Plant IT Careers, Cases, and Collaborations

2007 - 2011

The Botanical Society of America, Texas A&M University, and BioQuest are collaborating to enhance student interest in information technology-related plant science careers and understanding of information technologies used in the study of plant science.

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Reach for the Sky: Integrating Technology into STEM Outcomes for American Indian Youth

2007 - 2011

This proposal addresses the need to make science, technology, engineering, and mathematics (STEM) education, and information technology (IT) more culturally relevant for Anishinabe youths on the White Earth Reservation (WER). The objectives of the project are to improve youths’ skills, knowledge, and interests in STEM and IT fields. Teachers and staffs from targeted schools, professors from tribal colleges and local universities, community elders, and out-of-school staffs will participate in the project’s activities.

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Salmon Camp Research Team II

2007 - 2011

The Oregon Museum of Science and Industry (OMSI), in partnership with the Native American Youth Association (NAYA), Intel Oregon, the National Park Service, and National Oceanic and Atmospheric Administration, will the expand the existing Salmon Camp Research Team (SCRT), a youth-based ITEST project targeting Native American and Alaskan Native youth in middle and high school.

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Biomechanics and Robotics Explorations for IT Literacy and Skills in Rural Schools

2006 - 2009

The primary focus of this project is the creation of the ITEST Academy in order to advance interest in engineering, mathematics, and science among high school students. The Academy is composed of two parts. The Information Technology Academy for Teachers (ITAT) is composed of select teams of mathematics teachers, science teachers, and guidance counselors who participate in a two-week, nonresidential summer program.

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CSI: Creating Student Investigators

2006 - 2009

The goals of "CSI: Creating Student Investigators" (formerly CSI: Arkansas) are twofold: to improve the science pedagogy (including the use of technology) employed by mid-South Delta region high school teachers and to improve science and technology learning by students with a concomitant increase in the number of students who enter post-secondary education, particularly those who chose STEM/IT career preparation. Workshops for teachers and students will be presented using forensic sciences as an integrating theme.

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Dan River Information Technology Academy (DRITA)

2006 - 2011

The "Dan River Information Technology Academy (DRITA)," is a three-year program for high school students from underserved populations who are interested in pursuing IT or STEM careers. The overall goal of DRITA is to provide opportunities for promising African American or Hispanic youth to (1) develop solid Information Technology skills and (2) acquire the background and encouragement needed to enable them to pursue higher education in STEM fields, including IT itself and other fields in which advanced IT knowledge is needed.

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Girls Creating Games: Cafe Universo

2006 - 2010

Built on a prior NSF-HRD funded "Girls Creating Games: Increasing Middle School Girls' Interest in Technology," ETR Associates offers "Girl Game Company ," a three-year, out-of-school technology program for rural, Latina, middle school girls from the Central Coast of California. Each of 80 girls will spend 120 hours/year for two years building and publishing web-based digital games on a range of topics. The project utilizes Numedeon, Inc.'s online virtual world "Whyville" where the games are posted in a virtual Girl Game Company clubhouse.

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Improved STEM Preparation Through Humane Gaming Camp

2006 - 2011

This Comprehensive ITEST project is based on the premise that using gaming as a context in which to integrate the learning of mathematics, computer science and art would heighten student interest in the broader area of STEM education as well as develop computer science skills that students could use in a variety of careers. Previous research on game-developer pedagogy is used as the theoretical basis for the project and the project has a strong tie with a major game development company in the Denver area.

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IT Experiences for Students and Teachers Using Catfish and their Environment as a Model

2006 - 2009

The Mississippi Valley State University project entitled "Information Technology Experiences for Students and Teachers Using Catfish and their Environment as a Model" will serve approximately 1,500 students (500 per year) and 75 teachers (25 per year) with at least two representatives from each county. The target population will be students and teachers from a ten county area in the Mississippi Delta. The project will serve a cohort of 20 ninth grade students during each summer and 500 students each academic year within a ten-county target area.

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Scaling up an Innovative Approach for Attracting Students to Computing

2011 - 2018

US college and universities are experiencing a dramatic decline in enrollment of computing majors, despite a predicted, rapid increase in future jobs in the computer science (CS) and information technology (IT) sectors. This reflects a decline in the number of students taking the AP computer science exam. To address this issue, this project will build statewide networks of college, middle school, and high school faculty who will offer workshops and provide continuing support during the academic year.

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