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2024 NSF ITEST PI Meeting Project Summaries

Welcome to the ITEST Project Summaries Library! These one page artifacts were created to share information and unpack project work across the three ITEST pillars 1) Innovative Use of Technology in Teaching and Learning, 2) Partnerships for Career and Workforce Preparation, and 3) Strategies for Equity in STEM Education.

We invite you to search, filter, and explore these pages—and add comments to engage with your colleagues! Feel free to also download the booklet.

Computer Science Frontiers
The Computer Science Frontiers (CSF) curriculum created during this project aims to expand access, especially for high school girls, to the most exciting and emerging frontiers of computing, such as machine learning, as well as other 21st century skills required to productively leverage computational methods and tools. The project-based curriculum consists of four 9-week modules: Distributed Computing, Artificial Intelligence/Machine Learning, Cybersecurity/Internet of Things, and Software…
The photo shows a young Alaska Native student flying a tiny drone with help from a DRONES project staff member. They are inside the gymnasium at the Andrew K. Demoski School in Nulato, Alaska.
This project uses tech and a place-based, community-engaged approach to examine attitudes toward STEM. Initially focused on student, teacher and community attitudes and behaviors, pandemic-related timeline and implementation adjustments provided an opportunity to also examine how we engaged with each other and with community members in three rural Alaska sites. Questions: How does a place-based STEM curriculum engage students, educators and communities to envision/apply STEM in different…
Image of Take Flight Poster with details on the project
This project uses drones in middle school science and career and technical education classrooms as a mechanism to increase female students awareness of STEM occupations, knowledge and skills in multiple STEM disciplines, and motivation to pursue STEM careers. This project confronts society's messaging and students' own perceptions of who can be, should be, and is good at STEM, which is often reinforced by the notion of there being a single path into STEM. The project will encourage…
Embodied CT Photo
Our primary goal is to enhance children's problem-solving and computational thinking (CT) skills through engaging and interactive embodied learning experiences. To achieve this, we've created a unique mixed-reality learning environment designed specifically for young children. In this innovative setting, children engage in activities where they mimic robot movements—they move forwards and backwards, and turn right or left according to predefined symbols. This interactive environment…
Image of student doing SUPERCHARGE activity
SUPERCHARGE is an after-school STEM program wrapping up its first year in four Chicago high schools. The goal of SUPERCHARGE is to give students experiences with STEM, specifically with robotics, automation, and green energies, that build their interest and confidence. Students attend the club for 90 minutes each week where they work through sets of activities that build skills with connections to green energies and environmental justice. Activity sets culminate in an authentic project each…
Black elementary school student solving math problem with Finch robot
The primary goal of our project is to improve achievement and interest in mathematics of New York City Black and Latinx students in grades 1-3 to build a foundation for interest and success in future STEM careers. We are working with two Title I schools in Brooklyn, NY, where we have 12 teachers-participants teaching in ICT (large percentage of students with disabilities) and bilingual (large percentage of English language learners) classrooms. In the first year of the project, the project team…
Dream2B game logo
Model Math Education (ModelME) with embedded Dream2B game is an integrated supplemental curriculum for 4th-6th grade inclusive settings. The program engages students in universally-designed problem-solving challenges rooted in authentic STEM and ICT careers. Executive function scaffolds, action adaptive nudges, and dynamic assessments are embedded throughout the game and the wrap around curriculum. The program has been used by over 15 teachers and 350 elementary and middle school students and…
Quantum for All
The objectives of the project include:1) increase STEM and ICT career awareness by providing opportunities for teachers and students to learn about how STEM content disciplines can fully integrate technology and engineering, 2) provide professional development for STEM teachers to learn about quantum related topics and effective curricular connections, 3) provide student summer STEM camps to engage students in technology-rich STEM/QIS experiences, and 4) research a new professional development…
Two mentors and one mentee sculpt clay objects
This project pairs autistic college mentors with autistic high school mentees in New York City to create interest-based STEAM projects. In this way, the mentors can engage with the high school students by helping with their projects, learning what they care about and who they are as people, and then give tailored advice about the high school to college transition, support services, academic courses, and extracurricular activities that align with the mentee’s strengths and interests. We use a co…
Students using Augmented Reality
The NSF ITEST project has been a concerted effort towards integrating STEM education with art and design (STEAM) to kindle interest in plant sciences and promote career readiness in high-tech agriculture. Over the reporting year, the project engaged 108 students from six high schools, implementing a teaching module that involves collaborative teams working on plant science investigation, 3D modeling, and its applications in Augmented Virtual Reality (AVR) platforms and science communication.…