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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301 - 310 of 882

Robust Head Detection in Collaborative Learning Environments Using AM-FM Representations

Publications

The paper introduces the problem of robust head detection in collaborative learning environments. In such environments, the camera remains fixed while the students are allowed to sit at different parts of a table. Example challenges include the fact that students may be facing away from the camera or exposing different parts of their face to the camera. To address these issues, the paper proposes the development of two new methods based on Amplitude Modulation-Frequency Modulation (AM-FM) models. First, a combined approach based on color and FM texture is developed for robust face detection

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Context-Sensitive Human Activity Classification in Collaborative Learning Environments

Publications

Human activity classification remains challenging due to the strong need to eliminate structural noise, the multitude of possible activities, and the strong variations in video acquisition. The current paper explores the study of human activity classification in a collaborative learning environment.This paper explores the use of color based object detection in conjunction with contextualization of object interaction to isolate motion vectors specific to each human activity. The basic approach is to make use of separate classifiers for each activity. Here, we consider the detection of typing

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Teaching Image and Video Processing Using Middle-School Mathematics and the Raspberry Pi

Publications

In this paper, we summarize some of the lessons learned from the Advancing Out-of-School Learning in Mathematics and Engineering (AOLME) project. The AOLME project uses an integrated curriculum that relies on the use of basic concepts from middle-school mathematics to teach the foundations of image and video representations. The middle-school students, mostly from underrepresented groups, learn how to program their own video representations using Python libraries running on the Raspberry Pi. Overall, we have found that the students enjoy participating in the project.

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STEMStarter: A High School Capstone Course to Create STEM Career Pathways

Publications

High school capstone courses—culminating educational experiences for seniors as they conclude their formal high school education—have become increasingly popular across the nation, particularly in New England. The STEMStarter Capstone was designed to help Connecticut high schools meet new accreditation standards from the New England Association of Schools and Colleges (NEASC) and graduation requirements that include a mastery-based learning project. Standard 2 of the NEASC 2020 Standards (2018) for school accreditation states: “Students are active learners and have the opportunity to lead

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Learner Attributes and Technology-Enriched Environments Associated with Positive Climate Change Attitudes and Energy and Environmental Science Knowledge in Middle School Students

Publications

Pre-post data from 764 treatment and 553 comparison middle school students from nine US states were analyzed to examine STEM-related attitudes and dispositions aligning with climate change beliefs and intentions, and acquisition of energy and environmental science content knowledge. Findings were that at least seven non-cognitive variables contribute between eight and fifteen percent of the beliefs, intentions, and knowledge acquisitions of interest in this study, in linear combinations of subsets of the variables. Implications of these findings for promoting interest in STEM are discussed

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Marine Advanced Technology Education (MATE) Center Curriculum

Curricular Materials

The Marine Advanced Technology Education (MATE) Center at the Monterey Community College in collaboration with Washington State University is engaging in a scale-up study of the remote operated vehicle (ROV) program to new audiences of middle and high school students and teachers. The MATE ROV competition is an engaging platform to prepare middle and high school students for careers in the ocean STEM workforce. The MATE Center has a variety of curriculum projects: SeaMATE ROV Kit Curriculum Underwater Robotics Textbook ROV Curriculum Resources Spanish Galleon Ocean Drifter Project Exploring

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Using Robotics and Game Design to Promote Pathways to STEM

Publications

This research report presents the results of a STEM summer program on robotics and game design. The program was part of a three-year study funded by the National Science Foundation. Children in grades four through six participated in a two-week summer camp in 2015 to learn STEM by engaging in LEGO® EV3 robotics and computer-based games using Scalable Game Design. Twenty-eight students participated in the study that took place in a small urban community in the Rocky Mountain West. This paper reports on the results of this part of the study, specifically, how children’s computational thinking

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Generación STEM: Spanish Language STEM Videos

Curricular Materials

Generación STEM is a Spanish language TV series designed for middle and high school Latino youth and their families and is part of the STEM Mio Journeys program, developed by Arizona State University. Powered by CGI’s My Lifelabs platform, the STEM Mio program supports middle and high school Latino youth as they explore their personal passions, match those to STEM futures, connect with Latino STEM mentors, and gain the experiences to become strong college applicants. The STEM Mio journey is inspired through peer stories, supported through carefully designed learning challenges and peer

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Developing Teachers' Computational Thinking Beliefs and Engineering Practices Through Game Design and Robotics

Publications

This research report presents the final year results of a three-year research project on computational thinking (CT). The project, funded by the National Science Foundation, involved training teachers in grades four through six to implement Scalable Game Design and LEGO® EV3 robotics during afterschool clubs. Thirty teachers and 531 students took part in the Year-3 study that blended game design and robotics. Eight of these teachers and 98 students participated in a large urban city in Pennsylvania, while the remaining 22 teachers and 433 students participated in rural Wyoming. This paper

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Youth’s Engagement as Scientists and Engineers in an Afterschool Making and Tinkering Program

Publications

Making and tinkering is currently gaining traction as an interdisciplinary approach to education. However, little is known about how these activities and explorations in formal and informal learning spaces address the content and skills common to professionals across science, technology, engineering, and mathematics. As such, the purpose of this qualitative study was to examine how youth were engaged in the eight science and engineering practice outlined within the US Next Generation Science Standards within an informal learnin environment utilizing principles of tinkering within the daily

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