Resources

Resources included in these libraries were submitted by ITEST projects or STELAR and are relevant to the work of the NSF ITEST Program. PDFs and/or URLs to the original resource are included in the resource description whenever possible. In some cases, full text publications are located behind publishers’ paywalls and a fee or membership to the third party site may be required for access. Permission for use must be requested through the publisher or author listed in each entry.

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Resources included in these libraries were submitted by ITEST projects or STELAR and are relevant to the work of the NSF ITEST Program. PDFs and/or URLs to the original resource are included in the resource description whenever possible. In some cases, full text publications are located behind publishers’ paywalls and a fee or membership to the third party site may be required for access. Permission for use must be requested through the publisher or author listed in each entry.

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Removing the Walls Around Visual Educational Programming Environments

Publication

Many block-based programming environments have proven to be effective at engaging novices in learning programming. However, most restrict access to the outside world, limiting learners to commands and computing resources built in to the environment. Some allow learners to drag and drop files, connect to sensors and robots locally or issue HTTP requests. But in a world where most of the applications in our daily lives are distributed (i.e., their functionality depends on communicating with other programs or accessing resources and data on the internet), the lack of support for beginners to

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What are GANs?: Introducing Generative Adversarial Networks to Middle School Students Authors Safinah Ali

Publication

Applications of Generative Machine Learning techniques such as Generative Adversarial Networks (GANs) are used to generate new instances of images, music, text, and videos. While GANs have now become commonplace on social media, a part of children’s lives, and have considerable ethical implications, existing K-12 AI education curricula do not include generative AI. We present a new module, “What are GANs?”, that teaches middle school students how GANs work and how they can create media using GANs. We developed an online, team-based game to simulate how GANs work. Students also interacted with

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Identifying Youths’ Spheres of Influence through Participatory Design

Publication

When designing learning environments and curricula for diverse populations, it is beneficial to connect with learners’ cultural knowledge, and the related interests, they bring to the learning context. To aid in the design and development of a computing curriculum and identify these areas of personal and cultural connection, we conducted a series of participatory design sessions. The goal of these sessions was to collect ideas around ways to make the instructional materials reflect the interests and voices of the learners. In this paper, we examine how the use of participatory design

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Embedding Life Design in Future Readiness Efforts to Promote Collective Impact and Economically Sustainable Communities: Conceptual Frameworks and Case Example

Publication

This is the first of two sequential papers describing the design and first-year implementation of a collaborative participatory action research effort between Sociedad Latina, a youth serving organization in Boston, Massachusetts, and Boston University. The collaboration aimed to develop and deliver a combined STEM and career development set of lessons for middle school Latinx youth. In the first paper, life design and the U.N. Sustainable Development Goals are described in relation to the rationale and the design of the career development intervention strategy that aims to help middle school

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A Typology of Models for Integrating Computational Thinking in Science (CT+S)

Publication

In order to expand opportunities to learn computer science (CS), there is a growing push for inclusion of CS concepts and practices, such as computational thinking (CT), in required subjects like science. Integrated, transdisciplinary (CS/CT+X) approaches have shown promise for broadening access to CS and CT learning opportunities, addressing potential self-selection bias associated with elective CS coursework and afterschool programs, and promoting a more expansive and authentic contextualization of CS work. Emerging research also points to pedagogical strategies that can transcend simply

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FanfictionNLP: A Text Processing Pipeline for Fanfiction

Publication

Fanfiction presents an opportunity as a data source for research in NLP, education, and social science. However, answering specific research questions with this data is difficult, since fanfiction contains more diverse writing styles than formal fiction. We present a text processing pipeline for fanfiction, with a focus on identifying text associated with characters. The pipeline includes modules for character identification and coreference, as well as the attribution of quotes and narration to those characters. Additionally, the pipeline contains a novel approach to character coreference that

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Building Community Capacity for Integrating Engineering in Rural Middle School Science Classrooms

Publication

Broadening participation in engineering is an important national priority and has led to increasing demands for engineering content to be integrated into traditional K-12 curriculum. However, expecting teachers to incorporate en- gineering into their classrooms without additional training or resources is unreasonable. Partnering teachers with industry partners is one promising way to prioritize integrated science and engineering content while also introducing youth to pos- sible career paths. In this programmatic article, we introduce the Partnering with Educators and Engineers in Rural

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Engaging Black Female Students in a Year-Long Preparatory Experience for AP CS Principles

Publication

In 2020, over 116,000 students took the Advanced Placement Computer Science Principles (AP CSP) Exam. Although Black female students have participated in AP CSP at higher rates than for the AP CSA course, their representation is still disproportionately lower than the school population of Black females. In this Experience Report, we present the early results of an NSF-sponsored effort that provides an AP CSP preparatory experience and CS career awareness to Black female students from rural, urban, and suburban communities in the state of Alabama.At the project's core is a peer-learning

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An Immersive Environment for Embodied Code

Publication
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project photo

The increasing sophistication and availability of Augmented and Virtual Reality (AR/VR) technologies wield the potential to transform how we teach and learn computational concepts and coding. This project develops a platform for creative coding in virtual and augmented reality. The Embodied Coding Environment (ECE) is a flow-based visual coding system designed to increase physical engagement with programming and lower the barrier to entry for novice programmers. It is conceptualized as a merged digital/physical workspace where spatial representation of code, the visual outputs of the code, and

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A different Environment for Success:” A Mixed-Methods Exploration of Social Participation Outcomes Among Adolescents On the Autism Spectrum in an Inclusive, Interest-based School Club

Publication

Background: Adolescents on the autism spectrum often experience challenges participating socially in inclusive education. The majority of school-based social supports focuses on social skills training, although research shows that students on the spectrum prefer activity-based social groups over social instructions. Thus, activity-based school clubs incorporating student interests may support social participation. Method: This mixed-methods study explored the preliminary social participation outcomes of adolescents on the spectrum in an inclusive Maker Club at three public schools. The

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