The SAGE Encyclopedia of Out-of-School Learning

The SAGE Encyclopedia of Out-of-School Learning

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  • Author: Kylie Peppler
  • Publisher: SAGE Publications
  • ISBN: 1483385205
  • Category : Education
  • Languages : en
  • Pages : 992

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.


Pedagogical Content Knowledge in STEM

Pedagogical Content Knowledge in STEM

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  • Author: Stephen Miles Uzzo
  • Publisher: Springer
  • ISBN: 3319974750
  • Category : Science
  • Languages : en
  • Pages : 289

This volume represents both recent research in pedagogical content knowledge (PCK) in science, technology, engineering and math (STEM), as well as emerging innovations in how PCK is applied in practice. The notion of “research to practice” is critical to validating how effectively PCK works within the clinic and how it can be used to improve STEM learning. ​As the need for more effective educational approaches in STEM grows, the importance of developing, identifying, and validating effective practices and practitioner competencies are needed. This book covers a wide range of topics in PCK in different school levels (middle school, college teacher training, teacher professional development), and different environments (museums, rural). The contributors believe that vital to successful STEM education practice is recognition that STEM domains require both specialized domain knowledge as well as specialized pedagogical approaches. The authors of this work were chosen because of their extensive fieldwork in PCK research and practice, making this volume valuable to furthering how PCK is used to enlighten the understanding of learning, as well as providing practical instruction. This text helps STEM practitioners, researchers, and decision-makers further their interest in more effective STEM education practice, and raises new questions about STEM learning.


Makeology

Makeology

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  • Author: Kylie Peppler
  • Publisher: Routledge
  • ISBN: 1317537157
  • Category : Education
  • Languages : en
  • Pages : 302

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.


Makerspaces

Makerspaces

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  • Author: Michelle Kay Compton
  • Publisher: Redleaf Press
  • ISBN: 160554714X
  • Category : Education
  • Languages : en
  • Pages : 566

Makerspaces is a first-to-market resource for early childhood professionals that focuses on how to cultivate the maker mind-set in the youngest learners, how to engage young children in maker-centered learning, design and introduce makerspaces, and how to select/use open-ended tools and materials. Field tested in real classrooms, home settings, libraries, and museums, the authors have practical suggestions, student samples, implementers’ suggestions, photographs, anchor charts, and many other forms of documentation. Each chapter focuses on a different type of makerspace, details ways to successfully set up that makerspaces, offers provocation ideas for how to extend learning, and shows how educators can document evidence of how a child can develop a stronger growth mind-set by interacting with the makerspace. Full-color demonstrative photos give readers additional visual guidance.


Exploring Key Issues in Early Childhood and Technology

Exploring Key Issues in Early Childhood and Technology

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  • Author: Chip Donohue
  • Publisher: Routledge
  • ISBN: 0429854684
  • Category : Education
  • Languages : en
  • Pages : 146

Exploring Key Issues in Early Childhood and Technology offers early childhood allies, both in the classroom and out, a cutting-edge overview of the most important topics related to technology and media use in the early years. In this powerful resource, international experts share their wealth of experience and unpack complex issues into a collection of accessibly written essays. This text is specifically geared towards practitioners looking for actionable information on screen time, cybersafety, makerspaces, coding, computational thinking, STEM, AI and other core issues related to technology and young children in educational settings. Influential thought leaders draw on their own experiences and perspectives, addressing the big ideas, opportunities and challenges around the use of technology and digital media in early childhood. Each chapter provides applications and inspiration, concluding with essential lessons learned, actionable next steps and a helpful list of recommended further reading and resources. This book is a must-read for anyone looking to explore what we know – and what we still need to know – about the intersection between young children, technology and media in the digital age.


Redesigning Organizations

Redesigning Organizations

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  • Author: Denise Feldner
  • Publisher: Springer Nature
  • ISBN: 303027957X
  • Category : Science
  • Languages : en
  • Pages : 400

This book offers readers a deeper understanding of the Cyberspace, of how institutions and industries are reinventing themselves, helping them excel in the transition to a fully digitally connected global economy. Though technology plays a key part in this regard, societal acceptance is the most important underlying condition, as it poses pressing challenges that cut across companies, developers, governments and workers. The book explores the challenges and opportunities involved, current and potential future concepts, critical reflections and best practices. It addresses connected societies, new opportunities for governments, the role of trust in digital networks, and future education networks. In turn, a number of representative case studies demonstrate the current state of development in practice.


International Handbook of the Learning Sciences

International Handbook of the Learning Sciences

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  • Author: Frank Fischer
  • Publisher: Routledge
  • ISBN: 1317208358
  • Category : Education
  • Languages : en
  • Pages : 552

The International Handbook of the Learning Sciences is a comprehensive collection of international perspectives on this interdisciplinary field. In more than 50 chapters, leading experts synthesize past, current, and emerging theoretical and empirical directions for learning sciences research. The three sections of the handbook capture, respectively: foundational contributions from multiple disciplines and the ways in which the learning sciences has fashioned these into its own brand of use-oriented theory, design, and evidence; learning sciences approaches to designing, researching, and evaluating learning broadly construed; and the methodological diversity of learning sciences research, assessment, and analytic approaches. This pioneering collection is the definitive volume of international learning sciences scholarship and an essential text for scholars in this area.


Makeology

Makeology

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  • Author: Kylie Peppler
  • Publisher: Routledge
  • ISBN: 1317537084
  • Category : Education
  • Languages : en
  • Pages : 230

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. Makers as Learners (Volume 2) highlights leading researchers and practitioners as they discuss and share current perspectives on the Maker movement and research on educational outcomes in makerspaces. Each chapter closes with a set of practical takeaways for educators, researchers, and parents.


Maker-Centered Learning

Maker-Centered Learning

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  • Author: Edward P. Clapp
  • Publisher: John Wiley & Sons
  • ISBN: 1119263662
  • Category : Education
  • Languages : en
  • Pages : 263

The Agency by Design guide to implementing maker-centered teaching and learning Maker-Centered Learning provides both a theoretical framework and practical resources for the educators, curriculum developers, librarians, administrators, and parents navigating this burgeoning field. Written by the expert team from the Agency by Design initiative at Harvard's Project Zero, this book Identifies a set of educational practices and ideas that define maker-centered learning, and introduces the focal concepts of maker empowerment and sensitivity to design. Shares cutting edge research that provides evidence of the benefits of maker-centered learning for students and education as a whole. Presents a clear Project Zero-based framework for maker-centered teaching and learning Includes valuable educator resources that can be applied in a variety of design and maker-centered learning environments Describes unique thinking routines that foster the primary maker capacities of looking closely, exploring complexity, and finding opportunity. A surge of voices from government, industry, and education have argued that, in order to equip the next generation for life and work in the decades ahead, it is vital to support maker-centered learning in various educational environments. Maker-Centered Learning provides insight into what that means, and offers tools and knowledge that can be applied anywhere that learning takes place.


Connected Gaming

Connected Gaming

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  • Author: Yasmin B. Kafai
  • Publisher: MIT Press
  • ISBN: 0262551551
  • Category : Education
  • Languages : en
  • Pages : 221

How making and sharing video games offer educational benefits for coding, collaboration, and creativity. Over the last decade, video games designed to teach academic content have multiplied. Students can learn about Newtonian physics from a game or prep for entry into the army. An emphasis on the instructionist approach to gaming, however, has overshadowed the constructionist approach, in which students learn by designing their own games themselves. In this book, Yasmin Kafai and Quinn Burke discuss the educational benefits of constructionist gaming—coding, collaboration, and creativity—and the move from “computational thinking” toward “computational participation.” Kafai and Burke point to recent developments that support a shift to game making from game playing, including the game industry's acceptance, and even promotion, of “modding” and the growth of a DIY culture. Kafai and Burke show that student-designed games teach not only such technical skills as programming but also academic subjects. Making games also teaches collaboration, as students frequently work in teams to produce content and then share their games with in class or with others online. Yet Kafai and Burke don't advocate abandoning instructionist for constructionist approaches. Rather, they argue for a more comprehensive, inclusive idea of connected gaming in which both making and gaming play a part.