Results for ITEST Projects

  • In the San Francisco Bay Area 150 youth ages 15 to 19 are developing skills in advanced audio, video, and open source programming, and are participating in industry-based internships.
  • The project uses structured, hands-on, seven-week, out-of-school IT education modules (Intensives) in conjunction with bridging activities to maintain youth engagement in IT and in the AET community of learners.
  • In indigenous communities in the northeastern peninsula of Alaska, 375 teachers and 5,100 students blend Native traditional knowledge with modern science to prepare for careers that can be conducted from rural areas.
  • One hundred and twenty five high school teachers and their 3,750 students (along with 90 scientists and 15 career counselors) from the Pacific Northwest use bioinformatics resources (such as DNA sequence alignment tools, molecular visualization software, and gene expression analysis programs) to learn about careers that incorporate bioinformatics, explore fundamental concepts in biology, and conduct authentic research.
  • In Alameda County, California, 150 middle school female students are learning about communications technology, engaging in software design and creating small mobile devices by working on projects as design partners with software engineers.
  • In West Oakland, CA, 180 girls ages 13-16 IT develop IT and science skills and content knowledge through creating computer based games about modern astrophysical exploration and collaboration.
  • Seventy five math, science and English teachers and 200 students in San Diego County , CA work with scientists and in student/teacher teams to develop "SciVee clips" in Spanish and English; short videos that document/demonstrate science concepts, career options or explicate scientific journal articles.
  • One hundred and forty four 8th–12th grade students in Oakland, Richmond, and Sacramento, California are researching air and water quality in their local communities and study attitudes toward and use of IT among their peers.
  • This project will emphasize the STEM areas of genetics and neuroscience, as well as development of skills in conducting scientific research, scientific reasoning, and using information and communication technology.
  • Seventy ninth, tenth and eleventh grade limited English speaking students in California participate in extreme science activities including hot air ballooning, scuba diving, and geological exploration of the Sierras and are introduced to the excitement of the sciences through a series of five-week hands-on sessions in areas such as web design, nutrition, electronic circuitry, nanotechnology, and ecology.
  • Eighty Latina middle school girls from the Central Coast of California build and publish web-based digital games that imagine life in outer space based in astrobiology content.
  • InnovaTE3 is an out-of-school youth-centered curriculum for 8th through 11th grade girls. Within this context, InnovaTE3 will investigate the strategy of integrating innovation practices with interest-driven science learning for girls.
  • In central California, 45 middle and high school teachers - who will provide instruction to 4,500 students – and 45 students are analyzing DNA from samples they’ve collected, learning how biotechnology is used to address scientific questions, and infusing biotechnology into their lesson plans so that they can teach their students about methodology and careers in this field.
  • Four hundred grade 8-12 students in Honolulu, Hawaii are learning about and creating electronic adaptive devices that meet the needs of persons with disabilities and the elderly in the community.
  • iQUEST: Over three years, thirty-two seventh and eighth grade science teachers and more than 6000 students from San Diego, California will engage in classroom learning experiences that utilize interactive learning objects, probeware and videoconferencing with scientists from Rochester Institute of Technology to increase awareness, understanding and attitudes toward STEM fields.
  • Three hundred and sixty teachers and 22,000 sixth—ninth grade students will use information technology in the context of gaming and will create their own avatars in order to solve complex environmental and other problems.
  • In rural Alaska, 160 secondary students, mostly Native Alaskans, and 16 teachers are gaining hands-on experience with spatial technology (GPS, GIS, and remote sensing imagery) in a culturally responsive geoscience education program.
  • Sixty middle and high school teachers and 45 students in central California, using the vehicle of lesson study, conduct marine science research experiments using biotechnology and bioinformatics. The curriculum and teaching strategies will ultimately reach approximately 10,000 students indirectly.
  • This project will use the Marine Advanced Technology Education (MATE) Center's highly successful remotely operated vehicle (ROV) competition network to reach, engage, and support the participation of middle schools.
  • In Washington state, 60 teachers are mastering and implementing a curriculum that applies GIS, modeling/simulation and game development to environmental sciences. Teachers will work with 700 students.
  • One hundred and eighty first-generation college-bound middle and high school Native American students in Oregon, Washington State, and California are performing archaeological surveys and utilizing computer modeling to map the hunting paths of their ancestors.
  • One hundred and eighty middle and high school Native American students in Oregon, Washington State, and California are performing GIS surveys and utilizing computer modeling to map the spawning grounds of wild Salmon.
  • This project is engaging 6th and 7th grade middle girls in science journalism through information and communication technologies (ICT) to investigate and publish information about local science issues of interest to their communities. The ICT focus is video, multimedia, and the Internet.
  • One hundred and twenty middle and high school students in the Capistrano Valley area of California are learning to use technology to track and analyze the acoustic behaviors of whales and dolphins and conduct an acoustic population census in California, the Bering Sea and the Southern Ocean.
  • STEMware is a collaborative research project employing teams of educators, students, and scientists to develop serious, immersive 3D gaming software for use by secondary students and teachers in biology.
  • One hundred and eighty 12—18 year old students and their teachers in 6 schools in Eastern Washington state use GIS, GPS, robotics, videogame programming and more to investigate local community issues by conducting research with scientists and mentors.
  • In the San Francisco Bay area, 300 middle school students are using technology to build and experiment, according to design and engineering principles. This project also provides professional development for the afterschool leaders of the program.
  • In San Francisco, 120 students – with support and involvement of 150 parents, and 60 educators - ages 14–18 are creating web, video, and audio digital media and participating in IT field internships in the media field.