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Makeology introduces the emerging landscape of the Maker Movement and its connection to interest-driven learning. While the movement is fueled in part by new tools, technologies, and online communities available to today’s makers, its simultaneous emphasis on engaging the world through design and sharing with others harkens back to early educational predecessors including Froebel, Dewey, Montessori, and Papert. Makerspaces as Learning Environments (Volume 1) focuses on making in a variety of educational ecosystems, spanning nursery schools, K-12 environments, higher education, museums, and after-school spaces. Each chapter closes with a set of practical takeaways for educators, researchers, and parents.
The SAGE Encyclopedia of Out-of-School Learning documents what the best research has revealed about out-of-school learning: what facilitates or hampers it; where it takes place most effectively; how we can encourage it to develop talents and strengthen communities; and why it matters. Key features include: Approximately 260 articles organized A-to-Z in 2 volumes available in a choice of electronic or print formats. Signed articles, specially commissioned for this work and authored by key figures in the field, conclude with Cross References and Further Readings to guide students to the next step in a research journey. Reader’s Guide groups related articles within broad, thematic areas to make it easy for readers to spot additional relevant articles at a glance. Detailed Index, the Reader’s Guide, and Cross References combine for search-and-browse in the electronic version. Resource Guide points to classic books, journals, and web sites, including those of key associations.
This book explores research indicating that youth are learning new ways to engage in the arts on their own time and according to their own interests. Peppler gives educators an understanding of what is happening with current digital technologies and the opportunities that exist to connect to youth practice, and raises questions about why we don't use these opportunities more frequently.
This book is about the computer clubhouse, both the idea and the place that inspires youth to think about themselves as competent, creative, and critical learners. So much of the social life of young people has moved online and participation in the digital public has become an essential part of youth identities. The clubhouse makes an important contribution not just in local urban communities but also as a model for after-school learning environments globally. The book includes a scalable model for providing at-risk youth an array of media design and computing experiences. It also includes examples of media created in the clubhouse, ranging from digital stories, video games, interface designs, and digital art projects.
“This book provides a theoretical and empirical foundation for the development of new and exciting pedagogical approaches to the teaching and learning of digital literacies in the earliest years of schooling... researchers, educators, and policymakers alike ignore its key messages at their peril in the decades ahead.” —From the Foreword byJackie Marsh, the University of Sheffield, UK “Play, too often in the past, has been seen as a four-letter word by those who wish to raise academic standards. Wohlwend shows why this position is untenable and why play is a curricular necessity in kindergarten and beyond. This is a must read for anyone worried about what parents and administrators wi...
How do we effectively connect youth to new learning experiences? Hive Research Lab explored this problem of practice within the Hive NYC Learning Network, a community of informal educational organizations dedicated to supporting digital learning. In the network, we came to call this the 'brokering problem, ' one that was oriented towards supporting long-term and interest-driven youth pathways that spanned multiple contexts. Included in this book are a set of practice briefs developed through our collaborative work - short form resources describing practical approaches identified through research that support the process of connecting youth to opportunity through brokering
How black and Latino youth learn, create, and collaborate online The Digital Edge examines how the digital and social-media lives of low-income youth, especially youth of color, have evolved amidst rapid social and technological change. While notions of the digital divide between the “technology rich” and the “technology poor” have largely focused on access to new media technologies, the contours of the digital divide have grown increasingly complex. Analyzing data from a year‐long ethnographic study at Freeway High School, the authors investigate how the digital media ecologies and practices of black and Latino youth have adapted as a result of the wider diffusion of the internet ...
Coding for a purpose: helping young people combine journalism, data, design, and code to make media that makes a difference. Educators are urged to teach “code for all”—to make a specialized field accessible for students usually excluded from it. In Code for What? Clifford Lee and Elisabeth Soep instead ask the question, “code for what?” What if coding were a justice-driven medium for storytelling rather than a narrow technical skill? What if “democratizing” computer science went beyond the usual one-off workshop and empowered youth to create digital products for social impact? Lee and Soep answer these questions with stories of a diverse group of young people in Oakland, Calif...
This book covers the relationship between information and communication technologies (ICTs) and communities – both physical and virtual. Community technology applications are studied in many contexts. The book demonstrates the dynamic and interdisciplinary nature of evolving communities and technologies scholarship.