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.
Simulation Technology and Student Engagement
PublicationAn authentic learning environment with the integration of technology can effectively engage students and improve their academic performance. Technology can support learning situations that relate to real life, and provide opportunities for inquiry and collaboration, fostering engagement. This paper will provide details of an authentic learning environment that utilizes flight simulation software to engage middle school students in the learning of several math and science concepts. Active learning lessons were developed using missions flown on the flight simulator. The pedagogical approach was
Engagement in Practice: STEM Engagement through Mentoring
PublicationThe declining levels of U.S. student achievement in mathematics and science were brought into focus by the President’s Council of Advisors on Science and Technology, which stated that the U.S., especially at the elementary and secondary levels, is struggling to remain competitive with other nations in STEM education (PCAST, 2010). Furthermore, according to a report issued by the National Assessment of Educational Progress (NCES, 2015), less than 30 percent of students enrolled in the U.S. are proficient in the areas of science or mathematics. The landscape becomes more troubling when one
Spreading GIS-Infused Instruction: A Cross-Case Comparison of Two Instructional Approaches
PublicationThis work is part of an ongoing partnership that seeks to create a sustainable infrastructure to support GIS-infused instruction in a large urban school district. In this paper, we report an illustrative cross-case comparison of two teachers’ approaches to infusing GIS in their courses. The goal of this analysis is to examine how GIS-infused instruction is adapted in different contexts and to consider the affordances of divergent approaches. Findings illustrate the relationships among organizational context, individual and collective context, particularly teacher identity, and instructional
Correlation of STEM Interest and Career Intent in High-School Students
PublicationUnderstanding high school students’ perceptions and dispositions toward STEM, and the role science and math self-efficacy play in establishing STEM career aspirations is imperative to preparing the STEM workforce of the future. Project STEMulate is an industry-aligned technology-rich Problem-Based Learning (PBL) model. The goal of this NSF ITEST grant-funded study (2018-2020) was to improve students’ attitudes towards STEM. Project STEMulate focuses on Upward Bound students in Hawai'i and was implemented at three sites: University of Hawaiˋi (UH) Maui College, UH Hilo, and Windward Community
Mapping Students’ Engineering Processes with Design Zones
PublicationThe engineering design process (EDP) can be a wonderful tool to nurture creative problem-solving abilities, prepare students to tackle problems with intentional planning, and encourage learning from failures. Many lesson plans and instructional strategies are guided by the EDP (Hill Cunningham, Mott, and Hunt 2018). Visual representations of the EDP often show a set of actions arranged in a cycle. For example, many of you are probably familiar with the Engineering is Elementary graphical aid that shows five labeled steps, “Ask, imagine, plan, create, improve” (Museum of Science, Boston 2020)
Impacting Teacher and Counselor Practices as They Support Traditionally Underrepresented Students to Pursue STEM Majors and Careers
PublicationThis Innovative Practice Work in Progress paper presents Catalyzing Inclusive STEM Experiences All Year Round (CISTEME365), a multi-year project funded by the National Science Foundation. We designed a networked community of middle/high school teachers, counselors, and administrators focused on improved understanding and promoting practices that increase students' motivations and capacities to pursue science, engineering, technology, and mathematics (STEM) careers. We also collaborated with them to implement out-of-school-time STEM clubs that provide engineering design, project-based, and
Removing the Walls Around Visual Educational Programming Environments
PublicationMany block-based programming environments have proven to be effective at engaging novices in learning programming. However, most restrict access to the outside world, limiting learners to commands and computing resources built in to the environment. Some allow learners to drag and drop files, connect to sensors and robots locally or issue HTTP requests. But in a world where most of the applications in our daily lives are distributed (i.e., their functionality depends on communicating with other programs or accessing resources and data on the internet), the lack of support for beginners to
What are GANs?: Introducing Generative Adversarial Networks to Middle School Students Authors Safinah Ali
PublicationApplications of Generative Machine Learning techniques such as Generative Adversarial Networks (GANs) are used to generate new instances of images, music, text, and videos. While GANs have now become commonplace on social media, a part of children’s lives, and have considerable ethical implications, existing K-12 AI education curricula do not include generative AI. We present a new module, “What are GANs?”, that teaches middle school students how GANs work and how they can create media using GANs. We developed an online, team-based game to simulate how GANs work. Students also interacted with
Identifying Youths’ Spheres of Influence through Participatory Design
PublicationWhen designing learning environments and curricula for diverse populations, it is beneficial to connect with learners’ cultural knowledge, and the related interests, they bring to the learning context. To aid in the design and development of a computing curriculum and identify these areas of personal and cultural connection, we conducted a series of participatory design sessions. The goal of these sessions was to collect ideas around ways to make the instructional materials reflect the interests and voices of the learners. In this paper, we examine how the use of participatory design
Embedding Life Design in Future Readiness Efforts to Promote Collective Impact and Economically Sustainable Communities: Conceptual Frameworks and Case Example
PublicationThis is the first of two sequential papers describing the design and first-year implementation of a collaborative participatory action research effort between Sociedad Latina, a youth serving organization in Boston, Massachusetts, and Boston University. The collaboration aimed to develop and deliver a combined STEM and career development set of lessons for middle school Latinx youth. In the first paper, life design and the U.N. Sustainable Development Goals are described in relation to the rationale and the design of the career development intervention strategy that aims to help middle school