ABSTRACT

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.

chapter |10 pages

Introduction

Design Make Play for Equity, Inclusion, and Agency

part I|69 pages

Designing for Visitors' Agency

part II|71 pages

Relinquishing Power and Authority in Informal Settings

chapter Chapter 6|20 pages

Big Data for Little Kids

Developing an Inclusive Program for Young Learners and Their Families

chapter Chapter 8|18 pages

Innovation Institute

Follow the Youth

part III|73 pages

Playing and Learning Across Settings

chapter Chapter 9|18 pages

See, Touch, and Feel Math

Digital Design for English Language Learners

chapter Chapter 11|13 pages

Integrating Computational Thinking Across the Elementary Curriculum

A Professional Development Approach

chapter Chapter 12|18 pages

The Pack

Playfully Embodying Computational and Systems Thinking