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Stevenson, Anne – Science and Children, 2013
"I Wonder" boards are a teaching strategy that can be used in the classroom, as well as during science learning opportunities in nonformal settings, such as after-school science programs or summer camps.This simple strategy has led to deeper science exploration in 4-H, as young people learn alongside program staff, teachers, or…
Descriptors: Science Instruction, Inquiry, Teaching Methods, Nonformal Education
Clark, Kevin; Brandt, Jami; Hopkins, Rhonda; Wilhelm, Jason – Educational Technology, 2009
Participatory design principles were used with primarily African-American and Latino children in the Washington, DC area in the development of sports-themed digital game prototypes in an after-school program. The three stages in participatory design are the discovery stage, the evaluative stage, and prototyping. Within the participatory design…
Descriptors: Educational Games, Mathematics, Student Participation, Design
Gomes, Elisabete Xavier – European Educational Research Journal, 2009
This article discusses preliminary findings of the author's doctoral research on children's educating networks in contemporary cities. The research problem is introduced in the theoretical framework composed by issues of formal, non-formal and informal education, contemporary children's studies, and contributions from the debate around the…
Descriptors: Children, Case Studies, Municipalities, Educational Policy
Athman Ernst, Julie – Applied Environmental Education and Communication, 2010
The "Fishing: Get in the Habitat! MinnAqua Leader's Guide" is a curriculum created by the Minnesota Department of Natural Resources for educators working primarily with children in grades three through five in formal and nonformal education settings. Like many agency-developed supplemental educational resources, the Leader's Guide is…
Descriptors: Natural Resources, Public Agencies, Environmental Education, Grade 3