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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Bridging the Gap: The Effects of A School-To-Career Approach To Promoting Wildlife Science Careers Among Minority Students

2012 - 2016

The Wildlife Conservation Society and Good Shepherd Services (a youth development and education agency) are implementing and evaluating a school-to-career model program that consists of afterschool and weekend programming for high school students at four New York City area zoos and an aquarium, followed by post-participation tracking, support, and mentoring. The goal is to promote affective, cognitive and behavioral outcomes among 150 low-income minority youth necessary to pursue careers in the wildlife sciences.

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Integrating Science Into Afterschool: A Three-Dimensional Approach To Engaging Underserved Populations In Science

2012 - 2017

Integrating Science into Afterschool, an ITEST Strategies project, builds upon prior NSF-funded work to develop a three-dimensional (3-D) strategy for engaging underserved youth, families, and afterschool facilitators in year-round science learning and exposure to careers in science, technology, engineering, and mathematics (STEM). The project leverages community partnerships in urban Philadelphia, including The Franklin Institute, public sector entities and community organizations, to deliver the STEM education experience in the multiple access points of afterschool, home, and community.

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GreenTECH 2011

2012 - 2016

GreenTECH is a three-year project focusing on green technology and careers at the high school level. Partners are: Solar One, a Green Energy Arts and Education Center; MOUSE (Making Opportunities for Upgrading Schools & Education), a youth development program that prepares young people to serve as technology experts; the Wallerstein Collaborative for Urban Environmental Education at New York University, and the New York City Department of Education (DOE).

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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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Co-Robots for STEM Education in the 21st Century

2012 - 2015

This project studies how to use co-robot systems and math-oriented co-robotics competitions to enhance student engagement, increase student motivation in learning Algebra and subsequent STEM subjects, and interest in pursuing STEM related careers and post-secondary study. The project leverages a unique robotics platform called Mobot (an intelligent modular system designed for K-12 education) to prepare a cohort of teachers to engage their students with relevant pedagogy that illustrates abstract math concepts with concrete applications using computing and robotics.

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Environmental Science Information Technology Activities (ESITA)

2003 - 2006

The Environmental Science Information Technology Activities (ESITA) youth-based project provides opportunities for students in grades 9 and 10 from disadvantaged backgrounds to learn about and use IT. During each of three years, 48 students will acquire and employ IT skills as they conduct air and water quality research in their communities and research attitudes toward, and feelings about, IT among their peers.

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