Understanding the Science Connected to Technology (USCT)

2004 - 2007

Understanding the Science Connected to Technology (USCT)" targets information technology (IT) experiences in a comprehensive training program and professional support system for students and teachers in science, technology, engineering and mathematics (STEM). Participants have opportunities to assume leadership roles as citizen volunteers within the context of science and technology in an international watershed basin. Training includes collection, analysis, interpretation and dissemination of scientific data.

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Reforming IT Education through Game Design: Integrating Technology Hub, Inner City, Rural and Remote Regions

2009 - 2012

The iDREAMS (Integrative Design-based Reform-oriented Educational Approach for Motivating Students) project engages middle school students in computer science curriculum through game design with the ultimate goal of helping them understand and build interest in pursuing IT careers. The project builds on earlier work with AgentSheets and successes with students at various ages.

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iPuzzle: Transforming Mathematics Learning Through Social Puzzling

2012 - 2016

The purpose of the iPuzzle project is to develop a model for supporting student engagement in learning mathematics using innovative technologies. Researchers will develop this model by creating and examining an interactive puzzle environment that could be used locally in a single networked classroom or created for the web so that it could be used at multiple schools using different computing devices and platforms. Mixed-methods will be employed in this research and development project to examine the impact of the proposed learning environment on student engagement and learning.

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Crossing Boundaries and Exploring Biodiversity Conservation Using Information Technologies

2008 - 2013

Crossing Boundaries will provide middle and high school students with the knowledge, skills, motivation, and inspiration to use information and communication technologies (ICT) in addressing biodiversity conservation issues in regional and international contexts. The project will entail curriculum development, sustained teacher professional development, and opportunities for students to see scientific and environmental careers in action.

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High School Enterprise

2008 - 2012

The High School Enterprise (HSE) project builds on earlier successes with college students and extends that strategy to eight high schools through an after-school program. The project establishes and assesses a model which uses students from grades 9-12 organized into active, applied STEM learning communities focused on client needs. HSE teams participate in "virtual" companies that provide technical services to actual clients and develop products intended for ultimate distribution through the marketplace. HSE team projects are STEM-based with an emphasis on ICT.

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M2T2 - Maximizing Motivation, Targeting Technology

2009 - 2012

This Strategies project seeks to provide year round programming following an intensive summer camp for teachers and students from middle schools in a rural area. It proposes to build on the Games that Teach research at MIT, and the games research of the Digital Collaboratory at UT-Austin, to give teachers the skills they need to design educational game components in team situations with students. The approach is to use 3-D visualizations, physics engines and other gaming strategies to relate abstract math and science concepts to real world phenomenon.

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Science Journalism Pathways to STEM Careers

2008 - 2013

The Inland Northwest Community Access Network (TINCAN), the Puget Sound Center for Teaching, Learning and Technology (PSCTLT), and Reel Grrls (a community media center) are partnering to involve 6th and 7th grade middle school girls in science-focused after-school club activities in 10 schools in Seattle and Spokane, Washington. The Science Journalism Pathways to STEM Careers project is engaging girls in science journalism through information and communication technologies (ICT) to investigate and publish information about local science issues of interest to their communities.

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ITEST Conference Event: Defining an Afterschool Research Agenda

2010 - 2012

The Education Development Center's (EDC) ITEST Learning Resource Center plans to implement a 12-month conference grant designed to engage practitioner and research groups working in afterschool programs. EDC, in partnership with the National Girls Collaborative Project and MPR Associates, Inc., proposes to convene a 3-day meeting comprised of NSF-funded ITEST grantees, researchers in STEM workforce development and informal learning, STEM industry leaders, and philanthropic organizations.

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Prime the Pipeline Project (P3): Putting Knowledge to Work

2008 - 2013

Prime the Pipeline Project (P3): Putting Knowledge to Work is designed to engage high school students as active members of a scientific village comprised of students, math and science teachers, university faculty, undergraduate student mentors, industry professionals, and scientists. Participants include a cohort of up to 60 grade 10 high school students (class of 2011) and 40 high school teachers (half science and half math), from the Phoenix, Arizona east valley.

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