Visualization Basics: Using Gaming to Improve Computational Thinking (UGame-ICompute)
The University of Nebraska partners with the National Center for Research on Rural Education, The Center for Science, Mathematics & Computer Education (UNL), and Nebraska's 18 Educational Service Units (ESU 1-ESU 18) to utilize distance education and communication technologies to provide university outreach opportunities to students and teachers through science research to high schools in Nebraska.
The Howard University multimedia educational pilot project will design, develop, and test an innovative science education model and materials to motivate high school students in grades 10-11 to become interested in pursuing careers in science, technology, engineering, and mathematics (STEM) education by learning physics, astronomy, and cosmology (PAC) in multi-modal innovative ways.
This project is creating a replicable, prototype community-based model for engaging middle and high school students in challenge-based programs such as robotics competitions (Botball and iARoC), engineering challenges (Kid Wind), and research events (Sea Perch). The project is serving 110 teachers and 750 students representing 7 school districts and 75 schools. Partners include organizations that broadly represent the science educational institutions of the San Diego area. There is a cadre of volunteer STEM professionals who are mentoring teachers and students.
Smart Clothing, Smart Girls is a strategy proposal using apparel design as a vehicle to attract middle school girls to STEM learning and engineering careers. Based on a theoretical framework that supports mechanisms for engaging young, female participants in STEM, the project team has thoughtfully designed an intervention that is hands-on, collaborative, and relevant - all combinations that have shown to improve how girls develop STEM identities, build self efficacy, and become motivated to pursue STEM-related activities.
The University of California's Space Sciences Laboratory, in collaboration with ASA Academy and Community Science Center, Girl Scouts of Northern California, and the Astronomical Society of the Pacific, will implement the Universe Quest (UQ) project. Additional project partners include Sightspeed Video Conferencing and Quest G, a leading video game developer. Universe Quest will provide a total of 180 girls ages 13-16 from underrepresented populations in Oakland and Richmond with a unique opportunity to learn IT skills in the context of studying the universe with modern technology.
GUTS y Girls is a three-year ITEST Strategies project targeting middle school girls in Santa Fe, Las Cruces, and Albuquerque, New Mexico. This project builds on a previously funded NSF Academies for Young Scientist award (06-39637) and includes partnerships between the Santa Fe Institute and MIT, University of New Mexico, New Mexico Tech, New Mexico State University, Santa Fe Complex, Girl Scouts of New Mexico Trails, the Supercomputing Challenge, regional educational organizations, and local schools.
I-C STEM In My FUTURE is a two-year, year-round, informal learning program for 80 students focusing on mathematics, the use of hand-held technology, computer literacy skills, technical training and career paths. The project will examine the impact of this technology-enriched intervention program on the STEM career interest of underrepresented minorities.
Tuskegee University proposes to use a low-cost flight simulation environment to enhance learning physics and mathematics for students in grades 8-12 in a rural community in Macon County schools in Alabama. It outlines a development strategy for module development that engages undergraduates and teachers in the development process followed by teacher implementation including teacher training and student workshops. The proposal design calls for adapting an innovative and successful strategy for engaging and teaching undergraduates to grades 8-12.
A pathway to STEM careers and college for inner-city high school students is built around the use of cutting-edge geospatial and computer modeling to investigate pressing urban ecological problems in their neighborhood. The work in a previous ITEST grant that demonstrated an increase in student self-efficacy and interest in science is expanded to integrate career discernment, college preparation, and engagement with innovative technologies.