ITEST Idea Brief: Using Gaming & Computer Simulations for Youth Engagement & Learning

Publications

ITEST LRC Idea Brief Volume 5, March 2007Increasingly, educators are leveraging games and computer simulations to create dynamic learning experiences. Among the numerous ITEST projects engaged in this work are Girl Game Company, in which girls design and program their own games, and Global Challenge, whereteams of youth learn about systems and scientific concepts through games and simulations.

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A Report on the NSF ITEST Convening: Defining an Afterschool Research Agenda

Publications

In community centers, labs, and classrooms, young people from around the country are diving into STEM learning experiences. They’re devoting some of their valuable out-of school hours to experiment and make discoveries, at the same time building skills in science, math, engineering, and technology. Why? What do they get out of it? What motivates them to participate, and what would inspire them to further pursue STEM learning and careers?What program elements most effectively support STEM workforce development?What partnerships work best? How should staff be prepared? And how can programs be

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ITEST Newsletter: Issue 3, Fall 2006

Publications

Learn more about the ways that ITEST projects use hands-on activities with educators and youth to promote scientific inquiry. The ITEST LRC Newsletter, Issue 3/Fall 2006 includes this feature story plus success stories from three ITEST projects, resources, and LRC news and events.

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