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.
Les mer
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.
Les mer
Introduction: Design Make Play for Equity, Inclusion, and AgencyHarouna Ba, Katherine McMillan Culp, and Margaret HoneyPart I Designing for Visitors’ AgencyChapter 1 Designing for Agency in Informal STEM Learning EnvironmentsSusan M. LetourneauChapter 2 From Explaining to Engaging Visitors: Transforming the Facilitator’s Role Priya Mohabir, Dorothy Bennett, C. James Liu, and Daisy TetecatlChapter 3 Narratives, Empathy, and Engineering: Creating Inclusive Engineering ActivitiesSusan M. Letourneau, Dorothy Bennett, Amelia Merker, Satbir Multani, C. James Liu, Yessenia Argudo, and Dana SchlossChapter 4 Co-Designing Learning Dashboards for Informal Educators Elham Beheshti, Leilah Lyons, Aditi Mallavarapu, Wren Thompson, Betty Wallingford, and Stephen UzzoPart II Relinquishing Power and Authority in Informal Settings Chapter 5 Museum-Community Engagement to Support STEM LearningAndrés Henríquez and Marcia BuenoChapter 6 Big Data for Little Kids: Developing an Inclusive Program for Young Learners and Their Families C. James Liu, Kate Maschak, Delia Meza, Susan M. Letourneau, and Yessenia ArgudoChapter 7 Designing Maker Programs for Family Engagement David Wells, Susan M. Letourneau, and Samantha TumoloChapter 8 Innovation Institute: Follow the YouthDavid Wells, Elham Beheshti, and Danny KirkPart III Playing and Learning Across Settings Chapter 9 See, Touch, and Feel Math: Digital Design for English Language LearnersDorothy Bennett, Tara Chudoba, Xiomara Flowers, and Heidi SlouffmanChapter 10 Learning Physics through Embodied Play in a School SettingHarouna Ba, Christina O’Malley, Yessenia Argudo, and Laycca UmerChapter 11 Integrating Computational Thinking Across the Elementary Curriculum: A Professional Development ApproachAnthony NegronChapter 12 The Pack: Playfully Embodying Computational and Systems ThinkingLeilah Lyons, Stephen Uzzo, Harouna Ba, and Wren Thompson
Les mer

Produktdetaljer

ISBN
9781138572126
Publisert
2021-08-17
Utgiver
Vendor
Routledge
Vekt
571 gr
Høyde
254 mm
Bredde
178 mm
Aldersnivå
P, 06
Språk
Product language
Engelsk
Format
Product format
Heftet
Antall sider
230

Om bidragsyterne

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 children’s 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 museum’s commitment to nurturing a generation of creative and collaborative problem solvers in STEM.