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.

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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