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Title
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Design and Out-of-School Learning
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Abstract/Description
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The design process is suited to a wide range of learning environments and contexts, and designing is a fundamental process in many spheres of life. Learners can design physical objects such as flashlights, tapestries, or underwater robots; digital creations such as websites, interactive games, videos, or logos; spaces such as tree houses, living rooms, or parks; or more abstract processes and organizations, such as a business plan, a research study, or a strategy for political activism. Regardless of design media or content, there are some standard components of the design process—finding a problem, brainstorming ideas, trying out ideas, getting feedback, and revising.
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Date
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2017
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In publication
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The SAGE Encyclopedia of Out-of-School Learning
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Editor
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Peppler, Kylie
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Pages
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204-207
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Publisher
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SAGE Publications, Inc.
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Open access/full-text available
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en
No
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Peer reviewed
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en
No
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Citation
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Sheridan, K. M. (2017). Design and Out-of-School Learning. In K. Peppler (Ed.), The SAGE Encyclopedia of Out-of-School Learning (Vol. 1–2, pp. 204–207). SAGE Publications, Inc. https://doi.org/10.4135/9781483385198
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Number of volumes
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2
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Place
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Thousand Oaks,
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