Resources

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.

Body

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.

781 - 790 of 1022

Culturally Responsive Teaching Outcome Expectancy (CRTOE) Scale

Instruments

The Culturally Responsive Teaching Outcome Expectancy (CRTOE) Scale was developed and administered to a sample of preservice teachers in the Midwest. It was designed to elicit information from preservice teachers regarding culturally responsive instructional practices and student outcomes. The Likert-type scale consists of 26 items in which participants are asked to rate their beliefs that a given behavior will have a positive outcome (e.g., “providing English Language Learners with visual aids will enhance their understanding of assignments” and “helping students from diverse cultural

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Concerns-Based Adoption Model (CBAM) – Levels of Use

Instruments

The Levels of Use is one of three components that make up the diagnostic dimensions of the Concerns-Based Adoption Model. Determining Levels of Use is done with the use of a series of questions that a facilitator asks a staff member, during a focused interview. The Levels of Use interview protocol enables educators to know not only the extent to which staff are using a new program but also whether individuals are at a beginning stage—still working through the challenges associated with grasping the program—or at a more advanced level, where he or she has expertise in using the program. With

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Computational Thinking Pattern Analysis (CTPA)

Instruments

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 thinking skill progression, as they proceed through the curriculum.The link and attachment provide documentation about the instrument.Authors provide instrument validity or reliability information.

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Children’s Academic Intrinsic Motivation Inventory (CAIMI)

Instruments

The Children's Academic Intrinsic Motivation Inventory (CAIMI), published by Psychological Assessment Resources, measures intrinsic motivation for school learning. CAIMI items are based on theories of intrinsic motivation measuring enjoyment of learning; an orientation toward mastery; curiosity; persistence; and the learning of challenging, difficult, and novel tasks. It is a self-report instrument consisting of 44 items, to which children rate their agreement or disagreement. There are five subscales, four being subject-area specific (reading, math, social studies, and science) and one

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ITEST Data Brief: Project Strategies to Engage Underrepresented Populations

Publication

ITEST 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

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ITEST Idea Brief: Using Gaming & Computer Simulations for Youth Engagement & Learning

Publication

ITEST 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.

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A Report on the NSF ITEST Convening: Defining an Afterschool Research Agenda

Publication

In 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

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The GLOBE California Academy Program

Publication

In 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

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Supporting Climate Science Research With 21st Century Technologies and a Virtual Student Conference for Upper Elementary to High School Students

Publication

Engaging 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

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Weather and Climate Change Conceptions of Middle-school Students

Publication

One of the most important challenges facing the citizens of the 21st century will undoubtedly be climate change. Yet, understanding about climate change remains problematic for students and teachers, particularly in the United States. Understanding the small fluctuations associated with long term changes in temperature and precipitation is a daunting task for the general public let alone for the middle-aged adolescent. Unfortunately, students may only receive instruction on this general environmental science topic in middle-school and in a general science course during their freshman year of

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