Strategic Problem-based Approach to Rouse Computer Science (SPARCS)

2015 - 2019

The SPARCS project will support 72 teachers of grades 7-9 to integrate computer science into their science and math instruction. Because the world is adopting computational tools quickly, students need to learn about how computational technology can be leveraged to make informed decisions.

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Project ReCharge

2014 - 2018

Project ReCharge will engage middle school and high school students as energy detectives in their schools. Using tablet computers to collect data on school energy use, students will learn to track electrical loads in their buildings.

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Nebraska Wearable Technologies (WearTec)

2014 - 2018

Research studies, commissioned reports, and national and international tests of educational progress in STEM fields show that a large gap exists, in interest and achievement, between underrepresented students and their counterparts.

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Middle School Pathways in Computer Science

2014 - 2018

This ITEST Strategies project will create a partnership of the University of Massachusetts Lowell (UML), the Tri-City Technology Education Collaborative Inc. (TRITEC), and the urban school districts of Medford and Everett, MA to bring project-based, socially-relevant computing experiences to district middle school students.

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Integrated Computer Science in Elementary Classrooms (iCS)

2015 - 2018

This collaborative project between the International Society for Technology in Education (ISTE), Georgia Technical Institute, and Georgia State University will develop and test a model curriculum for grades 3-6 that aligns with ISTE's standards and computational thinking goals.

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FUSE Studios: A New, Interest-Driven Model for Engaging Youth In STEM and Career Development Through Challenges and Partnership with Industry

2014 - 2018

The FUSE Studios project seeks to engage youth in meaningful ways on sustained pathways towards STEM-related careers and involvement in science in later life. FUSE Studios are organized around sequences of interest-driven challenges involving both digital and hands-on activities that are informed by authentic STEM occupations and practices, and linked together in a progression modeled after computer-game sequences.

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