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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Journal of Science Education and Technology Special Issue - Stories from ITEST: Inspiring Young People to Pursue STEM Careers
Publications
The ITEST program has enabled creativity, experimentation, and cultural responsiveness in STEM education and workforce development and broadened participation in STEM initiatives to Native American communities, underresourced urban communities, girls, and populations underrepresented in STEM fields. By approaching research and evaluation with flexibility and resourcefulness, the authors provide empirical evidence for the value of innovative approaches to STEM education that promote STEM interest and career-related outcomes and that build the foundational skills of the scientific and engineering workforce of the future.
Framework for Evaluating Impacts of Broadening Participation Projects: Report from a National Science Foundation Workshop
Publications
Background This report grew out of a workshop and follow-up session sponsored by the National Science Foundation (NSF), Directorate for Education and Human Resources (EHR). The two-day workshop and subsequent meeting sought to develop and validate evaluation practices to assess the value of NSF’s investment in broadening participation across all directorates and programs. Invited participants included NSF grantees, professional evaluators, and the policy community (which included representatives from Congress, the Office of Management and Budget (OMB), NSF staff, and staff from other federal
PromotePrevent: Preventing Bullying
Curricular MaterialsBullying is a growing problem in our country. More damaging than youth conflict—bullying can be both physically and emotionally traumatic for the youth involved, as well as those who see it occur. Bullying affects children starting in preschool and can last beyond high school. It can take the form of physical abuse, or hurt victims through rumors and exclusion. BUT—there’s good news. Bullying can be stopped and the first step is understanding it. Filter the tools and resources available to find what you need to take action, or browse the full collection of resources via the links below. School
Voices Against Violence
Curricular MaterialsHelping Students, Parents, and School Staff Speak Up No community is safe from the devastating effects of bullying and school violence—but you can learn to prevent these threats. One of the most powerful steps a school community can take to prevent violence is to teach young people and adults to be active bystanders who take positive steps when conflict arises. It’s not always clear what bystanders should do when faced with violent or potentially violent situations. Voices Against Violence can guide youth and adults on how to intervene safely and effectively. Voices Against Violence contains
Profile of the Data Practitioner
Curricular MaterialsIn April 2016, a panel of Big Data experts identified the big data skills, knowledge and behaviors of a "Data Practitioner" that are needed in the workplace. The panelists represent a diverse array of industries, including biotechnology, finance, law enforcement, health care, agriculture, and public policy. This profile will be used by the Oceans of Data Institute and its community college partners–Bunker Hill Community College (MA), Normandale Community College (MN), Johnson County Community College (KS) and Sinclair Community College (OH)–to design and build course and programs leading to
ITEST Data Brief: Research Methods in ITEST
PublicationsITEST Data Brief Volume 3, Issue 3, September 2016 The ITEST program requires that all proposals include a research component. This data brief examines the 63 projects that described their research between September 1, 2014 and August 31, 2015 as reported in the 2015 Management Information System (MIS) survey. Questions addressed include: - What kinds of study designs do projects use? - Which tools do projects use to measure outcomes? - What kinds of instruments do projects use to measure outcomes? - What data do projects intend to collect from participants after funding is over? - How do
Promising Approaches to Broadening Youth Participation in STEM
PublicationsThis paper, based on a review of over 200 publications related to approximately 110 ITEST projects, seeks to respond to the broadening participation question in the ITEST solicitation. While all ITEST projects include “broadening participation” as a central goal, we found that publications relating to 43 projects contained specific information on broadening participation. Of those, publications relating to 25 projects had “broadening participation” as the primary focus. Here, we present the range of strategies that project teams employed by highlighting some of those 25 projects.
Engaging Teachers in Supporting Next Generation STEM Learning
PublicationsThis synthesis paper highlights projects funded by the National Science Foundation’s Innovating Technology Experiences for Students and Teachers (ITEST) grant program that are either primarily designed to support teacher learning or that incorporate teacher learning in a significant way.
Authentic Inquiries into Local Issues: Increasing Engagement and Building a Sense of STEM Identity and Agency
PublicationsThis paper focuses on ITEST projects that center on authentic inquiries into locally relevant issues.
STEM Learning Games and Game Design in ITEST Projects
PublicationsThis synthesis is based on a review of publications from ITEST projects, specifically relating to STEM learning games and game design experiences for students.