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Creativity Strategies
This entry discusses the kinds of creative strategies that support out-of-school learning (OSL). The entry begins by defining creative strategies, then introduces two types of creative strategies ([1] those that bring OSL into classrooms and [2] those that push learning outside schools), and closes by discussing the process of developing and using creative OSL strategies.
What Makes an OSL Strategy Creative?
Creativity is a combination of originality and meeting task constraints as defined within a specific context. OSL environments provide numerous opportunities for creative learning and expression. But what makes for a creative OSL strategy? Having students visit a museum and work through a packet of activities with predetermined outcomes would, for instance, meet the criteria of adhering to task constraints, but it may not afford opportunities ...
- Access and Equity
- Access and Equity in Out-of-School Learning
- Apps and the App Gap
- Black Feminist Theory
- Critical Race Theory
- Critical Theory
- Digital Divide
- Dropout Reengagement
- English as a Second Language
- Feminist Theory
- Gender in Out-of-School Learning
- Girls’ Programming
- Grassroots Organizing
- Indigenous Heritage Communities of North America
- Latinos and Organized Activities
- Mentoring and Tutoring for Youth With Special Needs
- Migrants and Out-of-School Learning
- Policies Supporting Out-of-School Learning
- Queer Theory
- Race and Ethnicity in Out-of-School Learning
- Remote Indigenous Communities
- Rural Settings
- Social Class and Socioeconomic Status
- Social Exclusion
- Urban Settings
- Youth Employment
- Civic Engagement
- Harry Potter Fandom
- Community Service
- Ethics, Youth, and Digital Media
- Grassroots Organizing
- Hive Learning Networks
- Internet Activism
- Juvenile Justice and School Discipline
- Participatory Action Research
- Research–Practice Partnerships
- Service-Learning
- Service-Learning and Civic Engagement
- Youth Activism and Social Movements
- Youth and Political Participation
- Youth Voice
- Creative Learning and the Arts
- Art Museums
- Comics and Manga
- Community Arts Programs
- Cosplay
- Crafting
- Creativity Strategies
- Design and Out-of-School Learning
- Design Thinking
- Digital Music Composition and Out-of-School Learning
- Digital Storytelling
- DIY Media
- E-Textiles
- Everyday Creativity
- Fan Fiction
- Game Design
- Hip-Hop
- Hobbies
- Informal Learning in Music
- Krump Culture
- LEGO and LEGO Foundation
- Machinima
- Martial Arts
- Music Entrepreneurship
- Musical Futures
- New Media
- Performance and Dramatic Experiences
- Performing Arts and Out-of-School Learning
- Sociodramatic Play
- STEAM-Based Approaches to Out-of-School Learning
- Video Games
- Visual Arts
- Visual Culture
- Visual Literacy
- Wac Arts
- Developmental Issues
- Affective Learning
- Cognitive Development
- Cross-Age Peer Mentoring
- Ecological Systems Theory
- Friends and Peers
- Identity, Theories of
- Mentoring
- Motivation in Out-of-School Learning
- Natural Mentors
- Positive Youth Development
- Positive Youth Development Through Sport
- Professional Development in Out-of-School Learning
- Relational Developmental Systems Metatheory
- Residential Education in Higher Education
- Social-Emotional Development
- Workplace Learning
- Homes and Families
- Adults Learning Coding Out of School
- Big Brothers Big Sisters
- Child Care Learning
- Children’s Hospitals
- Computer Access in the Home
- Educational Camps
- Everyday Expertise
- Extracurricular Activities
- Family Learning
- Friends and Peers
- Gardening
- Hobbies
- Home Environments
- Intergenerational Learning
- Linking In-School and Out-of-School Learning
- Online Safety
- Parent–Child Interaction
- Parental Engagement and Investment
- Religious Education in Out-of-School Settings
- Summer Camps
- Summer Learning
- Learning, Assessment, and Evaluation
- 21st-Century Skills
- Affective Learning
- After-School Standards
- Assessments and Assessment Issues
- Badges
- Computer-Supported Collaborative Learning
- Curation
- Electronic Portfolios
- Embodiment and Mathematics Learning
- Everyday Expertise
- Learner-Centered Paradigms
- Learning by Making
- Learning Pathways
- Learning Sciences
- Learning Through Observation
- Lifelong and Lifewide Science Learning
- Math Art Communities
- Math Circles
- Participation and Engagement
- Program Quality in Youth Sport and Physical Activity
- Self-Directed Learning
- Statistical Discourse Analysis
- Media and Cultural Studies
- Harry Potter Fandom
- Sesame Street
- Artifactual Literacies
- Barbie, Research on
- Blogs and Blogging
- Comics and Manga
- Convergence Culture
- Copyright
- Cosmopolitanism
- Cosplay
- Cross-Cultural Research
- Cultural Studies
- Cyberculture
- DIY Media
- Fan Fiction
- Fandom
- Grassroots Organizing
- Hip-Hop
- International Issues in Out-of-School Learning
- Joint Media Engagement
- Krump Culture
- Participatory Culture
- Peer Cultures
- Photosharing
- Podcasting
- Popular Culture
- Radio
- Self-Publishing
- Spoken Word Poetry and Out-of-School Learning
- Toys
- Transmedia
- YouTube
- New Literacies
- Artifactual Literacies
- Cosmopolitanism
- Critical Literacies
- Digital Literacies
- Digital Storytelling
- DIY Media
- Family Literacy
- Fan Fiction
- Fandom
- Fifth Dimension
- Information Literacy
- La Clase Mágica
- Libraries and Library Services
- Media Literacies
- Multiliteracies
- Multimodality
- Space and Spatialized Literacies
- Third Space and Sociocritical Literacy
- Transliteracies
- Visual Literacy
- Online and Distance Learning
- Apps and the App Gap
- Augmented Reality
- Avatars
- Blogs and Blogging
- Chatrooms
- Connectivist Massive Open Online Courses
- Cyberbullying
- Cyberlearning
- Digital Divide
- Digital Literacies
- Electronic Portfolios
- Engagement in Tech-Mediated Learning
- Ethics, Youth, and Digital Media
- Flipped Learning
- Health and Online Learning
- Knowledge Forum
- Massive Open Online Courses
- Massively Multiplayer Online Games
- Math and Social Media
- Mobile Devices
- Mobile Learning
- One-to-One Device Initiatives
- Online Communities
- Open Education
- Open Educational Resources
- Photosharing
- Podcasting
- Scratch
- Self-Publishing
- Serious Gaming
- Social Media and Social Networks
- Transmedia
- Virtual Reality
- Virtual Worlds
- Wikis and Wikipedia
- YouTube
- Play, Games, and Virtual Worlds
- Minecraft
- Sesame Street
- Sims, The
- World of Warcraft
- Augmented Reality
- Avatars
- Barbie, Research on
- Competitive, Collaborative, and Cooperative Play
- Design Playshop
- Game Design
- Gamification of Learning
- Gaming and Affinity Spaces
- Machinima
- Massively Multiplayer Online Games
- Playful Learning
- Serious Gaming
- Sociodramatic Play
- Toys
- Video Games
- Virtual Reality
- Virtual Worlds
- Populations
- Dropout Reengagement
- English as a Second Language
- Gender in Out-of-School Learning
- Indigenous Heritage Communities of North America
- Juvenile Justice and School Discipline
- Latinos and Organized Activities
- Mentoring and Tutoring for Youth With Special Needs
- Migrants and Out-of-School Learning
- Race and Ethnicity in Out-of-School Learning
- Rural Settings
- Social Class and Socioeconomic Status
- Urban Settings
- Science, Technology, Engineering, and Mathematics (STEM)
- 4-H Youth Development Programs
- Adventure Learning
- After-School STEM Programming
- Association of Science-Technology Centers
- Children’s Museums
- Citizen Science
- Clubhouse Network, The
- Community Technology Centers
- Computational Thinking
- Computer Programming
- E-Textiles
- Learning by Making
- LEGO and LEGO Foundation
- Lifelong and Lifewide Science Learning
- Math and Social Media
- Math Art Communities
- Math Circles
- Museum Learning
- Out-of-School Time
- Robotics
- Science Clubs
- Science Fairs
- Science-Technology Centers and Science Museums
- Scratch
- Self-Tracking
- STEAM-Based Approaches to Out-of-School Learning
- STEM Learning
- STEM Learning in Informal Settings
- Tangibles and Tangible Learning
- Settings
- 4-H Youth Development Programs
- Adventure Learning
- After-School STEM Programming
- Art Museums
- Association of Science-Technology Centers
- Best Practices
- Big Brothers Big Sisters
- Boys & Girls Clubs of America
- Child Care Learning
- Children’s Hospitals
- Children’s Museums
- Citizen Science
- Clubhouse Network, The
- Community Arts Programs
- Community Outreach Programs
- Community Technology Centers
- Community–School Partnerships
- Cross-Age Peer Mentoring
- Digital Media and Learning
- Digital Youth Network
- Educational Camps
- Extracurricular Activities
- Fab Lab
- Fifth Dimension
- Gardening
- Girl Scouts of the USA
- Girls on the Run
- Girls’ Programming
- Group Mentoring
- Hackerspaces
- Hive Learning Networks
- Home Environments
- International Issues in Out-of-School Learning
- Joan Ganz Cooney Center
- Juvenile Justice and School Discipline
- La Clase Mágica
- Libraries and Library Services
- Linking In-School and Out-of-School Learning
- Makerspaces
- Martial Arts
- Mentoring
- Museum Learning
- Musical Futures
- Natural Mentors
- Outdoor Learning
- Out-of-School Time
- Place-Making
- Professional Development in Out-of-School Learning
- Program Development, Implementation, and Evaluation
- Religious Education in Out-of-School Settings
- Remote Indigenous Communities
- Research–Practice Partnerships
- Residential Education in Higher Education
- School-Based Programs
- Science Clubs
- Science Fairs
- Science-Technology Centers and Science Museums
- Service-Learning
- Sports
- STEM Learning in Informal Settings
- Summer Camps
- Summer Learning
- Technology-Mediated Learning Environments
- Tinkering Studio, The
- Wac Arts
- Workplace Learning
- YMCA
- YOUmedia
- Youth Employment
- Technology and New Media
- Adults Learning Coding Out of School
- Apps and the App Gap
- Computational Thinking
- Computer Access in the Home
- Computer Programming
- Connected Learning
- Cyberlearning
- Digital Media and Learning
- Digital Storytelling
- Engagement in Tech-Mediated Learning
- Fab Lab
- Hackerspaces
- Interactive Sensing Technologies
- Internet Activism
- Knowledge Forum
- Makerspaces
- Massive Open Online Courses
- Mobile Devices
- Mobile Learning
- New Media
- One-to-One Device Initiatives
- Online and Distance Learning
- Online Communities
- Open Education
- Robotics
- Scratch
- Self-Tracking
- STEM Learning
- Tangibles and Tangible Learning
- Technology-Mediated Learning Environments
- YOUmedia
- Theories, Models, and Methodologies
- Second Self, The
- 21st-Century Skills
- Active Learning
- Additive Model of Learning
- After-School Standards
- Apprenticeships
- Assessments and Assessment Issues
- Black Feminist Theory
- Cognitive Development
- Computer-Supported Collaborative Learning
- Connected Learning
- Constructionist Learning
- Constructivist Learning
- Critical Literacies
- Critical Race Theory
- Critical Theory
- Cultural–Historical Activity Theory
- Data Visualization
- Design Playshop
- Ecological Systems Theory
- Embodiment and Mathematics Learning
- Family Literacy
- Feminist Theory
- Flipped Learning
- Gamification of Learning
- Identity, Theories of
- Information Literacy
- Inquiry-Based Learning
- Interest and Interest-Driven Learning
- Intergenerational Learning
- Internet Identity
- Learner-Centered Paradigms
- Learning Analytics
- Learning by Observing and Pitching In
- Learning Pathways
- Learning Sciences
- Learning Through Observation
- Lifelong and Lifewide Science Learning
- Media Literacies
- Mediated Discourse Analysis
- Motivation in Out-of-School Learning
- Multiliteracies
- Multimodality
- Networks
- Participatory Action Research
- Playful Learning
- Positive Youth Development
- Positive Youth Development Through Sport
- Preparation for Future Learning
- Problem-Based Learning
- Program Development, Implementation, and Evaluation
- Program Evaluation
- Project-Based Learning
- Queer Theory
- Relational Developmental Systems Metatheory
- Self-Directed Learning
- Situated Learning
- Social-Emotional Development
- Sociocultural Theory
- Space and Spatialized Literacies
- Statistical Discourse Analysis
- Systems Thinking
- Third Space and Sociocritical Literacy
- Transfer of Knowledge
- Transliteracies
- Zone of Proximal Development
- Web 2.0 and Social Media
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