Welcome to the ITEST Resource Library
The curricula, instruments, and publications included in this library were submitted by ITEST projects and are relevant to the work of the NSF ITEST Program. Use the filters to the right to find relevant materials. A PDF and/or URL to the original resource are included within 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.
Please note: permission for the use of instruments must be requested through the publisher or author listed in each entry, and cannot be granted by STELAR.
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“I’m the Audacity Wiz!”: Technology Identity Development in Minority Youth
PublicationsA critical challenge in science, technology, engineering, and math (STEM) education continues to be keeping young students on a pathway to a successful STEM career once they have entered it. Many students express an early interest in STEM and even start down the road to obtaining a STEM degree, only to change direction later, an aspect of the so-called “leaky pipeline.” Underrepresented minority students, in particular, face serious roadblocks to entering and staying on the path. Often, in the absence of teachers, mentors, and STEM professionals who look like them, minority youth can have a
The Tablet Game: An Embedded Assessment For Measuring Students' Programming Skill In App Inventor
PublicationsAssessing students' learning of concepts in programming is an essential part of teaching computer science. We developed an assessment activity that measures students' skill in identifying programming structures used to create various behaviors in MIT App Inventor (AI). Called the Tablet Game, the assessment was implemented as interactive app on an Android device. Students interacted with elements on the screen, and then in a multiple-choice format, were asked to select which code-blocks would create those behaviors. We tested the Tablet Game in two week-long app development summer camps held
Supporting Students’ STEM Innovations with Industry Partners
PublicationsMany universities employ STEM outreach programs to spark interest in their disciplines by middle and high school students. Teaching Engineering Concepts to Harness Future Innovators and Technologists (TECHFIT) and the Nanoline Contest are two programs that are designed to give student teams an opportunity to explore STEM concepts with a final goal of innovating an automated system. This paper will discuss a partnership between an international controls company and an R1 university that makes both of these programs successful in recruiting students to computing, engineering, and technology
Exploring the 3D Printing Process for Young Children in Curriculum-Aligned Making in the Classroom
PublicationsWith increasing focus on integrating 3D printing in educational settings, more emphasis needs to be placed on how to introduce young students to the complexities of the 3D printing process. Inspired by the patrons of 3D printer services, we engage children in a simplified 3D printing process. We conducted a study with two 3rd grade public school science classes over 4 days, where students were tasked to print 3D designs they find online for use in a class presentation. Initial findings identify challenges within this process, and show indications of emerging interest towards 3D printing.
Personal Learning Journeys: Reflective Portfolios as “Objects-to-Learn-With” in an Etextiles High School Class
PublicationsMuch attention in constructionism has focused on the design of learning tools and support for students building artifacts. Far less attention has been placed on reflection and reflective artifacts that let students consider their own learning. In this paper we share an analysis of portfolios in which high school students reflected on the design of their electronic textile projects during an eight-week curricular unit in an Exploring Computer Science class, an introductory computing course for high school (secondary) students in the United States. We examine portfolios as sites of student self
Some Reflections on Designing Constructionist Activities for Classrooms
PublicationsIn this paper, we present our guiding principles for designing a constructionist curricular unit called Stitching the Loop with electronic textiles which introduce high school students to key concepts in crafting, circuit design and computing. Our principles were to design for (1) engagement by promoting interest-driven designs; (2) expression by putting aesthetics first; (3) depth by developing challenging content within constraints; (4) multiple experiences for providing opportunities for practice; (5) audience by sharing designs; (6) collaboration by having students help other students; (7)
Supporting Scientific Modeling Through Curriculum-based Making In Elementary School Science Classes
PublicationsOur work investigates how Making may be used in the context of scientific modeling in formal elementary school science classes. This paper presents an investigation of fourth- and fifth-grade students engaging in Making activities to create simulation, concept-process, and illustrative models in the science classroom. Based on video analyses of the Making-based class sessions, a generalized process model was developed for each type of science model. In addition, cross-cutting themes were found in Making-based science modeling: first, there are two loops that intersect and interact with each
Putting Making into High School Computer Science Classrooms: Promoting Equity in Teaching and Learning with Electronic Textiles in Exploring Computer Science
PublicationsRecent discussions of making have focused on developing out-of-school makerspaces and activities to provide more equitable and enriching learning opportunities for youth. Yet school classrooms present a unique opportunity to help broaden access, diversify representation, and deepen participation in making. In turning to classrooms, we want to understand the crucial practices that teachers employ in broadening and deepening access to making. In this article, we investigate two high school teachers' approaches in implementing a novel eight-week, electronic textiles unit within the Exploring
Enhancing 3D Modeling with Augmented Reality in an After-school Engineering Program (Work in Progress)
Publications3D printing is increasingly being used in manufacturing and engineering design processes. To be able to design and 3D print a feasible product it is essential to learn how to 3D model. Using 3D modeling software, students can build and iterate on their 3D designs. While these technologies make just-in-time manufacturing of designs and components feasible, they also raise new cognitive challenges: students need to develop visualization and evaluation skills to assess the feasibility of their 3D models during iterative design processes. 3D modeling software alone does not help in developing
From Toys to Tools: UAVs in Middle-school Engineering Education (RTP)
PublicationsThe National Center for Education Statistics reports that 52% of students in US K-12 public schools were eligible for free and reduced lunch during 2013-2014, up from 38 percent in 2000-2001. Research is needed to better understand how to create engaging and effective informal learning environments for this changing youth demographic. For instance, what are their interests? How can they be provided with experiences commensurate with peers who have greater opportunities? What are the aspirations of young people in middle-school who will be tomorrow’s leaders? To answer these questions, we