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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Real-World Inspired Classrooms

Curricular Materials

This is a site for teachers to share and browse lesson ideas that will bring relevance and applicability into the classroom. The ideas and lessons on this site are the product of teacher-externs of the Real World Externships program, often based on their summer experience working in local businesses and industries.

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Learning Sciences

Publications

This document created by the Center for Research in Cyberlearning (CIRCL) synthesizes the field of learning sciences and how it intersects with cyberlearning.

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Making Educational Games That Work in The Classroom

Publications

The development of analytical skills is a central goal of the Next Generation Science Standards and foundational to subject mastery in STEM fields. Yet, significant barriers exist to students gaining such skills. Here we describe a new “gentleslope” cyberlearning strategy that gradually introduces students to the authoring of scientific simulations via a Web-based modding approach called CyberMOD. Modding involves adding agents with predefined functionality to a simulation world to produce a unique combination whose behavior can then be visualized by running the simulation. This permits low

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Conversational Programming: Exploring Interactive Program Analysis

Publications

Our powerful computers help very little in debugging the program we have so we can change it into the program we want. We introduce Conversational Programming as a way to harness our computing power to inspect program meaning through a combination of partial program execution and semantic program annotation. A programmer in our approach interactively selects highly autonomous “agents” in a program world as conversation topics and then changes the world to explore the potential behaviors of a selected agent in different scenarios. In this way, the programmer proactively knows how their code

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Early Validation of Computational Thinking Pattern Analysis

Publications

End-user game design affords teachers a unique opportunity to integrate computational thinking concepts into their classrooms. However, it is not always apparent in game and simulation projects what computational thinking-related skills students have acquired. Computational Thinking Pattern Analysis (CTPA) enables teachers to visualize which of nine specific skills students have mastered in game design that can then be used to create simulations. CTPA has the potential to automatically recognize and calculate student computational thinking skills, as well as to map students’ computational

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Real Time Assessment of Computational Thinking

Publications

This paper suggests a Cyberlearning tool based on a highly innovative assessment methodology that helps teachers with computer science education. Currently, there is a strong push to integrate aspects of programming and coding into the classroom environment. However, few if any tools exist that enable real-time formative assessment of in-class programming tasks. The proposed REACT (Real Time Evaluation and Assessment of Computational Thinking) system is a first step toward allowing teachers to see which high-level concepts students have mastered and which ones they are struggling with as

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