This report is intended to provide guidance for policy makers on the use of computer games for learning. It is a concise summary of the main debates around games and learning. It identifies significant ambiguities or evidential absences that should be considered in any serious attempt to understand the role of computer games in children's learning and recommends potential activities to address these absences.
In 2008, CSAS conducted a market study in partnership with the Center for Research, Evaluation, and Assessment (REA) at the Lawrence Hall of Science (LHS), University of California, Berkeley, with funding from the S. D. Bechtel, Jr. Foundation. The purpose of the market study was to help answer some highly practical questions for CSAS, including: Which after-school programs are "doing" science? What exactly are they doing? What are their needs? By collecting data that answered these questions, CSAS proposed to gain a greater understanding of existing science programs in after-school settings
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TEAM MEMBERS:
Bernadette ChiJason FreemanShirley Lee
The study provides the first major review of public finance for the museum sector. It explores public support from federal, state, and local government sources, focusing particular attention on levels of financial support and types of delivery mechanisms.
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TEAM MEMBERS:
Carlow ManjarrezCarole RosensteinCeleste ColganErica Pastore
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
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.
The goals of museum collaboration are several, as are its intended beneficiaries. Assuming the success of the practice, local communities can gain the opportunity for self-representation and self-determination, museums can contribute to the creation and dissemination of new kinds of knowledge, and visitors can take home better understandings of cultural difference. While these are the ideals of collaboration, they frequently go unrealized, in large part because, as research indicates, the visiting public fails to recognize the active involvement of communities at museums. This raises the
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TEAM MEMBERS:
Elaine Schultz
resourceresearchProfessional Development, Conferences, and Networks
This poster session showcases ten examples of expertise development in everyday domains of personal relevance and consequence to learners. The collection of cases highlighted in the posters stem from ethnographic research studies investigating learning from socio-cultural-historical perspectives. In each poster, authors describe their ethnographic project, explicate a case of expertise development, and detail the specific learning processes, practices, and pathways associated with that expertise development. Implications for understanding personally relevant and consequential learning for the
As a matter of policy, 21st Century Community Learning Centers rely heavily on community organizations to provide a variety of instructional programs. In this way, 21st Century sites tap the depth and breadth of knowledge available in their communities to provide non-traditional learning experiences that can better meet young participants’ need for engagement and relevance than can a simple extension of school-day routine. However, the inclusion of multiple partners along with school-based site staff at any given 21st Century site means that the quality of instruction can be extremely uneven
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.
Community technology centers (CTCs) help bridge the digital divide for immigrant youth in disadvantaged neighborhoods. A study of six CTCs in California shows that these centers also promote positive youth development for young people who are challenged to straddle two cultures.
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TEAM MEMBERS:
Rebecca LondonManuel PastorRachel Rosner
Community-based arts education serves the best of youth development practices and principles. In an era when school-based outcomes drive much afterschool programming, the value of the arts in building young people’s skills and abilities deserves wide support.
Dance classes provide a model for afterschool and in-school education where multiple, “embodied” modes of teaching and learning enhance development and where risk-taking is rewarded rather than punished.