Museum Tech Academy
In Springfield, Illinois, 90 students ages 12-17 are learning about and conducting research in archeology and natural sciences (geology, botany, zoology) using information technology and field-based experiences.
In Springfield, Illinois, 90 students ages 12-17 are learning about and conducting research in archeology and natural sciences (geology, botany, zoology) using information technology and field-based experiences.
In Washington state, 60 teachers are mastering and implementing a curriculum that applies GIS, modeling/simulation and game development to environmental sciences. Teachers will work with 700 students.
Two hundred and thirty five middle school students (with a focus on girls) in Boston, Massachusetts use Geographic Information Systems (GIS), Geographic Positioning Systems (GPS) and HTML programming to conduct environmental research.
UMBC's Center for Women and Information Technology, the Shriver Center, and the Chabot Space and Science Center have partnered to implement and beta test Chabot's TechBridge curriculum in six middle schools over three years to increase the number and diversity of students, and particularly girls
Forty five students (with a focus on African Americans, Latinos, and girls) in Chicago are learning environmental science and using IT to share what they’ve learned with peers and visitors to the Nature Museum.
Project LA COSTA was a three-year, youth-based ITEST project sponsored by the Texas State University - San Marcos. The project created a computer science academy to provide IT experiences for 250 Hispanic students during their 8th-10th grades across 5 central and south Texas school districts
Sixty high school students in St. Louis, Missouri develop computer fluency through concrete application experiences such as designing and building a greenhouse. The project introduces teens to real-life technology applications and challenges through ongoing peer and mentoring relationships.
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
Two hundred middle and high school students in the Washington, DC area with teachers, scientists, and experts to increase their motivation, achievement, and exposure to STEM careers and disciplines through game design, mentoring, and collaboration.
Eight diverse teacher-coached High School Enterprise teams, each comprising up to 20 students (160 students total) participate in "virtual" companies that provide technical services and develop products intended for distribution through the marketplace.