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resource research Media and Technology
This "mini-poster," a two-page slideshow presenting an overview of the project, was presented at the 2023 AISL Awardee Meeting.
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TEAM MEMBERS: Janice McDonnell Marissa Staffen​ ​
resource research Media and Technology
The Polar Literacy (PL) project explores the development and implementation of Out of School Time (OST) learning opportunities focused on polar literacy concepts and authentic data with middle school aged youth. This poster was presented at the 2021 NSF AISL Awardee Meeting.
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TEAM MEMBERS: Janice McDonnell Jason Cervenec
resource research Informal/Formal Connections
In the United States, broad study in an array of different disciplines —arts, humanities, science, mathematics, engineering— as well as an in-depth study within a special area of interest, have been defining characteristics of a higher education. But over time, in-depth study in a major discipline has come to dominate the curricula at many institutions. This evolution of the curriculum has been driven, in part, by increasing specialization in the academic disciplines. There is little doubt that disciplinary specialization has helped produce many of the achievement of the past century
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TEAM MEMBERS: David Skorton Ashley Bear National Academies of Sciences, Engineering, and Medicine
resource research Public Programs
This poster was presented at the 2016 Advancing Informal STEM Learning (AISL) PI Meeting held in Bethesda, MD on February 29-March 2. Makerspaces are social spaces with tools, where individuals and groups conceptualize, design, and make things using new and old technologies. Literacy practices are the ways people use representational texts to navigate and make sense of their worlds. They are used in particular contexts with particular goals. By “representational texts” we mean written words, talk, photographs, diagrams, videos, schematics, computer code, electrical circuit diagrams
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TEAM MEMBERS: Eli Tucker-Raymond
resource research Public Programs
This poster was presented at the 2016 Advancing Informal STEM Learning (AISL) PI Meeting held in Bethesda, MD on February 29-March 2. The Expanding Repertoires project is a collaboration between the Center of Science and Industry (COSI) and The Ohio State University (OSU) to begin the systematic study of science and children's museum programs and practice for preschool dual language learners (DLLs), their families, and the community organizations and early childhood professionals who serve them.
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TEAM MEMBERS: COSI Leslie Moore
resource research Public Programs
This poster, presented at the 2014 AISL PI Meeting, describes the "Building Informal Science Education and Literacy Partnerships" project.
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TEAM MEMBERS: National Writing Project Elyse Eidman-Aadahl
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 Public Programs
In 2006, Lucy Friedman of The After School Corporation and Jane Quinn of the Children’s Aid Society, both founding members of CSAS, published a commentary piece in Education Week entitled “Science by Stealth.”
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TEAM MEMBERS: The Coalition for Science After School Lucy Friedman Jane Quinn
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
resource research Public Programs
This guide grew out of the Institute of Museum and Library Services’ Museums and Libraries Engaging America’s Youth initiative and draws on the wide body of research and knowledge from the fields of youth development and informal learning, as well as from the rich experience of museum and library professionals and volunteers. The specific goals of the initiative are: to examine what works, to share best practices to encourage effective programming to build bridges with policy makers.
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TEAM MEMBERS: Mary Downs
resource research Media and Technology
The article presents information on the use of informational graphic novels to improve student motivation for reading instruction in U.S. education. The author looks at U.S. Common Core State Standards and close reading techniques. The article also discusses the use of Japanese Manga comic books in mathematics education.
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TEAM MEMBERS: William Brozo
resource research Media and Technology
In this paper we articulate an alternative approach to look at video games and learning to become a creator and contributor in the digital culture. Previous discussions have focused mostly on playing games and learning. Here, we discuss game making approaches and their benefits for illuminating game preferences and learning both software design and other academic content. We report on an ongoing ethnographic study that documents youth producing video games in a community design studio. We illustrate how video game making can provide a context for addressing issues of participation
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TEAM MEMBERS: Kylie Peppler Yasmin Kafai