Global Kids and GameLab, an independent game company, have developed an innovative curriculum for engaging minority youth in the development and dissemination of online games. Called Playing for Keeps (P4K), the games are designed to educate youth around the world about important social issues.
Global Kids will conduct P4K on an annual basis as an afterschool program, enabling participating students to publish one professional-level, Web-based game each year.
EDC serves as technology advisor in the development of an online toolkit designed to aid afterschool educators in the integration of technology and academic content. SEDL’s technical assistance effort is funded by the U.S. Department of Education to support their 21st Century Community Learning Center program, a $1 billion effort to fund afterschool programming.
EDC offers youth development professionals and educators comprehensive services and resources for using technology to create exciting learning environments. Created by the Morino Institute and now led by EDC, YouthLearn provides user-friendly tools to help organizational leaders and staff start or strengthen afterschool and in-school programs.
Strengthening Operations for Learning And Results (SOLAR) is a training and technical assistance (T/TA) planning and evaluation process. Project SOLAR is designed to support Head Start programs in their staff improvement and overall program improvement goals. The project is developing a Web-based T/TA tool suite to assist local Head Start program leaders in developing and managing T/TA plans. The centerpiece of the tool suite is a set of five staff performance inventories that allow managers to record, analyze, and compare assessments of staff skills and knowledge.
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.
The ITEST (Innovative Technology Experiences for Students and Teachers ) Learning Resource Center at EDC held a convening to develop a theoretical research framework to guide future research on youth motivation in STEM (science, technology, engineering, and mathematics), with a particular emphasis on populations most underrepresented in the STEM workforce.
Participants focused on two guiding questions:
What is currently known about motivation in STEM for underrepresented youth?
What can be done to cultivate new research around STEM motivation for underrepresented youth?
The National Science Digital Library (NSDL) is an online portal for education and research on learning in
Science, Technology, Engineering, and Mathematics (STEM). The NSDL Youth Resources project (NYR) is designed to increase utilization of the NSDL by middle school students and their teachers by adding relevant, high-quality and engaging content. The project focuses on the quality, accessibility, and interactivity of content to determine what student’s identify and conceptualize as high-quality online STEM content.
EDC is developing a web-based course on pandemic preparedness and response for communities. The primary audience is local decision-makers and practitioners, with additional modules for specific audiences.
Working in collaboration with Save the Children, EDC is using its existing organizational structures in Blantyre to design and produce a minimum of 10 audio programs as part of an IRI pilot program for strengthening Early Childhood Development (ECD) in Malawi’s Community Based Child Care Centers (CBCCs). During the pilot phase, EDC is overseeing the full development of ECDIRI programs; this includes scriptwriting, studio production, collaboration with Save the Children on pilot roll out, and formative evaluation of lessons.
The Living Room Candidate is an online exhibition developed by the Museum of the Moving Image that presents more than 250 television commercials from every U.S. presidential election since 1952. The site includes a searchable database and features commentary, historical background, election results, and navigation organized by both year and theme.
Teachers’ Domain: Engaging Alaska Natives with the Geosciences collection aims to increase Alaska Natives’ exposure to and involvement with geoscience-related issues that are directly relevant to their lives. CCT will conduct the evaluation of the collection to examine the ways in which teachers are accessing and using the media materials and the impact on both native and non-native Alaskan high school students.
Mission America: The Road to Revolution (working title) is an adventure game (the first in a proposed series of ten) that immerses middle school-aged students and game players in historical events and personalities in colonial Boston during the years leading up to the American Revolution. The game is one seven prototype projects funded by the Corporation for Public Broadcasting’s $20 million the American History and Civics Initiative, which seeks to develop multi-platform interactives that will engage youth in deepening their knowledge of history and civics.
EDC is conducting a two-year pilot study to address critical methodological challenges inherent in doing longitudinal research linking informal science, technology, engineering, and mathematics (STEM) experiences and school achievement: first, addressing selection bias through careful selection of a comparison group that is comparable to the intervention group, and second, developing a qualitative design that both complements and extends the quantitative data collected.
Eyes on Bullying is a national, multimedia bullying prevention program designed to provide parents and caregivers with user-friendly and effective ways to learn the essential principles of bullying prevention. The multimedia program, initially developed for IBM employees, includes a 42-page Toolkit with key information, resources, and six skill-building activities for caregivers and parents to use with children.
TEACH-VIP is a comprehensive violence and injury prevention and control curriculum, developed by the World Health Organization and a global network of experts, covering a wide range of topics, designed to be delivered as face-to-face training. To make this curriculum more widely available, EDC created an instructional design approach for conversion of the face-to-face exercises and materials into an electronic, self-paced format with interactive lessons for the World Wide Web and CD-ROM.
HP Learning Initiative for Entrepreneurs (HPLIFE) is partnering with EDC to train students, entrepreneurs, and small business owners to apply IT and business skills so they can establish and grow a business, build successful companies, and create jobs. EDC supports program participants with training and a variety of resources. Features of the program’s e-learning website are highlighted in this video.
Nearly 1,000 Boston Public School students from 15 schools are part of a multimedia project called Adobe Youth Voices which lets youths tackle issues important to them, such as quitting smoking and healthy eating. Boston is one of several cities from around the globe involved in the program, which EDC helps implement for the Adobe Foundation.