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E-raamat: Design Make Play for Equity, Inclusion, and Agency: The Evolving Landscape of Creative STEM Learning

Edited by (New York Hall of Science, USA), Edited by (New York Hall of Science, USA), Edited by (New York Hall of Science, USA)
  • Formaat: 252 pages
  • Ilmumisaeg: 16-Aug-2021
  • Kirjastus: Routledge
  • Keel: eng
  • ISBN-13: 9781351333153
  • Formaat - PDF+DRM
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  • Formaat: 252 pages
  • Ilmumisaeg: 16-Aug-2021
  • Kirjastus: Routledge
  • Keel: eng
  • ISBN-13: 9781351333153

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"This pioneering book offers a resource for educators, policymakers, researchers, exhibit designers, and program developers that illuminates creative, cutting-edge ways to inspire, engage, and motivate young people about STEM learning in both informal and formal education settings. A follow-up to the popular book Design, Make, Play (2013), this volume combines new research, innovative case studies, and practical advice from the New York Hall of Science (NYSCI) to define and illustrate a vision for creative and immersive learning, focusing on STEM learning experiences that are truly equitable and inclusive, and that foster learners' agency. Featuring contributions from program developers, facilitators, educators, exhibit designers, and researchers, the book provides real-world examples from informal and formal settings that fill the need for high-quality STEM learning opportunities that are accessible to all learners, including groups underrepresented in STEM education and careers. Chapters of the book describe strategies such as using narratives to make engineering learning more inclusive, engaging English language learners in digital design, focusing on whole-family learning, and introducing underserved students to computational thinking through an immersive, computer game. This book offers both a challenge and a guide to all STEM educators in museums, science centers, and other informal and formal education settings who are seeking out ambitious and more equitable forms of engagement. With leading-edgeresearch and practical advice, the book provides appealing and accessible forms of engagement that will support a diverse range of audiences and deepen their approach to creative STEM learning"--

This pioneering book offers a resource for educators, policymakers, researchers, exhibit designers, and program developers that illuminates creative, cutting-edge ways to inspire, engage, and motivate young people about STEM learning in both informal and formal education settings.



This pioneering book offers a resource for educators, policymakers, researchers, exhibit designers, and program developers that illuminates creative, cutting-edge ways to inspire, engage, and motivate young people about STEM learning in both informal and formal education settings.

A follow-up to the popular book Design, Make, Play (2013), this volume combines new research, innovative case studies, and practical advice from the New York Hall of Science (NYSCI) to define and illustrate a vision for creative and immersive learning, focusing on STEM learning experiences that are truly equitable and inclusive, and that foster learners’ agency.

Featuring contributions from program developers, facilitators, educators, exhibit designers, and researchers, the book provides real-world examples from informal and formal settings that fill the need for high-quality STEM learning opportunities that are accessible to all learners, including groups underrepresented in STEM education and careers. Chapters of the book describe strategies such as using narratives to make engineering learning more inclusive, engaging English language learners in digital design, focusing on whole-family learning, and introducing underserved students to computational thinking through an immersive, computer game.

This book offers both a challenge and a guide to all STEM educators in museums, science centers, and other informal and formal education settings who are seeking out ambitious and more equitable forms of engagement. With leading-edge research and practical advice, the book provides appealing and accessible forms of engagement that will support a diverse range of audiences and deepen their approach to creative STEM learning.

List of Figures
viii
List of Tables
xi
About the Contributors xii
Acknowledgments xx
Introduction: Design Make Play for Equity, Inclusion, and Agency 1(10)
Harouna Ba
Katherine Mcmillan Culp
Margaret Honey
Part I Designing for Visitors' Agency
11(70)
1 Designing For Agency In Informal Stem Learning Environments
13(15)
Susan M. Letourneau
2 From Explaining To Engaging Visitors: Transforming The Facilitator's Role
28(16)
Priya Mohabir
Dorothy Bennett
C. James Liu
Daisy Tetecatl
3 Narratives, Empathy, And Engineering: Creating Inclusive Engineering Activities
44(17)
Susan M. Letourneau
Dorothy Bennett
Amelia Merker
Satbir Multani
C. James Liu
Yessenia Arcudo
Dana Schloss
4 Co-Designing Learning Dashboards For Informal Educators
61(20)
Elham Beheshti
Leilah Lyons
Aditi Mallavarapu
Wren Thompson
Betty Wallincford
Stephen Uzzo
Part II Relinquishing Power and Authority in Informal Settings
81(72)
5 Museum--Community Engagement To Support Stem Learning
83(17)
Andres Henriquez
Marcia Bueno
6 Big Data For Little Kids: Developing An Inclusive Program For Young Learners And Their Families
100(20)
C. James Liu
Kate Maschak
Delia Meza
Susan M. Letourneau
Yessenia Arcudo
7 Designing Maker Programs For Family Engagement
120(14)
David Wells
Susan M. Letourneau
Samantha Tumolo
8 Innovation Institute: Follow The Youth
134(19)
David Wells
Elham Beheshti
Danny Kirk
Part III Playing and Learning Across Settings
153(73)
9 See, Touch, And Feel Math: Digital Design For English Language Learners
155(18)
Dorothy Bennett
Tara Chudoba
Xiomara Flowers
Heidi Slouffman
10 Learning Physics Through Embodied Play In A School Setting
173(22)
Harouna Ba
Christina O'Malley
Yessenia Argudo
Laycca Umer
11 Integrating Computational Thinking Across The Elementary Curriculum: A Professional Development Approach
195(13)
Anthony Negron
12 The Pack: Playfully Embodying Computational And Systems Thinking
208(18)
Leilah Lyons
Stephen Uzzo
Harouna Ba
Wren Thompson
Index 226
Harouna Ba is Director of the Sara Lee Schupf Family Center for Play, Science, and Technology Learning at the New York Hall of Science (NYSCI), as well as a senior research scientist specializing in childrens STEM learning across formal and informal educational settings.

Katherine McMillan Culp is Chief Learning Officer at the New York Hall of Science (NYSCI), where she oversees research, exhibition, and program development; educational and community outreach; and youth development programs.

Margaret Honey is President and CEO of the New York Hall of Science (NYSCI) and leads the museums commitment to nurturing a generation of creative and collaborative problem solvers in STEM.