Practical Applications: Linking Family and Community Involvement to Student Learning

Author(s):  
Joyce L. Epstein
2020 ◽  
Vol LXVIII (2) ◽  
pp. 143-164
Author(s):  
Jenő KEREKES

The present study focuses on the role, importance and complementarity of science and technology extracurricular activities. The research is based on the analysis of the students’ views on how the science activities should be conducted in Children’s Palaces and Clubs, namely which topics should be explored and how the activities should be organised. An online questionnaire was designed for data collection (N=3945). The research design included opinions from specialized literature. Thus, the success of the extracurricular activities increases in direct proportion to the approached topics, didactic strategies and the community involvement – parents, schools – with relevant experiences in carrying out the activities (Albulescu & Catalano, 2019). And as far as the organization of this type of activity is concerned, the following should be considered: the pupils’ age level characteristics, their psychological needs, and the specific inclinations and interests (Cucoº, 2017). The science and technology activities include the curricular areas involved in a coherent learning paradigm, which is based on practical applications that are used in everyday life (Albulescu, 2014). The current legislation also supports an innovative way of carrying out extracurricular activities. The findings show us the important role of the technical and scientific extracurricular activities, which along formal education help to improve learners’ results, furthermore, they are complementary for the development of competences in science and technology. This study helps in the analysis of the strengths and weaknesses of the extracurricular activities, and the results tell us about the needs of the pupils and to what extent the use of the pupil-centered educational strategy will help to achieve better results in education and reduce school dropout. This is a confirmation that complex educational objectives require the combination of curricular with extra-curricular activities (Bocoş & Jucan, 2017).


1979 ◽  
pp. 135-149
Author(s):  
Grace C. Baisinger ◽  
Virginia Macy

2016 ◽  
Author(s):  

Significantly revised and updated, the new 7th edition provides the latest guidelines for developing health programs, including nutrition services, medication administration, physicial activity and sports, and the school environment. New in the 7th edition: New content on school health in medical education, family and community involvement, staff wellness, and more Updates on the role of the school physician, school nurse, and guidance on school-based screening, serving populations with unique needs such as allergies and asthma, mental health and social services, and program assessment and evaluation


2014 ◽  
Vol 1 (1) ◽  
pp. 58-74
Author(s):  
Jeremy Garcia

In this article, I highlight the importance of schools and educators serving Indigenous children and youth to draw upon the power of family and community engagement that is culturally defined and guided by Indigenous values and knowledge systems. In addressing these concepts, I draw upon my own personal narratives and current research with American Indian families in an urban setting. The expectation of this research was to develop an understanding of how parents respond to a process of constructing healthy and purposeful relations between the home and school for student success among American Indian families living in an urban setting. Throughout, I use the terms Native American, American Indian, and Indigenous peoples interchangeably. Native American and American Indian refers specifically to Indigenous peoples of the United States. When I use the term Indigenous peoples, it is intended to reflect people joining in the global effort to decolonize their worldviews and reposition our epistemology and ontology. 


Author(s):  
Susan Keim ◽  
Zac Jarrard

Games have been played throughout human history and in all cultures, exposing almost everyone to gameplay in some form. Higher education is exploring ways faculty can leverage games to enhance course development and the student learning experience. The primary pedagogical use of games is gamification, in which gaming is used to transform learning activities. This chapter will 1) provide an overview of gamification theory and practice in higher education, 2) share ideas for faculty to consider when using gamification as a teaching tool, and 3) explore how the game Minecraft was used through educational and practical applications to teach a local government course.


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