In this month’s Bridge episode we will be talking with experts to discuss learning that happens outside of school and traditional curricula. We are looking forward to a great discussion with three researchers who examine different spaces — virtual, museums and after-school clubs — and all focus on using these areas in different ways.
Please join us!
The conversation will run live on Wednesday, September 16 from 12 PM- 1 PM Eastern time at http://bridge.educ.msu.edu.
If you miss the livestream, the conversation will be archived at http://bridge.educ.msu.edu too. Resources will also be openly shared on the embedded EtherPad for you to explore.
Date: Wednesday, September 16, 2015
Time: 12 -1 PM Eastern Time
Where: Watch the embedded livestream at http://bridge.educ.msu.edu
What: Learn about a few of the different ways education is addressed outside of the classroom. Hear about how student learning can be supported and expanded through informal education contexts.
Watch #MAETBridge on Twitter for a link to the event!
Invited Guest Bios
Dr. Denice Blair has a joint appointment as an Education Team Co-Manager at the MSU Museum and the Department of Teacher Education. She has worked in museums since 2004 and is especially interested in encouraging use of informal learning spaces as learning laboratories. Denice directs museum-based research projects, develops educational resources for exhibits and public programs, and teaches Teacher Education courses. Her recent research work has focused on issues of access in the museum environment.
Dr. Carrie Heeter is a Professor of Media and Information at MSU, director of the graduate certificate in serious games, a PI in the GEL Lab (Games for Entertainment and Learning), and director of Mindtoon Lab. She currently designs and studies cybermeditation and teaches foundations of serious games and human-centered experience design courses. She lives in San Francisco, using a wide range of technologies to “telerelate,” teach, and collaborate with colleagues and students in Michigan and around the world. Throughout her 30+ year academic career, she has designed and studied technology-enhanced experiences. She has created than 50 interactive experiences including learning and cognitive games and other technology-enhanced learning experiences, interactive learning systems, and patient empowerment software and published more than 100 books, chapters, articles, and proceedings about individual and social impacts of interactive technology, gender and gaming, and playstyles and player types.
Day Greenberg (@Day_Greenberg) is a PhD student in MSU’s Educational Psychology and Educational Technology program. She is studying what preteens find important in out-of-school explorations of science, technology, engineering and mathematics (STEM). She’s interested in looking at both the social interaction and the personal identity work that can occur in informal, equity-oriented STEM learning environments, especially where it intersects with issues of access related to gender, race and socioeconomic status. By exploring these relationships, Day hopes to discover how scaffolding learning experiences outside of the classroom (i.e., in museums, clubs, camps and websites) can support both academic and professional achievement in STEM fields. She hopes to use what she learns to advance the experiences of youth as they work to author unique and meaningful life pathways in STEM.