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Wicker, Melissa; Ruan, Jiening – Literacy, 2023
This holistic single-case study aimed to understand the impact of digital story telling (DST) on the identity expressions of Native American youth. The question that guided the study asks, 'How do Native American adolescents in a rural, tribal-run after-school programme for Indigenous youth explore and express who they are through digital story…
Descriptors: American Indian Students, Secondary School Students, Tribally Controlled Education, After School Programs
Stewart, Olivia G.; Jordan, Michelle E. – Instructional Science: An International Journal of the Learning Sciences, 2017
Recent scholarship highlights the wealth of varied and interconnected opportunities for learning science that informal environments can provide; yet, participants with different experiences, knowledge, and backgrounds do not all learn in the same ways. Thus, studies are needed that examine how particular participants take up learning opportunities…
Descriptors: Case Studies, Educational Environment, Science Education, STEM Education
Kendrick, Maureen; Early, Margaret; Chemjor, Walter – Language and Education, 2019
Characteristic of the twenty-first century are new literacy practices that require users and producers to be fluent with the affordances of multiple modes across print and digital media. In under-resourced contexts such as East Africa, these complex new multimodal practices have not been well documented. In this paper, we explore the context of an…
Descriptors: After School Programs, Journalism Education, Females, Foreign Countries
Barreto, Daisyane; Vasconcelos, Lucas; Orey, Michael – Malaysian Journal of Learning and Instruction, 2017
Purpose: With video games being a source of leisure and learning, educators and researchers alike are interested in understanding children's motivation for playing video games as a way to learn. This study explores student motivation and engagement levels in playing two math video games in the game "Club Penguin." Method: This is a…
Descriptors: Student Motivation, Learner Engagement, Mathematics Instruction, Educational Games
LópezLeiva, Carlos A.; Torres, Zayoni – REDIMAT - Journal of Research in Mathematics Education, 2013
This paper analyzes the work developed with a group of Latina mothers in a mathematics afterschool program for a period of 3 ½ years. The analysis of the productive patterns of interaction of this group of mothers with a group of bilingual participants shows that the program's participation and activity structure closely determines the quality of…
Descriptors: Hispanic Americans, Mothers, Mathematics Activities, After School Programs
Charmaraman, Linda – Learning, Media and Technology, 2013
This case study explored how adolescents were empowered through afterschool media production activities and, in the process, re-imagined themselves as active and engaged citizens within their community. Through analyzing interviews, participant observations, and media artifacts of 14 participants (aged 15-19) over a period of 18 months, three main…
Descriptors: Case Studies, Adolescents, Social Change, Student Empowerment
Gonsalves, Allison J. – Canadian Journal of Education, 2014
In this article, I explore what happens when digital media activities designed to stimulate science conversations are introduced to an out-of-school-time (OST) space usually reserved for talks about girls' issues. The goals of this study were to provide a space that values youth voice and creates positive emotional energy around science-related…
Descriptors: Science Instruction, Educational Technology, Interaction, Emotional Response
James, Nancy Ellen – ProQuest LLC, 2011
The purpose of this study was to investigate the ways second grade children signaled the meanings they made from pictures and print and to identify ways they signaled new meanings when transmediations between these two semiotic systems took place. The study was a mixed methods study using qualitative methods in a case study format for the first…
Descriptors: African American Students, Standardized Tests, Rhetoric, Video Technology
Kafai, Yasmin B., Ed.; Peppler, Kylie A., Ed.; Chapman, Robbin N., Ed. – Teachers College Press, 2009
This book is about the Computer Clubhouse--the idea and the place--that inspires youth to think about themselves as competent, creative, and critical learners. So much of the social life of young people has moved online and participation in the digital public has become an essential part of youth identities. The Computer Clubhouse makes an…
Descriptors: Creativity, Evaluators, Social Life, Video Games
Edwards, Daneell – Afterschool Matters, 2005
The term "doing hair" is utterly familiar. However, while the term can refer to simple acts of combing, brushing, washing, and styling hair, in the culture of adolescent African-American girls, doing hair is a social practice that represents power, creativity, and sometimes popularity. This article describes a three-month afterschool…
Descriptors: African American Students, Females, Adolescents, After School Programs

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