ITEST Projects

Strategic Problem-based Approach to Rouse Computer Science (SPARCS)

2015 - 2019

The SPARCS project will support 72 teachers of grades 7-9 to integrate computer science into their science and math instruction. Because the world is adopting computational tools quickly, students need to learn about how computational technology can be leveraged to make informed decisions.

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The Youth Digital Storytelling STEM Academy

2015 - 2019

The project will develop a student-directed intervention designed to give students the opportunity to use video storytelling to tell their own stories in a meaningful way for their communities to encourage student interest and engagement in the STEM-related field of climate science.

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Authentic Art Making as a Vehicle for Connecting to STEM Learning and Careers

2015 - 2019

Artists for Humanity and Education Development Center, Inc. are collaborating to develop and study a model for using authentic art-making to promote high school students' interest in STEM learning and STEM careers. The project builds on a highly successful Artists for Humanity out-of-school-time art and design program for Boston youth, which uses an apprenticeship model to educate under-resourced youth through mentor-guided creation and sale of artworks.

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Innovative Collaborative Research Experience and Technical Education (iCREATE)

2015 - 2019

The overall objective of this project will be testing a model of community engagement in STEM learning through the design and implementation of a high school level career and technical education (CTE) bioscience course. The problem, the spread of infectious disease, specifically influenza, was chosen for the local community (Coconino County, AZ) after consultation with community partners. The project emanates from efforts in education designed to develop the next generation of STEM innovators who can productively participate in our increasingly global society.

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LinCT: Linking Educators, Youth, and Learners in Computational Thinking

2015 - 2019

The LinCT (Linking Educators, Youth, and Learners in Computational Thinking) project at the Science Museum of Minnesota (SMM) will engage female teachers-in-training and youth from underrepresented demographics in immersive technology experiences and STEM education. LinCT will guide teachers to develop their understanding and use of technology in the classroom, as well as prepare youth for a future where technology plays a key role in a wide range of professional opportunities.

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