
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TEAM MEMBERS: Bronwyn Bevan
resource research Media and Technology
There is a movement afoot to turn the acronym STEM—which stands for science, technology, engineering, and mathematics—into STEAM by adding the arts. Science educators have finally begun to realize that the skills required by innovative STEM professionals include arts and crafts thinking. Visual thinking; recognizing and forming patterns; modeling; getting a "feel" for systems; and the manipulative skills learned by using tools, pens, and brushes are all demonstrably valuable for developing STEM abilities. And the National Science Foundation and the National Endowment for the Arts have gotten
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TEAM MEMBERS: Robert Root-Bernstein Michele Root-Bernstein
resource research Media and Technology
This monograph, the final report of the 21st Century Literacy Summit held in April 2005, presents an action plan for this emerging field applicable to higher education, K-12 education, policy makers, media & the arts, and research, and details the strategic priorities and specific recommendations for these sectors that were the summit's major outcomes.
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TEAM MEMBERS: New Media Consortium