The College Board is a not-for-profit membership association whose mission is to connect students to college success and opportunity. The College Board serves students and their parents, high schools, and colleges through major programs and services in college admissions, guidance, assessment, financial aid, enrollment, and teaching and learning. The College Board is committed to equity, and achieves this through various studies of its tests, such as a longitudinal test comparing SAT-Verbal scores of men and women.
To address the issue of the rarity of females and students of color in computer science, LAUSD and UCLA created the Computer Science Equity Alliance, a collaboration aimed to support computer science teaching and learning in LAUSD. CSEA provides outreach support and faculty assistance for young women. As a result, the number of schools offering APCS and numbers of high school students enrolled in APCS has significantly increased. Importantly, the representation of African Americans, Latinos, and females has increased since the beginning of the Computer Science Equity Alliance.
The Computer Science Teachers Association is a membership organization that supports and promotes the teaching of computer science and other computing disciplines. CSTA provides opportunities for K-12 teachers and students to better understand the computing disciplines and to more successfully prepare themselves to teach and learn. This association is dedicated to improving the equity of the work done in the organization. This association is achieving this through creating opportunities for underrepresented groups, such as girls, to make computer science education more equitable.
The Dot Diva / New Image for Computing (NIC) initiative is sponsored by WGBH. Dot Diva's mission is to create an exciting and positive image of computing for high school girls. Their nationwide survey revealed that not only do the majority of girls think of computing as "boring" and "hard," but they believe it fails to deliver two crucial benefits: "working with others" and "making a difference in other people's lives." Their ultimate goal is to transform this negative perception.
ETR Associates is committed to helping children, young people and adults and their families and communities develop attitudes and behaviors that contribute to optimal health and well-being. Because the adoption of healthy attitudes and behaviors is complex and influenced by a multitude of personal and environmental factors, they believe that a variety of efforts is needed encompassing both health education and health promotion interventions. Their mission at ETR Associates is to maximize the physical, social and emotional health of all individuals, families and communities by advancing the work of health, education and social service providers through high-quality research, publications, information resources, training and programs.
FIRST® (For Inspiration and Recognition of Science and Technology) is a 501(c)(3) not-for-profit organization founded in 1989 by inventor/entrepreneur Dean Kamen to inspire young people's interest and participation in science and technology. Student participants, in K-12, master skills and concepts to aid in learning science and technology through innovative projects and robotics competitions, while gaining valuable employment and life skills.
The Games for Learning Institute (G4LI) seeks to answer critical questions, pointing the way to a new era of game use in education. The Institute was established in 2008 with a prestigious grant from Microsoft Research, and supplemental funding from the Motorola Foundation. Based at New York University, the Institute brings together 14 game designers, computer scientists, and education researchers from 9 partner institutions. G4LI applies a scientifically rigorous approach that uses both quantitative and qualitative methods. Researchers study existing games, identify key design elements and learning patterns, develop prototype "mini games" based on these elements and patterns, test them in classroom and informal learning settings, and evaluate the results. G4LI's initial focus is on digital games as tools for teaching science, technology, engineering, and math - STEM subjects - at the critical middle-school level.
Geek Squad Academy is a program designed to inspire a younger generation to get involved firsthand with technology. Housed within Best Buy's Community Relations group, Geek Squad Academy works with local organizations to bring this one of a kind technology based experience to your community. This is accomplished through fun, interactive classes and activities that provide students an opportunity to get hands on experience with a wide variety of technology.
Girls in increasing numbers have been opting out of the worlds of math, science, and technology as courses in school and as careers. The GEMS (Girls Excelling in Math and Science) club has been working since 1994 to reverse this trend and to expose 3rd through 8th grade girls to the fun and wonder of these fields. Over 40 clubs have begun around the country.
GenYES is the only student-centered research-based solution for school-wide technology integration. Students work with teachers to design technology-infused lessons and provide tech support. GenYES students learn life-long technology and leadership skills and teachers benefit from on-site, sustainable technology integration support. GenYES builds a campus-wide collaborative learning community!