The SAGE Encyclopedia of Out-of-School Learning
The SAGE Encyclopedia of Out-of-School Learning
Editor: Peppler, Kylie
Publication Year: 2017
Publisher: SAGE Publications
Single-User Purchase Price:
$494.00

Unlimited-User Purchase Price:
$741.00
ISBN: 978-1-48-338521-1
Category: Social Sciences - Education
Book Status: Available
Table of Contents
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.
This book is found in the following Credo Collections:
Table of Contents
- Reader's Guide
- About the Editor
- Contributors
- Introduction
- The Field
- Rationale
- Content
- Organization
- Process
- Acknowledgments
- Volume 1
- A
- Access and Equity in Out-of-School Learning
- Active Learning
- Additive Model of Learning
- Adult Learning
- Adults Learning Coding Out of School
- Adventure Learning
- Affective Learning
- After-School Standards
- After-School STEM Programming
- Apprenticeships
- Apps and the App Gap
- Art Museums
- Artifactual Literacies
- Assessments and Assessment Issues
- Association of Science-Technology Centers
- Augmented Reality
- Avatars
- B
- Badges
- Barbie, Research on
- Best Practices
- Big Brothers Big Sisters
- Big Data
- Black Feminist Theory
- Blogs and Blogging
- Boys & Girls Clubs of America
- Business and Corporate Partnerships
- C
- Camp Fire
- Camps
- Chatrooms
- Child Care Learning
- Children's Hospitals
- Children's Museums
- Citizen Science
- Clubhouse Network, The
- cMOOCs
- Cognitive Development
- Comics and Manga
- Community Arts Programs
- Community Outreach Programs
- Community Service
- Community Technology Centers
- Community–School Partnerships
- Competitive, Collaborative, and Cooperative Play
- Computational Thinking
- Computational Tools
- Computer Access in the Home
- Computer Programming
- Computer-Supported Collaborative Learning
- Connected Learning
- Connectivist Massive Open Online Courses
- Constructionist Learning
- Constructivist Learning
- Convergence Culture
- Copyright
- Cosmopolitanism
- Cosplay
- Crafting
- Creativity Strategies
- Critical Literacies
- Critical Race Theory
- Critical Theory
- Cross-Age Peer Mentoring
- Cross-Cultural Research
- Cultural Capital
- Cultural Institutions
- Cultural Studies
- Cultural–Historical Activity Theory
- Curation
- Cyberbullying
- Cyberculture
- Cyberlearning
- D
- Data Visualization
- Design and Out-of-School Learning
- Design Playshop
- Design Thinking
- Digital Divide
- Digital Literacies
- Digital Media and Learning
- Digital Music Composition and Out-of-School Learning
- Digital Storytelling
- Digital Youth Network
- DIY Media
- Dropout Reengagement
- E
- Ecological Systems Theory
- Economic Capital
- Educational Camps
- Electronic Portfolios
- Embodiment and Mathematics Learning
- Engagement in Tech-Mediated Learning
- English as a Second Language
- E-Textiles
- Ethics, Youth, and Digital Media
- Evaluation
- Everyday Creativity
- Everyday Expertise
- Extracurricular Activities
- F
- Fab Lab
- Family Learning
- Family Literacy
- Fan Fiction
- Fandom
- Feminist Theory
- Fifth Dimension
- Flipped Learning
- 4-H Youth Development Programs
- Friends and Peers
- Funds of Knowledge
- G
- Game Design
- Gamification of Learning
- Gaming and Affinity Spaces
- Gardening
- Gender in Out-of-School Learning
- Girl Scouts of the USA
- Girls Inc.
- Girls on the Run
- Girls' Programming
- Grassroots Organizing
- Group Mentoring
- H
- Hackerspaces
- Harry Potter Fandom
- Health and Online Learning
- Hip-Hop
- Hive Learning Networks
- Hobbies
- Home Environments
- I
- Identity, Theories of
- Indigenous Heritage Communities of North America
- Informal Learning in Music
- Information Literacy
- Inquiry-Based Learning
- Interactive Sensing Technologies
- Interest and Interest-Driven Learning
- Intergenerational Learning
- International Issues in Out-of-School Learning
- Internet Activism
- Internet Identity
- J
- Joan Ganz Cooney Center
- Joint Media Engagement
- Juvenile Justice and School Discipline
- K
- Knowledge Forum
- Knowledge Transfer
- Krump Culture
- L
- La Clase Mágica
- Latinos and Organized Activities
- Learner-Centered Paradigms
- Learning Analytics
- Learning by Making
- Learning by Observing and Pitching In
- Learning Pathways
- Learning Sciences
- Learning Through Observation
- Learning Trajectories
- LEGO and LEGO Foundation
- Libraries and Library Services
- LIFELOGGING
- Lifelong and Lifewide Science Learning
- Linking In-School and Out-of-School Learning
- Volume 2
- M
- Machinima
- Makerspaces
- Martial Arts
- Mass Amateurization
- Massive Open Online Courses
- Massively Multiplayer Online Games
- Math and Social Media
- Math Art Communities
- Math Circles
- Media Literacies
- Mediated Discourse Analysis
- Mentoring
- Mentoring and Tutoring for Youth With Special Needs
- Microblogging
- Migrants and Out-of-School Learning
- Minecraft
- MMOs
- Mobile Devices
- Mobile Learning
- MOOCs
- Motivation in Out-of-School Learning
- Multiliteracies
- Multimodality
- Museum Learning
- Music Entrepreneurship
- Music Making in Out-of-School Contexts
- Musical Futures
- N
- Natural Mentors
- Networks
- New Media
- O
- One-to-One Device Initiatives
- One-to-One Laptop Initiatives
- Online and Distance Learning
- Online Communities
- Online Safety
- Open Education
- Open Educational Resources
- Opencourseware
- Outdoor Learning
- Out-of-School Time
- P
- Parental Engagement and Investment
- Parent–Child Interaction
- Participation and Engagement
- Participatory Action Research
- Participatory Culture
- Peer Cultures
- Performance and Dramatic Experiences
- Performing Arts and Out-of-School Learning
- Photosharing
- Place-Making
- Playful Learning
- Podcasting
- Policies Supporting Out-of-School Learning
- Popular Culture
- Positive Youth Development
- Positive Youth Development Through Sport
- Preparation for Future Learning
- Pretend Play
- Problem-Based Learning
- Professional Development in Out-of-School Learning
- Program Development, Implementation, and Evaluation
- Program Evaluation
- Program Quality in Youth Sport and Physical Activity
- Project-Based Learning
- Public Television
- Q
- Quantified Self
- Queer Theory
- R
- Race and Ethnicity in Out-of-School Learning
- Radio
- Relational Developmental Systems Metatheory
- Religious Education in Out-of-School Settings
- Remote Indigenous Communities
- Research–Practice Partnerships
- Residential Education in Higher Education
- Robotics
- Role Play
- Rural Settings
- S
- School-Based Programs
- Science Clubs
- Science Fairs
- Science-Technology Centers and Science Museums
- Scratch
- Second Self, The
- Self-Directed Learning
- Self-Publishing
- Self-Tracking
- Serious Gaming
- Service-Learning
- Service-Learning and Civic Engagement
- Sesame Street
- Sims, The
- Situated Learning
- Social Capital
- Social Class and Socioeconomic Status
- Social Exclusion
- Social Media and Social Networks
- Social-Emotional Development
- Sociocultural Theory
- Sociodramatic Play
- Space and Spatialized Literacies
- Spoken Word Poetry and Out-of-School Learning
- Sports
- Statistical Discourse Analysis
- STEAM-Based Approaches to Out-of-School Learning
- STEM Learning
- STEM Learning in Informal Settings
- Summer Camps
- Summer Learning
- Systems Thinking
- T
- Tangibles and Tangible Learning
- Technology-Mediated Learning Environments
- Third Space and Sociocritical Literacy
- Tinkering
- Tinkering Studio, The
- Toys
- Transfer of Knowledge
- Transliteracies
- Transmedia
- 21st-Century Skills
- U
- Urban Settings
- V
- Video Games
- Virtual Reality
- Virtual Worlds
- Visual Arts
- Visual Culture
- Visual Literacy
- W
- Wac Arts
- Web-Based Instruction
- Wikis and Wikipedia
- Workplace Learning
- World of Warcraft
- Y
- YMCA
- YOUMedia
- Youth Activism and Social Movements
- Youth and Political Participation
- Youth Employment
- Youth Voice
- YouTube
- YWCA
- Z
- Zines
- Zone of Proximal Development
- Appendix A: Resource Guide
- Appendix B: Chronology