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.
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.
Design Make Play for Equity, Inclusion, and Agency: The Evolving Landscape of Creative STEM Learning
252
Design Make Play for Equity, Inclusion, and Agency: The Evolving Landscape of Creative STEM Learning
252Product Details
| ISBN-13: | 9781138572126 |
|---|---|
| Publisher: | Taylor & Francis |
| Publication date: | 08/17/2021 |
| Pages: | 252 |
| Product dimensions: | 7.00(w) x 10.00(h) x (d) |