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The curricular materials below have been developed by ITEST projects and shared for dissemination to broader audiences through STELAR’s resource library. ITEST projects work with PreK-12 youth in a variety of STEM disciplines and settings. Additional information is included within each entry, including information about the project’s focus and audience, as well as PDFs and/or URLs to the original resource. These materials are made available for public use through the National Science Foundation’s public access policy, which encourages funded projects to share all materials generated over the course of the grant. Unless otherwise noted, these curricular materials are free to use with appropriate credit to the organization/authors.


 

A Youth-Led Citizen Science Network for Community Environmental Assessment

Curricular Materials
This curriculum was developed in an informal STEM context through after-school programs, however this versatile content can be implemented in a variety of formal and informal settings, including classroom use at the high school level. In this curriculum, students design, carry out, and communicate findings from technology-rich community-focused environmental citizen science projects. Students learn about various types of pollution, environmental health, and human impacts on the environment, as well as develop research and science communication skills and utilize various technologies and
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Survey about Computational Thinking

Curricular Materials
Attitude towards CT (first section), Self-efficacy (second section), Learning experiences (third section). Learning experiences were asked only after the intervention
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Drones in Alaska Elementary Curriculum

Curricular Materials
This collection of three teacher's manuals, five videos, and one career exploration guide were created with and for Alaska Native communities as part of the Drone Research and Opportunities for Native Elementary Students project, funded by NSF I-TEST Grant Nos. 1850561 (Univ. of Alaska Fairbanks) and 1850556 (Univ. of Alaska Anchorage). The Drones in Alaska base curriculum has three versions, one with lexicon in Sugs'tun, one with lexicon in Lower Tanana Athabascan, and one with lexicon in Lower Koyukon Athabascan. The Teacher's manual for the Drones in Alaska base curriculum is applicable to
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STEM Career Connections Resources

Curricular Materials
During the STEM Career Connections project we developed educational materials to support implementation of the STEMCC model within both formal and informal education settings, included here as the Resource Pack. The technology curricula and career connections activities define what youth were actually doing throughout the STEMCC project, while the community partnerships, detailed in the STEM Partnership Toolkit, provided the backbone to shape youth experiences. The research team also authored several publications and newsletters that provide more insight into the project work. We have included
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Textured Tactile 3D Prints of Astronomical Data for the Career Exploration Lab and Other Applications

Curricular Materials
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Whirlpool Galaxy HST image and 3D model Print
Astronomy has been a fascinating subject for the public for centuries and can stimulate deep questions not only on our own origin but subtly the richness of science and mathematics. It also is a science that is associated with engineering and technology to probe the universe.Typically, astronomical data is translated into visual representations for analysis and general public communication. Unfortunately, this practice is problematic for individuals with blindness or visual impairment (B/VI). In response, we transformed astronomical research data and models into textured 3D prints for tactile
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Creating 3D Plant Models Using Tinkercad and Fusion 360

Curricular Materials
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Student 3D Model of Milkweed
This 3D modeling project addresses the disconnect between science, design and technology, and how high school students can benefit from innovative learning experiences in plant and agriculture sciences that integrate these disciplines while gaining interest in and skills for future STEAM careers. Students use the software Tinkercad or Fusion 360 to create 3D models of species of research importance at the Danforth Plant Science Center in St. Louis, MO. Students work in collaborative teams made of self-identified scientists, technophiles, and artists. A STEAM approach is applied in which
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Changing Expectations

Curricular Materials
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code.org_.png
We partner with Code.org®, a non-profit dedicated to expanding access to computer science, and increasing participation by women and underrepresented minorities. Our vision is that every student in every school should have the opportunity to learn computer science, just like biology, chemistry or algebra. Code.org organizes the annual Hour of Code campaign, which has engaged 10% of all students in the world, and provides the leading curriculum for K-12 computer science in the largest school districts in the United States.
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Project Lead the Way

Curricular Materials
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high tech image
Bringing Real-World Learning to PreK-12 Classrooms A transformative learning experience for both students and teachers. Create lasting impacts in the classroom from preschool through graduation and beyond. Reinventing the Classroom Experience Project Lead The Way provides t ransformative learning experiences for PreK-12 students and teachers across the U.S. We create an engaging, hands-on classroom environment and empower students to develop in-demand knowledge and skills they need to thrive. Our professional development for teachers provides training, resources, and support to engage students
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ESTRELLA Expand Latinx Learners’ Authentic Experiences in Computer Programming

Curricular Materials

The curriculum was designed for and renovated through the participation and feedback of middle school students. It integrates basics of Computer Programming and Mathematics concepts and activities needed to represent digital video and color images. It draws on the almost natural motivation of users, middle school students, with digital image and video. The curriculum contains two Levels. Level-1 introduces the concepts of image and video representations. Level-2 takes these basic concepts to a next step by introducing object operations connected to videos, images, and even robots. The

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Computer Forensics Summer Academy & STEM CareerBuilder

Curricular Materials

The STEM CareerBuilder research and development (R&D) project aims to (1) explore what strategic government-university-industry partnerships and (2) study how technology-enriched interventions can encourage and support high school students with their pursuit of STEM education and careers. Multi-tier interventions with age-appropriate, interdisciplinary content, real-word context, and co-educational curricula include: Computer Forensics Summer Academy, mentoring, job shadowing, internships, research fellowships, and professional development. Activities Crime Scene Investigation Fingerprint

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