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resource research Public Programs
The article offers the authors' insights on a two-event in the Faculty of Information's symposium series at the iSchool @ Toronto on Creative Making in Libraries and Museums. Topics discussed include museums and cultural libraries, the development of makerspaces in a library and use of three-dimensional (3D) printing, and the open source, portable digital file distribution tool LibraryBox. The symposium featured librarian Jason Griffey, professor Matt Ratto, and MakerKids founder Andy Forest.
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TEAM MEMBERS: Stephen Abram Jane Dysart
resource research Media and Technology
The Corporation for Public Broadcasting and the Institute of Museum and Library Services—recognizing an opportunity to leverage our shared public service missions— joined forces on a leadership initiative to help public broadcasters, libraries, and museums collaborate on the local level to meet community needs. This initiative resulted in the funding of 20 Community Collaboration projects. The Partnership for a Nation of Learners: Joining Forces, Creating Value report provides grantee success stories that can guide local organizations who would like to collaborate on behalf of their
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TEAM MEMBERS: Dan Kulpinski
resource research Media and Technology
The on-line information environment has changed dramatically since the earliest on-line systems emerged in the early 1960s. Growth has occurred both in the number of users of on-line information as well as in the number of on-line information resources and providers. The rate of growth in each of these areas increased exponentially with the availability of the public Internet and the World Wide Web. These foundational technological developments created an environment in which almost anyone can “publish” or function as an information provider and have virtually instantaneous access to massive
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TEAM MEMBERS: Jose-Marie Griffiths Donald King
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 Public Programs
The purpose of this toolkit is to provide library professionals and library workers who work with and for tweens and teens with materials and resources for professional development, outreach, collections, and programs to successfully integrate Science Technology, Engineering, and Mathematics (STEM) into programs and services.
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TEAM MEMBERS: Young Adult Library Services Association (YASLA) Erica Compton
resource research Public Programs
This article explores the partnership between the Baltimore County 4-H program and the Baltimore County Public Library, which forged a partnership to offer structured experiential programming opportunities to meet the afterschool needs of youth who visit their local library. Their experience suggests that libraries and youth development organizations can fruitfully collaborate to create sustainable quality afterschool programming.
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TEAM MEMBERS: Nia Fields Elizabeth Rafferty
resource research Public Programs
Web 2.0 technologies have introduced increasingly participatory practices to creating content, and museums are becoming interested in the potentials of “Museum 2.0” for reaching and engaging with new audiences. As technological advances are opening up the ways in which museums share information about the objects in their collections, the means by which museums create, handle, process, and transmit knowledge has become more transparent. For this to be done effectively, however, some underlying contradictions must be resolved between museum practices, which privilege the account of the “expert,”
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TEAM MEMBERS: Ramesh Srinivasan Robin Boast Jonathan Furner Katherine Becvar
resource project Public Programs
FUSE is a new kind of interest-driven learning experience being developed by researchers at Northwestern University with the goal of engaging pre-teens and teens in science, technology, engineering, arts/design, and mathematics (STEAM) topics while fostering the development of important 21st century skills including adaptive problem solving, creativity, self-directed learning, persistence, and grit. FUSE is now offered in-school, after-school, and on the weekends at 23 different locations in the greater Chicago area. Through FUSE, teens can "hang out, mess around and geek out" with the FUSE set of challenges, the core activities in our Studios. Each challenge uses a leveling up model from gaming and is carefully designed to engage teens in different STEAM topics and skills sets. FUSE currently has 21 challenges in areas such as robotics, electronics, biotechnology, graphic design, Android app development, 3D printing and more. New challenges are always in development. FUSE Challenges can be tackled individually or in groups. Professional scientists, engineers, advanced undergraduates, and graduate students are available as mentors and provide a real-world connection to the concepts learned and practiced through the challenges. All challenges result in digital media artifacts that are shared online for peer review, remixing, expert judging, and collaboration. We designed the FUSE program to appeal to the interests of all young people, especially those youth who are not interested in or don't think of themselves as "good at" math and science in school. FUSE challenges provide a new way to explore science, technology, engineering, arts and design, and math in a fun and relaxed way. FUSE is based on many years of research in the learning sciences by faculty in School of Education and Social Policy at Northwestern University.
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TEAM MEMBERS: Northwestern University Maggie Waldron Reed Stevens Kemi Jona
resource research Public Programs
The article discusses how STEM (Science, Technology, Engineering, and Mathematics) education resources can be implemented in to public libraries and services for teenagers. The author notes that with an increased importance placed on STEM subjects, it is important for librarians to consider resources and programs for students beyond what they typically offer. The article lists suggested ways librarians can integrate STEM into public library work, including introducing STEM resources to students when visiting schools, promoting STEM programs to parents and educators, and creating STEM booklists
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TEAM MEMBERS: Holly Anderton
resource research Public Programs
The article discusses ways racial and ethnic minorities are excluded from science, technology, engineering and math (STEM) fields. According to the article, the lack of minority STEM professionals in industries is blamed on their less rigorous early educational experience, lack of mentors and difficult work environment. Library staff can help alleviate many of these disadvantages through teacher education and thoughtful programming for students in a professional environment.
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TEAM MEMBERS: Tiffany Williams
resource research Public Programs
The article discusses the Helen M. Marshall Children's Library Discovery Center in Jamaica, New York. The resource center is designed to encourage science learning, reflect the cultural aspects of Queens, New York, and allow students to engage in science experiments. Exhibits mentioned in the article include bug observations, color mixing, and using touch sensors to identify objects. Other topics discussed by the author include incorporating STEM (Science, Technology, Engineering and Math) education, library outreach programs, and teenagers on the library staff.
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TEAM MEMBERS: Sharon Cox
resource research Public Programs
The article discusses how STEM (Science, Technology, Engineering, and Math) education will affect the work of teen librarians and the Young Adult Library Services Association (YALSA). According to the article, YALSA created a STEM task force whose objectives include developing a list of recommended reading related to STEM, compiling STEM resources online, and creating a "STEM in Libraries" toolkit.
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TEAM MEMBERS: Shannon Peterson