During the three-year project, approximately 1,000 rural and urban elementary and middle school students will engage in a broad range of project activities - from 3D computer modeling and game design (grades 4-5), to flight simulation using drones.
350 youth (grades 2-5), 100 caregivers, 16+ librarians, and 16+ engineers participate in a library education program centered on engaging youth with age-appropriate, technology-rich STEM learning experiences fundamental to the engineering process.
30 educators learn to facilitate teacher workshops which enable 900 teachers nationwide to implement geospatial technology-integrated lessons with 27,000 6-12 grade students to increase 21st century skills, GST career awareness and engagement
ITEAMS II is an online learning community using the Harvard Observatory's research-grade robotic telescope to increase the interest of middle-school youth, especially girls and underserved students, in information and communication technology careers.
Five thousand explorers, 2,500 investigators, 300 interns and 120 teachers will receive GIS/T training, integrate GIS/T in teaching and learning in STEM and social studies, and apply GIS/T to solve real-world problems.
Approximately 150 middle-grade students in 15 afterschool cryptography clubs, mostly in Illinois, are developing online video tutorials that explain their solutions to mathematics and cryptography problems.
This is a scale-up project aimed at developing Computational Thinking with 200 teachers and 15,000 middle school students while studying how face-to-face, online, and blended PD models support teachers implementing computer programming curricula.
Uses MATE's underwater robotics competition to engage and support the participation of middle and high school students in STEM. Provides professional development, curriculum, and other resources to teachers. Involves industry professionals and parents.
The Visualization Basics: Using Gaming to Improve Computation Thinking project began a pilot study year with 12 teachers of grades 5-9 and 133 students who were enrolled in robotics/gaming clubs in rural and small towns in Wyoming in the spring of 2014.