The SAGE Encyclopedia of Out-of-School Learning
eBook - ePub

The SAGE Encyclopedia of Out-of-School Learning

  1. 1,000 pages
  2. English
  3. ePUB (mobile friendly)
  4. Available on iOS & Android
eBook - ePub

The SAGE Encyclopedia of Out-of-School Learning

About this book

The SAGE Encyclopedia of Out-of-School Learning documents what the best research has revealed about out-of-school learning: what facilitates or hampers it, where it takes place most effectively, how we can encourage it to develop talents and strengthen communities, and why it matters.

Key features include:

  • Approximately 260 articles organized A-to-Z in 2 volumes available in a choice of electronic or print formats
  • Signed articles, specially commissioned for this work and authored by key figures in the field, conclude with Cross-References and Further Readings to guide students to the next step in a research journey
  • Reader's Guide groups related articles within broad, thematic areas to make it easy for readers to spot additional relevant articles at a glance
  • Detailed Index, the Reader's Guide, and Cross-References combine for search-and-browse in the electronic version
  • Resource Guide points to classic books, journals, and websites, including those of key associations

This title will be available on SAGE Knowledge, the ultimate social sciences library

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Yes, you can access The SAGE Encyclopedia of Out-of-School Learning by Kylie Peppler, Kylie A. Peppler in PDF and/or ePUB format, as well as other popular books in Education & Education General. We have over one million books available in our catalogue for you to explore.

Information

Edition
1

Index

  • AA. See Academic analytics
  • Abelson, Hal, 1:126
  • Ableton Live, 1:225
  • About Face Youth Theatre, 2:590
  • Abrahamson, Dor, 1:250
  • Abreu, JosĂŠ Antonio, 2:519, 2:657
  • Abstract conceptualization, learning and, 2:758
  • Abstraction, computational thinking and, 1:118, 1:119, 1:120
  • Academic achievement
    • extracurricular activities and, 1:269
    • Internet use and, 1:214
    • natural mentoring and, 2:529
    • project-based learning and, 2:634–635
    • summer learning and, 2:760–761
  • Academic analytics, 1:416
  • Academic orientation, of connected learning, 1:133
  • Academic subjects, learning to engage in research practices in, 1:367–368
  • Academic/mentoring services, 2:671–672
  • Academy of Natural Sciences of Drexel University, 2:749
  • Access and equity in out-of-school learning, 1:1–5
    • conceptualizing, 1:1–3
    • current research and policy considerations, 1:3–4
    • implications, 1:4–5
  • Access gap, convergence culture and, 1:147
  • Accessibility of transmedia, 2:791
  • Accommodation
    • constructionism and, 1:141
    • constructivism and, 1:143
    • learning and, 2:767
    • Piaget and, 1:95
  • Accreditation, value of, 2:624
  • Acculturation, Latino youth’s involvement in organized activities and, 1:412
  • Achievement gap, social class, 2:714–715
  • Achievement goal theory, 2:743
  • Achievers Programs, 2:837
  • Ackermann, Edith, 1:118
  • Action games, 2:803
  • Action strategies, grassroots organizing, 1:332
  • Active experimentation, learning and, 2:758
  • Acti...

Table of contents

  1. Cover
  2. Half Title
  3. Editorial Board
  4. Title Page
  5. Copyright Page
  6. Contents
  7. Publisher Note
  8. About the Editor
  9. Contributors
  10. Introduction
  11. A
  12. Access and Equity in Out-of-School Learning
  13. Active Learning
  14. Additive Model of Learning
  15. Adult Learning
  16. Adults Learning Coding Out of School
  17. Adventure Learning
  18. Affective Learning
  19. After-School Standards
  20. After-School STEM Programming
  21. Apprenticeships
  22. Apps and the App Gap
  23. Art Museums
  24. Artifactual Literacies
  25. Assessments and Assessment Issues
  26. Association of Science-Technology Centers
  27. Augmented Reality
  28. Avatars
  29. B
  30. Badges
  31. Barbie, Research on
  32. Best Practices
  33. Big Brothers Big Sisters
  34. Big Data
  35. Black Feminist Theory
  36. Blogs and Blogging
  37. Boys & Girls Clubs of America
  38. Business and Corporate Partnerships
  39. C
  40. Camp Fire
  41. Camps
  42. Chatrooms
  43. Child Care Learning
  44. Children’s Hospitals
  45. Children’s Museums
  46. Citizen Science
  47. Clubhouse Network, The
  48. cMOOCs
  49. Cognitive Development
  50. Comics and Manga
  51. Community Arts Programs
  52. Community Outreach Programs
  53. Community Service
  54. Community Technology Centers
  55. Community–School Partnerships
  56. Competitive, Collaborative, and Cooperative Play
  57. Computational Thinking
  58. Computational Tools
  59. Computer Access in the Home
  60. Computer Programming
  61. Computer-Supported Collaborative Learning
  62. Connected Learning
  63. Connectivist Massive Open Online Courses
  64. Constructionist Learning
  65. Constructivist Learning
  66. Convergence Culture
  67. Copyright
  68. Cosmopolitanism
  69. Cosplay
  70. Crafting
  71. Creativity Strategies
  72. Critical Literacies
  73. Critical Race Theory
  74. Critical Theory
  75. Cross-Age Peer Mentoring
  76. Cross-Cultural Research
  77. Cultural Capital
  78. Cultural Institutions
  79. Cultural Studies
  80. Cultural–Historical Activity Theory
  81. Curation
  82. Cyberbullying
  83. Cyberculture
  84. Cyberlearning
  85. D
  86. Data Visualization
  87. Design and Out-of-School Learning
  88. Design Playshop
  89. Design Thinking
  90. Digital Divide
  91. Digital Literacies
  92. Digital Media and Learning
  93. Digital Music Composition and Out-of-School Learning
  94. Digital Storytelling
  95. Digital Youth Network
  96. DIY Media
  97. Dropout Reengagement
  98. E
  99. Ecological Systems Theory
  100. Economic Capital
  101. Educational Camps
  102. Electronic Portfolios
  103. Embodiment and Mathematics Learning
  104. Engagement in Tech-Mediated Learning
  105. English as a Second Language
  106. E-Textiles
  107. Ethics, Youth, and Digital Media
  108. Evaluation
  109. Everyday Creativity
  110. Everyday Expertise
  111. Extracurricular Activities
  112. F
  113. Fab Lab
  114. Family Learning
  115. Family Literacy
  116. Fan Fiction
  117. Fandom
  118. Feminist Theory
  119. Fifth Dimension
  120. Flipped Learning
  121. 4-H Youth Development Programs
  122. Friends and Peers
  123. Funds of Knowledge
  124. G
  125. Game Design
  126. Gamification of Learning
  127. Gaming and Affinity Spaces
  128. Gardening
  129. Gender in Out-of-School Learning
  130. Girl Scouts of the USA
  131. Girls Inc.
  132. Girls on the Run
  133. Girls’ Programming
  134. Grassroots Organizing
  135. Group Mentoring
  136. H
  137. Hackerspaces
  138. Harry Potter Fandom
  139. Health and Online Learning
  140. Hip-Hop
  141. Hive Learning Networks
  142. Hobbies
  143. Home Environments
  144. I
  145. Identity, Theories of
  146. Indigenous Heritage Communities of North America
  147. Informal Learning in Music
  148. Information Literacy
  149. Inquiry-Based Learning
  150. Interactive Sensing Technologies
  151. Interest and Interest-Driven Learning
  152. Intergenerational Learning
  153. International Issues in Out-of-School Learning
  154. Internet Activism
  155. Internet Identity
  156. J
  157. Joan Ganz Cooney Center
  158. Joint Media Engagement
  159. Juvenile Justice and School Discipline
  160. K
  161. Knowledge Forum
  162. Knowledge Transfer
  163. Krump Culture
  164. L
  165. La Clase MĂĄgica
  166. Latinos and Organized Activities
  167. Learner-Centered Paradigms
  168. Learning Analytics
  169. Learning by Making
  170. Learning by Observing and Pitching In
  171. Learning Pathways
  172. Learning Sciences
  173. Learning Through Observation
  174. Learning Trajectories
  175. LEGO and LEGO Foundation
  176. Libraries and Library Services
  177. LIFELOGGING
  178. Lifelong and Lifewide Science Learning
  179. Linking In-School and Out-of-School Learning
  180. M
  181. Machinima
  182. Makerspaces
  183. Martial Arts
  184. Mass Amateurization
  185. Massive Open Online Courses
  186. Massively Multiplayer Online Games
  187. Math and Social Media
  188. Math Art Communities
  189. Math Circles
  190. Media Literacies
  191. Mediated Discourse Analysis
  192. Mentoring
  193. Mentoring and Tutoring for Youth With Special Needs
  194. Microblogging
  195. Migrants and Out-of-School Learning
  196. Minecraft
  197. MMOs
  198. Mobile Devices
  199. Mobile Learning
  200. MOOCs
  201. Motivation in Out-of-School Learning
  202. Multiliteracies
  203. Multimodality
  204. Museum Learning
  205. Music Entrepreneurship
  206. Music Making in Out-of-School Contexts
  207. Musical Futures
  208. N
  209. Natural Mentors
  210. Networks
  211. New Media
  212. O
  213. One-to-One Device Initiatives
  214. One-to-One Laptop Initiatives
  215. Online and Distance Learning
  216. Online Communities
  217. Online Safety
  218. Open Education
  219. Open Educational Resources
  220. Opencourseware
  221. Outdoor Learning
  222. Out-of-School Time
  223. P
  224. Parental Engagement and Investment
  225. Parent–Child Interaction
  226. Participation and Engagement
  227. Participatory Action Research
  228. Participatory Culture
  229. Peer Cultures
  230. Performance and Dramatic Experiences
  231. Performing Arts and Out-of-School Learning
  232. Photosharing
  233. Place-Making
  234. Playful Learning
  235. Podcasting
  236. Policies Supporting Out-of-School Learning
  237. Popular Culture
  238. Positive Youth Development
  239. Positive Youth Development Through Sport
  240. Preparation for Future Learning
  241. Pretend Play
  242. Problem-Based Learning
  243. Professional Development in Out-of-School Learning
  244. Program Development, Implementation, and Evaluation
  245. Program Evaluation
  246. Program Quality in Youth Sport and Physical Activity
  247. Project-Based Learning
  248. Public Television
  249. Q
  250. Quantified Self
  251. Queer Theory
  252. R
  253. Race and Ethnicity in Out-of-School Learning
  254. Radio
  255. Relational Developmental Systems Metatheory
  256. Religious Education in Out-of-School Settings
  257. Remote Indigenous Communities
  258. Research–Practice Partnerships
  259. Residential Education in Higher Education
  260. Robotics
  261. Role Play
  262. Rural Settings
  263. S
  264. School-Based Programs
  265. Science Clubs
  266. Science Fairs
  267. Science-Technology Centers and Science Museums
  268. Scratch
  269. Second Self, The
  270. Self-Directed Learning
  271. Self-Publishing
  272. Self-Tracking
  273. Serious Gaming
  274. Service-Learning
  275. Service-Learning and Civic Engagement
  276. Sesame Street
  277. Sims, The
  278. Situated Learning
  279. Social Capital
  280. Social Class and Socioeconomic Status
  281. Social Exclusion
  282. Social Media and Social Networks
  283. Social-Emotional Development
  284. Sociocultural Theory
  285. Sociodramatic Play
  286. Space and Spatialized Literacies
  287. Spoken Word Poetry and Out-of-School Learning
  288. Sports
  289. Statistical Discourse Analysis
  290. STEAM-Based Approaches to Out-of-School Learning
  291. STEM Learning
  292. STEM Learning in Informal Settings
  293. Summer Camps
  294. Summer Learning
  295. Systems Thinking
  296. T
  297. Tangibles and Tangible Learning
  298. Technology-Mediated Learning Environments
  299. Third Space and Sociocritical Literacy
  300. Tinkering
  301. Tinkering Studio, The
  302. Toys
  303. Transfer of Knowledge
  304. Transliteracies
  305. Transmedia
  306. 21st-Century Skills
  307. U
  308. Urban Settings
  309. V
  310. Video Games
  311. Virtual Reality
  312. Virtual Worlds
  313. Visual Arts
  314. Visual Culture
  315. Visual Literacy
  316. W
  317. Wac Arts
  318. Web-Based Instruction
  319. Wikis and Wikipedia
  320. Workplace Learning
  321. World of Warcraft
  322. Y
  323. YMCA
  324. YOUMedia
  325. Youth Activism and Social Movements
  326. Youth and Political Participation
  327. Youth Employment
  328. Youth Voice
  329. YouTube
  330. YWCA
  331. Z
  332. Zines
  333. Zone of Proximal Development
  334. Appendix A: Resource Guide
  335. References
  336. Appendix B: Chronology
  337. Index