This paper, based on a review of over 200 publications related to approximately 110 ITEST projects, seeks to respond to the broadening participation question in the ITEST solicitation. While all ITEST projects include “broadening participation” as a central goal, we found that publications
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This synthesis is based on a review of publications from ITEST projects, specifically relating to STEM learning games and game design experiences for students.
ITEST LRC Idea Brief Volume 5, March 2007
This book brings together new media theorists, game designers, educators, psychologists, and industry professionals, including some of the contributors to the earlier volume, to look at how gender intersects with the broader contexts of digital games today: gaming, game industry and design, and
The Girl Game Company, an ITEST program, was featured among 38 best practice programs in the 2010 edition of the Bayer Corporation's Planting the Seeds for a Diverse US STEM Pipeline: A Compendium of Best Practice K-12 STEM Education Programs.