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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Assessment of Academic Self-Concept and Motivation (AASCM)
InstrumentsThe Assessment of Academic Self-Concept and Motivation (AASCM) was developed in accordance with motivational systems theory. This 80-item assessment is home to 16 subscales (with 5 items per subscale); each item is measured using a 7-point Likert scale. The assessment was grouped according to 4 high school domains: cognitive, social, extracurricular, and personal. The 16 subscales are comprised of 4 measures: cognitive ability, cognity importance, social control, and personal environment, each falling under each of the 4 high school domains. The linked article provides instrument documentation
Academic Self-Description Questionnaire (ASDQ)
InstrumentsThe Academic Self-Description Questionnaire tests students' academic self-concept, as described by the model put forth by Marsh/Shavelson. Seeking information on self-concept by academic subject and grade, this questionnaire uses a 6-item self-concept scale for different subjects. Each item is measured on a 6-point Likert scale. Two forms of the questionnaire have been developed. The Academic Self-Description Questionnaire (ASDQ-1) is used with Grades 5-6 ad focuses on 12 subjects: Spelling, Reading, Handwriting, Social Studies, Computer Studies, Science, Mathematics, Physical Education, Art
Teacher Beliefs Interview
InstrumentsThe Teacher Beliefs Interview is a semi-structured, 7-item protocol designed to elicit beginning secondary science teachers' beliefs about teaching, learning, and students in mathematics and science classes. The linked and attached article provides both the Teacher Beliefs Interview and its documentation. Authors provide instrument validity and/or reliability information.
Role Model Videos
PublicationsThrough these role model videos, professionals' real world views and application of math show high school students just how relevant math is to their futures. Filmed on location, professionals tell students about how they use math in their careers and what math meant to them in high school. The role model videos are an important aspect of the"Scaling Up STEM Learning with the VCL" model. Teacher participants in this ITEST project were required to screen videos from this resource and engage their students in discussion about real world use of math and potential interest in STEM occupations. The
Wit Helps Women in Computer Science Combat Ignorance
PublicationsAs a minority in the upper levels of the computing profession, women are sometimes mistreated through ignorance or malice. Some women have learned to respond with wit and panache. This article is part of a special issue of the Computer Professionals for Social Responsibility (CPSR) Newsletter.
The Digital Life Style for Women
PublicationsIn Australia and the USA there are now more female undergraduates--right across the board, except in computer science and engineering, which is an issue we need to address --than there are males And it's partly as a result of the pressures of the information revolution. Suddenly corporations--and nations--need all the bright/creative people they can get. They can't afford to ignore half the resources! And for the first time in history, women are free to use their brains! This article is part of a special issue of the Computer Professionals for Social Responsibility (CPSR) Newsletter.
Where Have Women Gone and Will They Be Returning
PublicationsThe Incredible Shrinking Pipeline (Camp 1997) describes a serious problem for computer science (CS) professionals everywhere. CS continually loses women at all stages of the pipeline including elementary, middle, and high schools, college, graduate school and beyond. Thus, the computing industry has lost access to a large pool of potential computer professionals. As a result, ACM's Committee on Women in Computing [ ACM-W: www.acm.org/women ] donated the appropriate funds needed to acquire current graduation and undergraduate enrollment statistics, which will provide an updated view of the
Forbidden Technology
PublicationsA review of: The Technology of Orgasm; "Hysteria," the Vibrator, and Women's Sexual Satisfaction. By Rachel P. Maines. The Johns Hopkins University Press, 1999. This article is part of a special issue of the Computer Professionals for Social Responsibility (CPSR) Newsletter.
Gender and Computer Ethics in the Internet Age
PublicationsIn this article, I wish to explore some of the ways in which considerations of gender should be taken seriously in the newly developing discipline of computer ethics. Over the last two decades, computer ethics has developed into a separate academic and practical discipline. Much of the rationale for its formation derives from the attempts of computer and IT workers to form themselves into a recognized profession with suitable codes of ethics. Additionally, legislation must keep pace with new forms of crime as they become possible via networked technology. Alongside this, every week seems to
Strangers In the "Myst" of Video Gaming: Ethics and Representation
PublicationsIn August 1999, Lara Croft donned the cover of Playboy. One month later, she held the cover page of PSM (Play Station Magazine, the most frequent figure appearing on the cover in PSM's history--four times in two years). The two images were strikingly different, as one can imagine. But, the implications of the two representations are indeed significant and call into question the ideas of reality, identity, gender, and representation. Which Lara Croft is "real?" Which one, if either, is a figure with whom girls and women in the world of games and beyond can identify in any meaningful way? Or, is