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resource research Media and Technology
The National Science Foundation (NSF) has funded a number of informal STEM programs that provide funding for media producers, including public television (TV) stations, to provide children’s STEM programming in out-of-school-time (OST) settings. These projects typically include a children's TV series (animated or not) aired on the Public Broadcasting Service (PBS), plus resources such as hands-on activity guides, educator toolkits, and other materials that can be used to support STEM learning in OST settings. This paper explores the lessons learned from seven such programs and their respective
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TEAM MEMBERS: Christine Paulsen
resource research Media and Technology
A program that teaches middle-school Latinas to program their own computer games seeks ways of overcoming the growing shortfall of both Latinos and women in IT education and careers.
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TEAM MEMBERS: Jill Denner Steve Bean Jacob Martinez
resource research Media and Technology
A youth media program called Youthscapes not only helps participants combat negative stereotypes of urban teens, but also gives them a sense of group solidarity that enables them to function as responsible media producers when they venture out into the community.
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TEAM MEMBERS: Linda Charmaraman
resource research Media and Technology
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.
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TEAM MEMBERS: Elisabeth Soep
resource research Media and Technology
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.
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TEAM MEMBERS: J. David Betts
resource research Media and Technology
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 Hull Nora Kenney Stacy Marple Ali Forsman-Schneider
resource research Media and Technology
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.
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TEAM MEMBERS: Sarita Khurana
resource research Media and Technology
Responding to the expressed needs of the field, the U.S. Department of Education is building You for Youth (Y4Y), an online learning community whose modules will enhance the professional development of afterschool practitioners and program managers.
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TEAM MEMBERS: Sherri Lauver
resource research Media and Technology
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.
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TEAM MEMBERS: Michael Bitz