ITEST Resources

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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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STEM21: Equity in Teaching and Learning to Meet Global Challenges of Standards, Engagement and Transformation

Publications

STEM21: Equity in Teaching and Learning to Meet Global Challenges of Standards, Engagement and Transformation is designed to contribute to discourses about how STEM teaching and learning can become more equitable, serving the needs of readers across the STEM educational spectrum. STEM21 is meant to problematize the status quo educational practices of STEM stakeholders including preservice and inservice teachers, district leaders, informal educators, policy makers, and the research community. While many books are narrowly targeted either for academics or practitioners, the outcome is limited

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Learning Engineering Practices Through Drones: Iterative Design of an Informal Learning Curriculum

Publications

Informal learning programs provide youth with additional opportunities to engage in STEM. Here, we report on an informal engineering program for low-income youth. We describe how a curriculum was modified to reflect the instructional shifts outlined in the Framework for K-12 Science Education and how these changes enhanced youth interests and engagement in engineering practices.

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Zipping to STEM: Integrating Engineering Design in Middle School Science

Publications

This 3-year ITEST project focuses on integrating engineering design concepts and practices in the middle school physical sciences curriculum. The goal is to increase students’ interest in STEM and expand their access to opportunities to experience integrated STEM activities. Our work focused on middle school students as research shows that interest in STEM decreases through middle school. The planned intervention is based on existing theory and research on motivation, as well as the emerging body of literature on integrated STEM instruction. Research shows that relevance is essential to

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Using Robotics and Game Design to Enhance Children’s Self- Efficacy, STEM Attitudes, and Computational Thinking Skills

Publications

This paper describes the findings of a pilot study that used robotics and game design to develop middle school students’ computational thinking strategies. One hundred and twenty-four students engaged in LEGO® EV3 robotics and created games using Scalable Game Design software. The results of the study revealed students’ pre–post self-efficacy scores on the construct of computer use declined significantly, while the constructs of videogaming and computer gaming remained unchanged. When these constructs were analyzed by type of learning environment, self-efficacy on videogaming increased

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Engineering by Design Advanced Technological Applications Course

Curricular Materials
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Core Sequence

"The Engineering byDesign™ Program is built on the belief that the ingenuity of children is untapped, unrealized potential that, when properly motivated, will lead to the next generation of technologists, innovators, designers, and engineers." A Standards-Based Model Program The International Technology and Engineering Educators Association's STEM±Center for Teaching and Learning™ has developed the only standards-based national model for Grades K-12 that delivers technological literacy in a STEM context. The model, Engineering byDesign™ is built on the Common Core State Standards ( High School

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Lens on Climate Change: Teacher Handbook

Curricular Materials

Overview of the Program The Lens on Climate Change (LOCC) program engages middle and high school students in film production documenting the effects of climatic and environmental changes on their lives and in their communities. Middle and high school students are paired with graduate and undergraduate student mentors to research, film, edit, and ultimately screen their films and participate in a panel discussion. Each student group (4—6 students) is guided by both a science and a film mentor through the completion of the project. The science mentors are science graduate students from the

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2017 Hydroponics Curriculum

Curricular Materials

This curriculum library contains materials and resources for the 2017 Hydroponics Curriculum. Alignments Business (Jun) Business (New Development) Chemistry Ecological Impacts Elementary Materials Games Inquiry Math and Statistics Powerpoints Troble Tools-Resources

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Supersized Life: Comparing Across Scales

Curricular Materials

DRIVING QUESTION: How wide is the scale of living beings that we encounter, even if we can’t see them? LEARNING GOALS: To prepare and empower students to undertake a more formal study of exponents and logarithms by creating and solving math problems involving changes on a logarithmic base-ten scale. To give students an intuitive sense and appreciation of how large changes by orders of magnitude are. STEM INTEGRATION: Science: Students will learn about animals and viruses that are usually too small and fragile to see and manipulate through 3D printed models of these organisms and information

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Mammal Skull Versus Reptile: What are the differences?

Curricular Materials

DRIVING QUESTION: If you find a fossilized skull, what clues tell you if it is a mammal or reptile? LEARNING GOALS: Learning goals are for students to collect, analyze and interpret data found in 3D printed fossil skulls. Students will be able to understand what type of information fossils can provide, including the environment where animals lived and the type of food they ate. In addition, they will have a better understanding of how much information can be found from past events regardless of size and or/time periods. COLLABORATIONS: Students will be placed in groups of 4. Each member of the

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Stitching the Loop: An Electronic Textiles Unit in Exploring Computer Science

Curricular Materials

In our new curriculum unit, students explore electronic textiles (e-textiles): articles of cloth­ing, accessories, or home furnishings with embedded electronic and computational elements. This curriculum is an alternate for Unit 6: Robotics. After conducting various studies on curriculum design, teaching strategies, student learning, and portfolio designs, this unit is ready for download and classroom implementation by ECS teachers. Design-Focused: To make electronic textiles (e-textiles), students first imagine and journal about the project they wish to make, then design circuits that connect

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