Design, Make, Play

Design, Make, Play
Author: Margaret Honey
Publisher: Routledge
Total Pages: 258
Release: 2013-03-12
Genre: Education
ISBN: 1136265686

Design, Make, Play: Growing the Next Generation of STEM Innovators is a resource for practitioners, policymakers, researchers and program developers that illuminates creative, cutting edge ways to inspire and motivate young people about science and technology learning. The book is aligned with the National Research Council’s new Framework for Science Education, which includes an explicit focus on engineering and design content, as well as integration across disciplines. Extensive case studies explore real world examples of innovative programs that take place in a variety of settings, including schools, museums, community centers, and virtual spaces. Design, Make, and Play are presented as learning methodologies that have the power to rekindle children’s intrinsic motivation and innate curiosity about STEM (science, technology, engineering, and mathematics) fields. A digital companion app showcases rich multimedia that brings the stories and successes of each program—and the students who learn there—to life.

STEM Play

STEM Play
Author: Deirdre Englehart
Publisher: Gryphon House Incorporated
Total Pages: 0
Release: 2016
Genre: Education
ISBN: 9780876594025

STEM play provides varied activities for the most common centers: Art, blocks, dramatic play, literacy, math, science and movement. Also includes a "how To" section for teachers.

Play and STEM Education in the Early Years

Play and STEM Education in the Early Years
Author: Sue Dale Tunnicliffe
Publisher: Springer Nature
Total Pages: 485
Release: 2022-06-16
Genre: Science
ISBN: 3030998304

This edited book provides an overview of unstructured and structured play scenarios crucial to developing young children’s awareness, interest, and ability to learn Science, Technology, Engineering and Mathematics (STEM) in informal and formal education environments. The key elements for developing future STEM capital, enabling children to use their intuitive critical thinking and problem-solving abilities, and promoting active citizenship and a scientifically literate workforce, begins in the early years as children learn through play, employing trial and error, and often investigating on their own. Forty-seven STEM experts come together from 16 countries (Argentina, Australia, Belgium, Canada, England, Finland, Germany, Israel, Jamaica, Japan, Malta, Mauritius, Mexico, Russia, Sweden, and the USA) and describe educational policies and experiences related to young learners 3–4 years of age, as well as students attending formal-nursery school, early primary school, and the early years classes post 5 years of age. The book is intended for parents seeking to provide STEM activities for their children at home and in playgroups, citizen scientists seeking guidance to provide children with quality educational activities, daycare practitioners providing educational structures for young children from birth to formal education, primary school teachers and preservice teachers seeking to teach preschool, kindergarten or children typically aged 5–8 years old in grades 1–3, as well as researchers and policy makers working in science didactics with small children.

Play Like an Animal!

Play Like an Animal!
Author: Maria Gianferrari
Publisher: Millbrook Press
Total Pages: 44
Release: 2020
Genre: Juvenile Nonfiction
ISBN: 1541557719

A fun celebration of all the different ways animals play--and the science behind why play matters!

Play and Curriculum

Play and Curriculum
Author: Myae Han
Publisher: Rowman & Littlefield
Total Pages: 229
Release: 2019-11-01
Genre: Psychology
ISBN: 0761871772

Educators have long been pursuing and applying ways that play can be a context and even a medium for teaching and learning. Volume 15 of Play & Culture Studies focuses on the special topic on Play and Curriculum, a long waited topic to many educators and researchers in the field of play and education. This volume includes chapters reporting recent studies and practical ideas examining the relations between the play and curriculum from early education to higher education. The volume has 3 sections with the 9 chapters grouped to represent various voices on play and curriculum: in Culture, in STEM, in Higher Education. The uniqueness of this book is represented by its breadths and depths of diversity from investigating play and curriculum in an indigenous group in Columbia to play in a New York City Public school and from play and curriculum in a Family Child Care context to the uses of play with college students.

Families at Play

Families at Play
Author: Sinem Siyahhan
Publisher: MIT Press
Total Pages: 213
Release: 2024-07-02
Genre: Education
ISBN: 0262552639

How family video game play promotes intergenerational communication, connection, and learning. Video games have a bad reputation in the mainstream media. They are blamed for encouraging social isolation, promoting violence, and creating tensions between parents and children. In this book, Sinem Siyahhan and Elisabeth Gee offer another view. They show that video games can be a tool for connection, not isolation, creating opportunities for families to communicate and learn together. Like smartphones, Skype, and social media, games help families stay connected. Siyahhan and Gee offer examples: One family treats video game playing as a regular and valued activity, and bonds over Halo. A father tries to pass on his enthusiasm for Star Wars by playing Lego Star Wars with his young son. Families express their feelings and share their experiences and understanding of the world through playing video games like The Sims, Civilization, and Minecraft. Some video games are designed specifically to support family conversations around such real-world issues and sensitive topics as bullying and peer pressure. Siyahhan and Gee draw on a decade of research to look at how learning and teaching take place when families play video games together. With video games, they argue, the parents are not necessarily the teachers and experts; all family members can be both teachers and learners. They suggest video games can help families form, develop, and sustain their learning culture as well as develop skills that are valued in the twenty-first century workplace. Educators and game designers should take note.

The Marketing of Children’s Toys

The Marketing of Children’s Toys
Author: Rebecca C. Hains
Publisher: Springer Nature
Total Pages: 304
Release: 2021-04-13
Genre: Social Science
ISBN: 3030628817

This book offers rich critical perspectives on the marketing of a variety of toys, brands, and product categories. Topics include marketing undertaken by specific children’s toy brands such as American Girl, Barbie, Disney, GoldieBlox, Fisher-Price, and LEGO, and marketing trends characterizing broader toy categories such as on-trend grotesque toys; toy firearms; minimalist toys; toyetics; toys meant to offer diverse representation; STEM toys; and unboxing videos. Toy marketing warrants a sustained scholarly critique because of toys’ cultural significance and their roles in children’s lives, as well as the industry’s economic importance. Discourses surrounding toys—including who certain toys are meant for and what various toys and brands can signify about their owners’ identities—have implications for our understandings of adults’ expectations of children and of broader societal norms into which children are being socialized.

Sociocultural Approaches to STEM Education

Sociocultural Approaches to STEM Education
Author: Katerina Plakitsi
Publisher: Springer Nature
Total Pages: 306
Release: 2024-01-01
Genre: Science
ISBN: 3031443772

This book is a contribution to the sociocultural approaches to Science Technology Engineering and Mathematics (STEM) Education. It offers a new interpreting theoretical framework coming from the Cultural Historical Psychology. The authors highlight some serious elements of the sociocultural context that mediates learning on STEM or with STEM adds. The book brings together the work of researchers interested in developmental psychology and childhood, with a special focus on using Activity theory and Cultural-historical research approach to unite these two opposing approaches to the study of children. The authors reconsider our relationship and experiencing with technology. It moves the attention from the pure instrumental aspect of technology to a deep human and societal approach. Moreover, the book focuses on the issue of teachers' continuing education in both formal and informal settings is being seen under a sequential system of expansive cycles and the key role of contradictions in transformative educational settings. Overall, this book encourages the academic society to open dialogue with other societies and enhance interdisciplinary research in times of crisis.

STEM, Robotics, Mobile Apps in Early Childhood and Primary Education

STEM, Robotics, Mobile Apps in Early Childhood and Primary Education
Author: Stamatios Papadakis
Publisher: Springer Nature
Total Pages: 620
Release: 2022-04-21
Genre: Education
ISBN: 9811905681

This book brings together a collection of work from around the world in order to consider effective STEM, robotics, mobile apps education from a range of perspectives. It presents valuable perspectives—both practical and theoretical—that enrich the current STEM, robotics, mobile apps education agenda. As such, the book makes a substantial contribution to the literature and outlines the key challenges in research, policy, and practice for STEM education, from early childhood through to the first school age education. The audience for the book includes college students, teachers of young children, college and university faculty, and professionals from fields other than education who are unified by their commitment to the care and education of young children.