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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.


 

Billion Oyster Project Environmental Restoration Science Curricula 2018

Curricular Materials

Students will go outdoors to observe and document the water cycle in motion where they live. Students will also discover how they and their community impact not only the movement of water through the cycle, but also the water quality. ObjectivesDescribe the movement of water through the water cycle. Understand that water changes states when it gains energy from the sun or loses energy to the environment. Understand that gravity causes water to move downhill and to precipitate from the clouds. Create a model of the water cycle using the original pictures of water in the act of precipitating

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STEM Mio Journey

Curricular Materials

STEM Mio aims to impact students, family and the community by engaging students in inquiry-based STEM learning, educating entire families on STEM careers and Latino role models, and preparing students for college pathways to STEM careers. Latinos make up the youngest and fastest growing demographic in the US but remain underrepresented in STEM professions. While clearly capable, Latino students often lack familiarity with potential STEM careers, Latino STEM role models, and the college resources available to them.

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Mystery of Taiga River

Curricular Materials

This game narrative is designed to help players understand the complexities in decision-making that exist in all communities, as they investigate and propose solutions to resolve a fish decline in a small national park. As a part of this experience, students take on the role of a scientific field investigator by interviewing stakeholders, conducting experiments on how water quality affects fish life, and collecting data. They will explore the scientific method to develop hypotheses about the park’s problem and pose possible solutions. Through these efforts they will come to understand the idea

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WearTec Curriculum Series

Curricular Materials

The Nebraska 4-H Wearable Technologies (WearTec) project was funded by the National Science Foundation's Innovative Technology Experiences for Students and Teachers (ITEST) program in October of 2014. The overall goal for this three-year WearTec project is to study a systematic set of learning experiences focused upon the use of wearable technologies to effectively support student comprehension of the engineering design process and to increase interest in science, technology, engineering, and mathematics (STEM) academics and careers by students in grades 4 to 6. The project is also interested

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Middle School Pathways in Computer Science Curriculum

Curricular Materials

CS Pathways is a 20-hour introductory computer science curriculum for middle school which builds digital literacy skills as a pathway into computer science. It is based on having students design mobile apps for social good. The curriculum was developed with NSF funding in a collaboration with teachers in Everett and Medford, MA, and is intended to be integrated into technology, engineering, science, math, library, or art courses. During the first project year, a reference curriculum was prepared by teachers Denise Salemi and Dawn Munro, both technology teachers in the Everett School district

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Experiential Learning Curricular Modules

Curricular Materials

Advancing Geospatial Thinking and Technologies in Grades 9-12 This curricular model provides an effective and accessible way of introducing geospatial technologies to students through local issues, while providing them with the skills and motivation for pursuing STEM careers that utilize geospatial technology. Learning modules include historical geography, parks and gardens, green space, crime, housing, and youth employment. Critical thinking, technological tools & skills, civic engagement, and career paths are integrated into each module that can be adapted to any school setting and community

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Build a Better Book Resources

Curricular Materials

Interested in bringing the Build a Better Book project to your library or school? Look below for lesson plans and project guidelines that will help you get started. 3d Printing, Braille, Building Empathy, Circuits and Switches, Design Thinking, Inclusive Design, Making & Reading Tactile Diagrams, Sample Craft Pages, Tactile Learning.

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Scratch Encore

Curricular Materials

Scratch Encore is an intermediate Scratch curriculum organized into 14 modules, of 2-3 lessons each, to be completed across multiple school years. Modules build on the skills of previous modules, so they must be completed in order. Each module utilizes Use->Modify->Create pedagogy to develop knowledge of that concept. Use->Modify lessons utilize TIPP&SEE, a new learning strategy helping students to navigate the Scratch interface while learning from example projects.

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CTE STEM Digital Resource Study Guide

Curricular Materials

CTE STEM Digital Tools and accompanying CTE STEM Digital Resource Study Guide. The CTE STEM Digital Resource Study is a new study that aims to understand the potential impact of new digital tools with middle-grade students. The tools have been developed for school counselors, career mentors, and other professionals to help get students excited about CTE STEM and future careers. The goal of the digital tools is to present CTE STEM in an exciting, interactive way that will help transform young people’s perceptions of career and technical education. By using the tools, users can cultivate middle

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Maine LearnToMod Project: Example Curriculum

Curricular Materials

Technology has many conveniences, however the breakneck pace of it’s development has created a uniquely difficult problem for today’s teachers. Coding is unquestioningly an important skill for modern students, and will only become more important in the future, but many teachers (including the author of this curriculum) received little to no formal education in coding. While programming may be daunting at first, we implore you to always remember the first and most important rule of coding, concisely summarized here by Science Fiction author Douglas Adams: “Don’t Panic.” We, here at LearnToMod

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