Pathways to Science/Caminos a la Ciencia
PosterA project designed to identify strategies to recruit, train, and retain Latinas into post-graduate education, STEM majors, and STEM careers.
A project designed to identify strategies to recruit, train, and retain Latinas into post-graduate education, STEM majors, and STEM careers.
The ongoing COVID-19 pandemic provides a starting point for empowering young people to understand uses of data science through epidemiology. Through this program, 650 plus underserved youth nationwide have engaged in a 20-hour out-of-school multimedia "Data Detectives Clubs" centered on a project-developed adventure novel, The Case of the COVID Crisis, which is integrated with data activities, modeling, animations, and career exploration.
Our project aims to promote middle school-aged girls' data science learning and interests through informal gameplay. We are designing a data-rich, multiplayer virtual world to support players in working with their own gameplay data as a resource for pursuing personally meaningful goals.
The New Hampshire Academy of Science ITEST grant began Sept. 1, 2022 and will enable wrap-around programming to provide underrepresented students in underserved rural communities with scientific research experiences along with mentorship and college prep throughout high school, starting at each grade level. We are currently developing recruitment strategies for our first two cohorts.
Our goal is to provide a cloud-based programming environment for students with blindness and visual impairments (BVI) to learning computer programming and machine learning. This programming environment includes a novel screen reader that can read programming statements in more comprehensible styles and a voice-based code navigation to assist debugging.
This project provides opportunities for high school teachers to learn how to integrate QIS into their STEM classrooms. Educators attend professional development and then teach what they have learned to students at STEM camps. The learn and practice approach will hopefully allow teachers to be more confident when implementing lessons in their classrooms.
This one page summary presents the work over the past year as we have transitioned from home-based instructional settings back to in-person and hybrid-settings in the context of engaging our partner youth in learnign about coding, transparent soil, and novel technologies.
ImageSTEAM is a National Science Foundation (NSF) funded program designed to help introduce AI and computer vision concepts to middle school students through the development of innovative learning activities in visual media. Our focus is on encouraging students to pursue careers and interests in STEM and empowering teachers to train the next generation of students for the upcoming AI technologies that will feature prominently in the 21st century.
This project aims to advance science-based STEM+C education and teacher training models with the addition of location-based curriculum for teachers and students in computer science topics and STEM+C career exploration.
The AI Play project is investigating how to introduce AI concepts via digital game design activities to middle grades students and teachers through workshops, camps, and school-based programs in rural communities of North Carolina.