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Kathleen Campana; Jacqueline Kociubuk; J. Elizabeth Mills; Michelle H. Martin – Information and Learning Sciences, 2024
Purpose: The purpose of this study was to bring library practitioners and researchers together to develop two co-designed tools for helping library practitioners gain a more holistic understanding of families in underserved groups and identify their values with the goal of developing more relevant learning experiences for them. The co-designed…
Descriptors: Values, Values Education, Learning Experience, Public Libraries
Kailea Saplan; Sam Abramovich; Peter Wardrip – Educational Technology Research and Development, 2024
Public libraries have embraced the popularity of maker education and makerspaces by integrating maker education in their program offerings, and by developing makerspaces that enable patrons to tinker and create products. But less attention has been paid to supporting librarians and maker educators in assessing the impact of these spaces. To expand…
Descriptors: Public Libraries, Design, Shared Resources and Services, Library Personnel
Leanne Bowler; Irene Lopatovska; Mark S. Rosin – Information and Learning Sciences, 2024
Purpose: The purpose of this study is to explore teen-adult dialogic interactions during the co-design of data literacy activities in order to determine the nature of teen thinking, their emotions, level of engagement, and the power of relationships between teens and adults in the context of data literacy. This study conceives of co-design as a…
Descriptors: Librarians, Adolescents, Language Patterns, Public Libraries
Gee, Elisabeth R.; Aguilera, Earl – Pedagogies: An International Journal, 2021
Over the past several decades, the concept of critical literacy has been applied to an increasing range of multimodal texts mediated by digital technologies. Expressive forms such as fan-fiction, digital storytelling, and gaming have presented unique opportunities for understanding critical literacy practices. Within the more specific field of…
Descriptors: Critical Literacy, Computer Games, Video Games, Adolescents
Shokeen, Ekta; Katirci, Nihal; Williams-Pierce, Caro; Bonsignore, Elizabeth – Information and Learning Sciences, 2022
Purpose: This study aims to understand children's sketching behavior while they engage in interest-driven design activities. Particularly, the authors examine their information sharing practices and the learning opportunities that may occur when they engage in a sketching activity. Design/methodology/approach: The data collection is based on a…
Descriptors: Freehand Drawing, Learning Processes, Student Behavior, Design
Parekh, Priyanka; Gee, Elisabeth; Tran, Kelly; Aguilera, Earl; Pérez Cortés, Luis E.; Kessner, Taylor; Siyahhan, Sinem – International Journal of Science Education, 2021
Framing, implementing, and engaging youth in authentic scientific inquiry are highly valued in science education; however, we have very limited knowledge of the nature and use of tools that accomplish these. Therefore, we proposed that board game design is a meaningful tool for engaging youth in understanding environmental issues. We reported…
Descriptors: Environmental Education, Water Pollution, Scientific Literacy, Game Based Learning
Agirbas, Asli – Design and Technology Education, 2019
Different computer programs used in the architectural design process serve different purposes. However, the number of computer programs used is increasing at a rate that designers find it difficult to adapt to. Accordingly, the possibility arises to use more than one computer program during the architectural design process, and it is important to…
Descriptors: Architectural Education, Computer Software, Student Attitudes, Undergraduate Students
Bolstad, Rachel – New Zealand Council for Educational Research, 2016
This report evaluates a game coding workshop offered to young people and adults in seven public libraries round New Zealand. Participants were taken step by step through the process of creating their own simple 2D videogame, learning the basics of coding, computational thinking, and digital game design. The workshops were free and drew 426 people…
Descriptors: Foreign Countries, Public Libraries, Workshops, Coding