From afterschool programs in New York City to rural villages in Africa, out-of-school time (OST) and nonformal learning can be lifelines in areas hit hard by poverty, crime, and violence. We design, study, and scale up interventions that strengthen these lifelines, supporting success in school and sparking interest in careers.
We work with industry- and foundation-funded programs to help set direction and with federal and state agencies to inform OST policymaking. Our evaluations help refine promising programs through both formative data and summative reports. Around the world, we build local capacity and draw on the strategic use of technology to develop, implement, and evaluate programs that deliver core literacy and life skills.
EDC conducted a research study in the Democratic Republic of Congo to test the effects of teacher knowledge and practice on student learning.
The investigations in Explore It! provide an experiential foundation for the development of concepts aligned with the national standards that are addressed in formal school curricula. Explore It!
This report shows the results of EQUIP3’s efforts and demonstrates that certain approaches to positively engaging and supporting youth work better than others.
A series of 14 design engineering booklets that include student and teacher guidance for implementing long-term activities, such as designing a pinball game or building a trebuchet.
Written for program directors, program managers, educators, and others responsible for developing and implementing STEM programs in schools and community-based organizations, this guide seeks to re
The Committee on Successful Out-of-School STEM Learning, appointed by the National Research Council’s Board on Education, was charged with identifying effective out-of-school STEM settings and prog
The Illinois State Board of Education (ISBE) contracted EDC to conduct a statewide evaluation of the U.S. Department of Education’s 21st Century Community Learning Centers (21st CCLC) initiative.
These free online training courses are designed to help entrepreneurs learn what they need to know to establish and grow a business. Users learn at their own pace in their own time.
This report covers EDC’s process evaluation of Year 1 of the iDesign project, a three-year NSF ITEST-funded project to engage underrepresented youth in designing interactive, culturally and sociall