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.
Urban Middle School Students, Twenty-First Century Skills, and STEM-ICT Careers: Selected Findings from a Front-End Analysis
PublicationAs part of the design and development of an informal learning environment meant to increase urban middle school students’ interest in technology-focused STEM careers, and to support their twenty-first century skill development, researchers developed and administered the ICT/Twenty-First Century Skills Questionnaire. Both STEM-ICT professionals and middle school students completed the survey. STEM-ICT professionals indicated that problem solving, critical thinking and communication were the most valued and the most frequently used skills in their environments. Students underestimated the amount
Strategic Problem-based Approach to Rouse Computer Science (SPARCS)
VideoWe present the ITEST SPARCS project being conducted at University of Nebraska at Omaha. SPARCS aims to help middle school teachers integrate Computer Science lessons into the classes they teach, and spark student interest in pursuing computing-related educational pathways and careers. We have worked
GRACE Project r8
VideoVideo introduces the GRACE project. GIS Resources and Applications for Career Education.
2018 MATE International ROV Competition
VideoCheck out the students - and their underwater robots - who competed in the 2018 MATE international ROV competition, which took place June 21-23 at the Weyerhaeuser King County Aquatic Center in Federal Way, Washington, USA.
Bits-2-Bites Multimedia Showcase
VideoYouth applying STEM content and computational thinking to learn about nutrition and advocate for food justice.
Design Considerations for Capturing Computational Thinking Practices in High School Students’ Electronic Textile Portfolios
PublicationAssessing computational thinking in making has proven a challenge, in part because student creations are innately diverse and unique. In this paper we consider portfolios as a way to document and assess students’ learning processes in the context of designing electronic textile (e-textile) projects. We describe students’ use of portfolios at the end of an introductory computing course, Exploring Computer Science, during which 33 students created a series of electronic textile (e-textile) projects as part of a new curricular unit. Our analysis not only illuminates the capability of portfolios
“I’m the Audacity Wiz!”: Technology Identity Development in Minority Youth
PublicationA 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
PublicationAssessing 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
PublicationMany 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
PublicationWith 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.