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.
Interest-Driven Learning Among Middle School Youth in an Out-of-School STEM Studio
PublicationThe concept of connected learning proposes that youth leverage individual interest and social media to drive learning with an academic focus. To illustrate, we present in-depth case studies of Ryan and Sam, two middle-school-age youth, to document an out-of-school intervention intended to direct toward intentional learning in STEM that taps interest and motivation. The investigation focused on how Ryan and Sam interacted with the designed elements of Studio STEM and whether they became more engaged to gain deeper learning about science concepts related to energy sustainability. The
Carrollton High School Wins GRNMS Southeast Regional ROV Competition
PublicationAn unknown shipwreck waited at the bottom of the Olympic-sized pool for teams to explore and identify in March at Gray’s Reef Southeast Regional MATE ROV Competition. Engaging students and educators with technology and research methods employed by NOAA field scientists is the reason that National Marine Sanctuaries partner with the California based Marine Advanced Technology Education (MATE) Center. With annual pool missions that reflect the science of the Sanctuaries, MATE challenges student teams to design and build a remotely operated vehicle (ROV), and embark on a flight path to the
Future ROV Designers to be Found at the Center 2013 International Underwater ROV Competition
Publication2013 was the 12th year the Marine Advanced Technology Education (MATE) Center at Monterey Peninsula College has held this competition. Their goal in doing so was to increase awareness of marine technical fields and careers. Their efforts connect students and educators with employers and working professionals. The ROV competition is a big event, but it is not all they do. Their workshops provide educators with resources and training to bring the world of marine technology, research, exploration and industry to their classrooms.
Restoring Water, Culture, and Relationships: Using a Community Based Participatory Research Methodology for Engineering Education
PublicationIn an effort to increase the number of American Indians in technical and leadership positions, local tribal communities are pursuing opportunities for their youth to connect with STEM education that is relevant to their community and honors the Tribe's values.
Robotics Camps, Clubs, and Competitions: Results from a U.S. Robotics Project
PublicationFunded by the U.S. National Science Foundation, the University of Nebraska-Lincoln has spent the last eight years developing and implementing a comprehensive educational robotics program for youth ages 9-14. The program is delivered in informal (out-of-school) learning environments through robotics camps, clubs, and competitions and has provided robotics experiences to over 5,000 youth and 400 educators.
ITEST Data Brief: Project Strategies to Engage Underrepresented Populations
PublicationITEST Data Brief Volume 2, Issue 1, January 2015The ITEST program specifically targets its work toward engaging the participation of youth who have been traditionally underrepresented in post-secondary STEM education and the STEM workforce, including, but not limited to, “… women, underrepresented minorities (African Americans, Hispanics, Native Americans, Alaska Natives, Native Hawaiian and other Pacific Islanders) and persons with disabilities” (2014 NSF ITEST solicitation). How do projects do this?A 2012 DataBrief describing the work of ITEST projects found that many ITEST projects do
ITEST Idea Brief: Using Gaming & Computer Simulations for Youth Engagement & Learning
PublicationITEST LRC Idea Brief Volume 5, March 2007Increasingly, educators are leveraging games and computer simulations to create dynamic learning experiences. Among the numerous ITEST projects engaged in this work are Girl Game Company, in which girls design and program their own games, and Global Challenge, whereteams of youth learn about systems and scientific concepts through games and simulations.
A Report on the NSF ITEST Convening: Defining an Afterschool Research Agenda
PublicationIn community centers, labs, and classrooms, young people from around the country are diving into STEM learning experiences. They’re devoting some of their valuable out-of school hours to experiment and make discoveries, at the same time building skills in science, math, engineering, and technology. Why? What do they get out of it? What motivates them to participate, and what would inspire them to further pursue STEM learning and careers?What program elements most effectively support STEM workforce development?What partnerships work best? How should staff be prepared? And how can programs be
The GLOBE California Academy Program
PublicationIn October 2011, WestEd and University of California Berkeley’s Career Academy Support Network (CASN) received a three-year collaborative ITEST Strategies grant to improve learning and workforce development in science, technology, engineering, and math (STEM), and in information and communication technology (ICT)—especially for underserved students. The proposed strategy integrates the hands-on science pedagogy of the Global Learning and Observations to Benefit the Environment (GLOBE) program [1] into the multi-year curriculum of the California green high school academies [2]. The GLOBE
Supporting Climate Science Research With 21st Century Technologies and a Virtual Student Conference for Upper Elementary to High School Students
PublicationEngaging young science learners today requires a plethora of tools that oftentimes leverages technology in novel ways. This paper describes the use of several 21st century technologies to engage science learners in locally relevant climate science research projects and the presentation of these projects in an entirely online virtual student conference. Case studies demonstrating the use of and effectiveness of 21st century technologies and GLOBE protocols are also included. Through technology, students were able to find out more about distant locations and their own environments, talk to