Student Enabled Network of Sensors for the Environment Using Innovative Technology (SENSE IT)

2008 - 2012

The Student Enabled Network of Sensors for the Environment using Innovative Technology (SENSE IT) project will integrate STEM skills into a robust interdisciplinary curriculum and teacher development effort by teaching 3,000 high school students to design, build, test, deploy and interpret their own environmental sensors. SENSE IT will span three distinct residential regions in New York's Hudson and St. Lawrence River valleys, as well as a diverse socioeconomic and racial spectrum.

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Energy For ME

2011 - 2015

Energy for Maine (ME) is a three-year project that will develop, implement and evaluate a model to increase the STEM competencies and career aspirations of students in rural communities. The project will directly engage at least 50 teachers, 100 students and their families to increase STEM energy content knowledge and technology proficiencies by analyzing, discussing, and responding to locally-relevant energy issues through both in- and out-of-school activities.

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Digispired ii: Workforce Investigation Inspiration for STEM (wiiSTEM)

2010 - 2013

Digispired ii encourages seventy students to investigate mathematics, science, and engineering principles such as kinematics and kinesthetics related to the use of game controllers like wiimotes and dance pads in the process of creating games using a professional game authoring system. Building on a previous successful ITEST Strategies project, some of the students will be followed for an additional three years in high school and compared with similar students who participate for only three years. Students broaden their view of STEM and expand their thinking about STEM careers.

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Digispired: Digital Inspiration for Interactive Game Design and Programming Skills

2006 - 2009

Digispired (Digitally Inspired) is a three-year project to provide 90 urban and rural low-income middle school students with opportunities to learn computer programming (i.e. C++), computer animation and digital imaging to create interactive games. Students will be recruited from Halifax, Hopewell and Prince Edward Schools of the Southside Virginia Regional technology consortium. Students will receive 144 hours of instruction per year (80 hours in the summer and at least 64 hours on Saturdays during the school year).

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COMPUGIRLS Scale-Up

2012 - 2018

The COMPUGIRLS Scale-Up project utilizes a culturally relevant technology (CRT) program to prepare girls ages 13-18 from the Phoenix high needs district to enter the STEM workforce. This project builds on the successful NSF-funded COMPUGIRLS award (DRL 08-33773), which uses social justice-based multimedia projects to engage young women in activities that increase knowledge, understanding, and awareness of careers in STEM and information and communications technology (ICT).

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Back to the Earth

2012 - 2016

The University of Idaho proposes to engage 90 students in grades 4-6 and six teachers on two neighboring Indian Reservations in science, technology, engineering, and mathematics (STEM) learning through culturally-based and content rich experiences and activities focusing on the large watershed shared by the tribes. The project will deliver a summer and after-school programs for the Coeur d'Alene Reservation. Students will create a "virtual watershed", a web-based site comprised of an interactive map, which will provide geospatial locations of social, cultural, and scientific significance.

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Animando a Estudiantes con Technologia (AET) - Encouraging students in the field of information technology

2009 - 2013

Animando a Estudiantes con Technología (Encouraging Students in the Field of Information Technology or AET) is an ITEST Strategies project targeting elementary, middle, and high school Latino students in Watsonville, CA. Project partners include the Pajaro Valley Unified School District and the Math Engineering Science Achievement Program (MESA) at the University of California, Santa Cruz.

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Effects of STEM/ICT Aspirants' High School Experiences on STEM and ICT Course-Taking

2012 - 2015

The proposed project is a three-year, longitudinal, multiple-method study that addresses questions about high school students' course-taking in science, technology, engineering, and mathematics (STEM) or information & communication technologies (ICT). In particular, it focuses on the effects of STEM/ICT academies--secondary schools that specialize in these subjects. The project will contribute greatly to our understanding of factors that may support or hinder students' interest and persistence in STEM/ICT courses.

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STEM and ICT Instructional Worlds: The 3D Experience (STEM-ICT 3D)

2008 - 2012

A coalition of Carolina universities, school districts, state agencies, and businesses called the Carolinas Virtual World Consortium are promoting the use of 3 dimensional technologies in STEM education in middle schools through this ITEST strategies project. Middle school students attend summer workshops to learn about 3D modeling and design of virtual worlds, teachers join the students during the second week of workshops to learn about 3D technologies and how they can be implemented in the curriculum.

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Games Requiring Advanced Developmental Understanding and Achievement in Technological Endeavors (GRADUATE)

2010 - 2013

A team of educational researchers, scientists, and engineers from NC State University, UNC Chapel Hill, and Duke University are partnering with teachers and administrators from Durham County Schools, Lee County Schools, the NC Business Committee for Education, and an international gaming company to pilot GRADUATE (Games Requiring Advanced Developmental Understanding and Achievement in Technological Endeavors).

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