Informal Education

Dynamic afterschool programs for middle school students. Adult literacy programs for parents in New York City or coffee farmers in Papua New Guinea. Interactive exhibits at a library, teen center, museum, or national park. The potential for learning exists in every corner of every community. EDC works to realize that potential in its work with institutions and community groups. Along with our partners, we develop creative, engaging programs that guide people in building basic educational skills or developing deep content knowledge.

Bridging Culture, Community, and Science (ITEST Maine)

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Community for Rural Education Stewardship and Technology (CREST) a project for students and teachers, uses Web design, ethnography, and Geographic Information Systems (GIS) to address community challenges in rural areas of Maine. This Innovative Technology Experiences for Students and Teachers (ITEST) project is funded by the National Science Foundation and supported by the Learning Resource Center at EDC.

Capturing Nature

Outdoor exploration brings science to life for middle schoolers.

Middle school students participating in EDC afterschool program head outside to explore, study, draw, and photograph various tree species and pond organisms.

Creating a Pipeline of Talent

Training students in science and technology will help fill a growing need for a skilled workforce.

For more than five years, EDC has supported a 37-state program that engages students in grades 6 through 12 in science, technology, engineering, and mathematics (STEM) activities.

Yes-to-Technology

Yes-2-Technology (Y2T) is a physical, life and earth science, IT and workforce development project for teens at the St. Louis Science Center. Funded by NSF’s ITEST program, the goal of the project is to provide disadvantaged teens with the opportunity to broaden their STEM and workplace skills and encourage them to consider further education and careers in IT or STEM.

The FunWorks

The FunWorks is a digital library of career exploration resources for youth ages 11 to 15. The FunWorks provides “real world” experiences and uses children’s current interests and passions, such as music and sports, to help them explore exciting future careers in science, technology, engineering and mathematics (STEM). The site was designed for and by children—over 300 young people have participated in the design and launch of this one-of-a-kind collection from the initial concept to design, usability testing, and launch.

JBFC Evaluation Planning and Capacity Building

EDC works with staff from the Jacob Burns Film Center (JBFC) to conduct evaluation planning for the See Hear Feel Film curriculum, which is designed to provide third grade students with an understanding of film and of themselves as creative beings, and is implemented in both in-school and out-of-school settings. EDC’s work focuses on clarifying student and teacher outcomes and determining indicators to measure change.

Global Kids: Playing 4 Keeps Evaluation

Global Kids has asked CCT to serve as the program evaluator and Global Kids’ formative research partner for the Playing 4 Keeps program. Global Kids have developed an innovative curriculum for engaging traditionally underserved youth in the development and dissemination of online games, called Playing 4 Keeps (P4K). The P4K games are designed by the program’s youth participants to educate their peers around the world about important social issues.

Gender and Science Digital Library (GSDL)

GSDL provides high-quality digital resources to: (1) help educators promote interest and engagement with STEM (science, technology, engineering and mathematics) education by learners of all ages, particularly females; (2) encourage learners to pursue science education and future careers in science; (3) provide an inter-disciplinary examination of the role of gender in the creation, teaching, and learning of science; and (4) build community among all interested users for the purposes of inquiry, information exchange, best practices development, and mentoring.

ICED—I Can End Deportation

Developed by Breakthrough Games, ICED (“I Can End Deportation”) is a single-player, downloadable video game that explores immigration challenges facing an immigrant teen living in an urban setting. As they traverse the city, players confront a series of ethical dilemmas that reflect the tenuous position immigrants occupy in American society. These dilemmas require players to decide between “civic-minded choices” and “remaining quiet” in order to avoid engagement with the law. Through the game, players learn facts about U.S.

Learning and Earning in Timor-Leste

Youths in Baucau taking part in a training

A new EDC program is providing youths with education and livelihood skills.