Education, Training, Research (ETR) is a non-profit organization in California with a multidisciplinary staff of educators, trainers, program developers, publication and distribution experts, and social scientists. Our primary focus areas are Diversity in IT and Sexual and Reproductive Health. We generate original research and do research syntheses and translations to inform efforts to increase diversity and learning in K-12, higher education, and the tech workforce. We also build research and evaluation partnerships with schools, community-based programs, colleges, and tech companies to build their capacity to recruit and retain underrepresented populations, and to increase their impact.
The Expanding Computing Education Pathways (ECEP) Alliance builds on five years of work by the Commonwealth Alliance for IT Education (CAITE) and Georgia Computes! and on best practices in computing education, particularly those developed in the community of Broadening Participation in Computing (BPC) Alliances. ECEP is an alliance of 12 US states and territories. The goal of ECEP is to have a significant impact on improving and broadening participation in K -12 computing education state by state. Increasing the number of computing and computing-intensive degree graduates, and the diversity of those graduates, requires systemic change to educational pathways. Underrepresented minority students may not gain access to quality computing education unless it is made available broadly in high schools.
For computing to be taken seriously in middle, high school and community and 4-year colleges requires that we define high school computing curricula, increase the number of well-trained, certified high school computing teachers, improve post-secondary degree programs, curricular alignment, advising, and retention, and generally promote K-20 computing education reform. ECEP state partners and regions should see significant improvements in their computing education, through public policy, outreach, or changes in the education system.
Sarah T. Dunton
Exploring Computer Science, UCLA & University of Oregon
Exploring Computer Science (ECS) is a comprehensive, year-long introductory high school course created in 2008 to increase opportunities for girls and students of color to learn computer science. Developed with NSF support from the “Broadening Participation in Computing” program, the ECS program provides schools with an inquiry-based, culturally-responsive curriculum and an accompanying teacher professional development program. ECS has grown into a nationwide program and is currently offered across multiple states and in the largest school districts in the nation. This course was developed in response to scholarship outlined in Stuck in the Shallow End, and ECS classrooms serve as an important site for ECS researchers to investigate the educational ecosystem necessary for supporting learners in computer science classrooms, especially in underserved schools and communities.
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!
The Georgia Institute of Technology is one of the nation's top research universities, distinguished by its commitment to improving the human condition through advanced science and technology. Georgia Tech has 20,000 undergraduate and graduate students who receive a focused, technologically based education. The Institute offers many nationally recognized, top-ranked programs. Undergraduate and graduate degrees are offered in the Colleges of Architecture, Computing, Engineering, Management, Sciences, and the Ivan Allen College of Liberal Arts.