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Madden, Mary; Rood, Elizabeth – Joan Ganz Cooney Center at Sesame Workshop, 2022
This brief is the first of a series of applied research briefs that focus on specific challenges and opportunities public media faces in its approaches to youth content and engagement. Drawing from priorities surfaced through focus group interviews with youth across the country, these briefs highlight recent research and public discussions about…
Descriptors: Mass Media, Cooperation, Adults, Design
Roldan, Wendy; Lee, Kung Jin; Nguyen, Kevin; Berhe, Lia; Yip, Jason – ACM Transactions on Computing Education, 2022
Large-scale disparities in computing exist for many youth of color. Learning in informal settings can increase the participation of youth in computing; however, computing education programs have typically been developed by adults for youth. We argue computing education can contribute toward decolonization by directly involving youth from…
Descriptors: Educational Change, Computer Science Education, Electronic Learning, Design
Erin Lynne O'Quinn – ProQuest LLC, 2022
This study explores how community-based digital archive projects are collaboratively designed by universities and community stakeholders, specifically examining practices that may be associated with archive sustainability. My study builds upon existing knowledge in both digital archive studies and the Digital Humanities (DH) by investigating the…
Descriptors: Archives, Sustainability, Stakeholders, Cooperative Planning
Erin Green – Community Literacy Journal, 2023
This essay reflects on the challenges of facilitating a community program partnership with the Prince George's Memorial Library System. The program, "Community Justice," uses a public syllabus to introduce local teens to social justice concepts, theories, and methods. While issues of sustainability and retention are examined in this…
Descriptors: Community Programs, Reflection, Cooperation, Partnerships in Education
Mary M. McConnaha; Joanne E. Marciano; Brittany M. Brewer; Lauren Elizabeth Reine Johnson – Journal of Adolescent & Adult Literacy, 2025
In the summer of 2020, amidst state-mandated social distancing and protests for racial justice, youth participating in an ongoing YPAR initiative sought to design and facilitate a book club for the residents of their subsidized housing community to increase community awareness of the Black Lives Matter movement. Through interviews, youth shared…
Descriptors: Books, Clubs, Community Involvement, Community Programs
Elaissa T. Hardy; Sara Ivey Fulmer; Joseph M. Le Doux; Wilbur A. Lam – Biomedical Engineering Education, 2022
BME HealthReach is an educational outreach program where undergraduate BME students participate in an out-of-class design thinking course to create and teach interactive STEM activities to K-12 students, where children with chronic illnesses are the primary clients. We detail research that seeks to answer the following: (1) what impact does this…
Descriptors: Undergraduate Students, Design, Systems Approach, Elementary Secondary Education
Tom Lowe; Maria Moxey – International Journal for Students as Partners, 2024
This article explores the potential for students-as-partners models developed in the scholarship of teaching and learning and educational development fields to be expanded to new agendas such as humanitarian developments and other agendas related to the so-called civic university. There is a growing appetite for students and staff to work in…
Descriptors: Social Values, Values Education, Student Experience, Partnerships in Education
Shea, Molly V.; Jurow, A. Susan; Schiffer, Jovita; Escudé, Meg; Torres, Aurora – Journal of Research in Science Teaching, 2023
This article offers a qualitative analysis of infrastructural in/justice in a community-partnered design intervention focused on developing high-tech low-cost Science, Technology, Engineering, Art, and Math (STEAM) projects. We examined the kinds of infrastructural injustices that were present in three afterschool programs and how it shaped STEAM…
Descriptors: STEM Education, Art Education, After School Programs, Community Programs
Kelly, Meghan – Australian Journal of Adult Learning, 2015
This paper identifies visual communication design as a form of public pedagogy. Communication design practices aim to achieve the successful transmission of a message to a recipient in a visual mode. Understanding the theories and practices of visual communication design can assist in enhancing the reception of the communication, as these…
Descriptors: Visual Stimuli, Communication Strategies, Museums, Informal Education
Little, Priscilla M.; Irby, Merita; Borah, Poonam; Pittman, Karen – Forum for Youth Investment, 2021
Because researchers know so much more about the brain and development than they did when the 20th-century U.S. education system was designed, this knowledge can now be used to design a system in which all individuals are able to take advantage of high-quality opportunities for transformative learning and development. This playbook suggests a set…
Descriptors: Transformative Learning, Educational Innovation, Models, Critical Thinking
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
Shin, Myunghwan – ProQuest LLC, 2016
This study investigates the stories of youth makers who participated in the Making for Change (M4C) program at a community-based makerspace. The purpose of this study is to understand what an equity-oriented makerspace might look like and why it matters to youth learning, identity, and agency by foregrounding the voices and experiences of youth…
Descriptors: Entrepreneurship, Program Descriptions, Case Studies, Ethnography

Hasell, Mary Joyce – Simulation and Games, 1987
Reviews two case studies which evaluate the use of gaming/simulation as a participatory method for including users in the design of community projects. Questionnaires and interviews are used to compare visual gaming methods with verbal discussion methods in designing an activity center for handicapped residents and a community garden project. (LRW)
Descriptors: Case Studies, Citizen Participation, Community Programs, Comparative Analysis
Shin, Dong Hee – Information Research: An International Electronic Journal, 2007
Introduction: This study investigates the processes involved in the development of a broadband community network in the Northeast USA. A community network project was studied by tracing the developmental processes from network design to the stabilisation of information infrastructure. Method: A case study was conducted on the broadband community…
Descriptors: Case Studies, Qualitative Research, Interviews, Computer Networks
Olsson, Nils-Olof; Sellebjerg, Asa – 1985
The intention of this lavishly illustrated brochure is to show how a decade of expansion in day care services in Stockholm was organized and to depict the different types of centers built between 1974 and 1984 in response to a municipal directive to meet the huge need for day care services by building new centers. Introductory material provides a…
Descriptors: Building Conversion, Community Programs, Construction Programs, Day Care Centers
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