附註:Includes bibliographical references and index.
Design make play for equity, inclusion, and agency / Harouna Ba, Katie McMillan Culp, and Margaret Honey -- Designing for agency in informal STEM learning environments / Susan M. Letourneau -- From explaining to engaging visitors : transforming the facilitator's role / Priya Mohabir, Dorothy Bennett, C. James Liu, and Daisy Tetecatl -- Narratives, empathy, and engineering : creating inclusive engineering activities / Susan M. Letourneau, Dorothy Bennett, Amelia Merker, Satbir Multani, C. James Liu, Yessenia Argudo, and Dana Schloss -- Codesigning learning dashboards for informal educators / Elham Beheshti, Leilah Lyons, Aditi Mallavarapu, Wren Thompson, Betty Wallingford, and Stephen Uzzo -- Museum-community engagement to support STEM learning / Andrés Henríquez and Marcia Bueno -- 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 Argudo -- Designing maker programs for family engagement / David Wells, Susan M. Letourneau, and Samantha Tumolo -- Innovation institute : follow the youth / David Wells, Elham Beheshti, and Danny Kirk -- See, touch, and feel math : digital design for English language learners / Dorothy Bennett, Tara Chudoba, Xiomara Flowers, and Heidi Slouffman -- Learning physics through embodied play in a school setting / Harouna Ba, Christina O'Malley, Yessenia Argudo, andLaycca Umer -- Integrating computational thinking across the elementary curriculum : a professional development approach / Anthony Negron -- The pack : playfully embodying computational and systems thinking / Leilah Lyons, Stephen Uzzo, Harouna Ba, and Wren Thompson.
摘要: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 anddeepen their approach to creative STEM learning.