YouthLink: Comprehensive, Innovative and Advanced Digital Technology Experiences for Underserved Teens

2004 - 2007

Over three years, YouthLink will engage 120 teens in informal, IT-intensive educational experiences that promote IT skills identified by national NETS standards and develop student interest in IT-intensive study and careers. Historically underrepresented populations – low-income students, students of color, girls, disabled, teen parents, and second language learners – are recruited through established partnerships with San Francisco’s educational and non-profit organizations.

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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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COMPUGIRLS: A Culturally Relevant Technology Program for Girls

2008 - 2013

Arizona State University (ASU) in collaboration with Phoenix Union High School District, Scottsdale Union High School District, Roosevelt District, Boys and Girls Club of the East Valley-Sacaton, Intel, Applied Learning Technologies Institute, Dynamic Educational Leadership for Teachers and Administrators (D.E.L.T.A.), ASU's School of Computing & Informatics, ASU's Video Game Design Camp, and Arizona Council of Black Engineers and Scientists Computer Camp (ACBES), are conducting a culturally relevant multimedia program strategy, COMPUGIRLS.

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Game Design Through Mentoring and Collaboration

2007 - 2011

George Mason University hosts this youth-based program in which the primary goal is to increase motivation, achievement, and exposure to STEM content of students from urban public schools by having them work with scientists and experts to design and build educational games that can be utilized by other students and teachers. The project is a partnership between George Mason University and McKinley Technology High School in Washington, DC. It will include 100 high school students from McKinley and other high schools and 100 middle school students from urban schools.

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Community Science Investigators (CSI)

2009 - 2012

Community Science Investigators (CSI) is an ITEST Strategies project that brings together the Missouri Botanical Garden and the Massachusetts Institute of Technology in offering year-long, career-focused technology experiences for 360 middle school youth and 36 teachers in an out-of-school setting. Through CSI, participants from St. Louis and Boston will learn to apply geospatial, simulation, and communication technologies as they address environmental and conservation-related issues.

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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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OUTBREAK: Opportunities to Use immersive Technologies to explore Biotechnology Resources, Career Education and Knowledge

2008 - 2012

The University of Florida proposes to provide 51 teachers and over 3600 students with an interesting experience and opportunities for biotechnology learning. This project will create a computer-based game and supporting curriculum for promoting workforce development in the area of biotechnology; prepare teachers to implement the game and supporting curriculum through a summer professional development program; and determine how the game and supporting curriculum affects student disposition towards careers in biotechnology and understanding of biotechnology content.

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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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