Goals: 1) Increase the number of Alaskans from educationally and/or economically disadvantaged backgrounds, particularly Alaska Natives, who pursue careers in health sciences and health professions and 2) Inform the Alaskan public about health science research and the clinical trial process so that they are better equipped to make healthier lifestyle choices and better understand the aims and benefits of clinical research. Objectives: 1) Pre-med Summer Enrichment program (U-DOC) at UAA (pipeline into college), 2) Statewide Alaska Student Scientist Corps for U-DOC, 3) students (pipeline into college), 4) Facility-based Student Science Guide program at Imaginarium Science Discovery Center, 5) Job Shadowing/Mentorship Program for U-DOC students and biomedical researchers, 6) Research-based and student-led exhibit, demonstration, and multi-media presentations, 7) Professional Development for educators, 8) North Star Website.
In January 2006, the Dolan DNA Learning Center launched its SEPA Phase I project: Inside Cancer, a media-rich internet site that examines the molecular genetic basis of cancer. We now propose a Phase II Project, which will employ a six-part strategy to broadly disseminate the site and evaluate its use as a resource in high school biology and health education. a) A partnership will disseminate the site to 800 secondary science teachers at one-day workshop held at 20 sites nationwide. This cost-effective program will focus on key concepts and relevant teaching standards, and also provide a dedicated base for conducting second-round training and evaluation activities. b) An online Teacher Center will allow teachers to develop custom multimedia lessons based on Inside Cancer materials. Key features will be a Concept Matrix, Lesson Exchange, and Atomizer, which will match content with teaching standards, facilitate a community approach to lesson plan development, and provide a searchable interface of over 3,000 multimedia content "atoms." c) Fellowships will allow three lead faculty to work directly with DNALC staff to develop the Teacher Center and model lesson plans (DNALC Fellows). Eighty workshop alumni will serve as Regional Fellows and receive stipends to conduct second-round training activities reaching 640 additional teachers. d) An annual review will assess fidelity to project objectives and analyze site logs to detect patterns of use. An online survey of 1,500 Inside Cancer users annually will assess differences in site use among teachers, students, science and medical professionals, and the general public. e) A longitudinal evaluation of 1,440 participants in workshops and second-round activities will gauge how teachers use Inside Cancer and the Teacher Center, and how their teaching behavior changes over time. f) A controlled study will compare attitudinal and learning effects among 280 high school students - half of whom use Inside Cancer in their classes an half who don't. Biology and health classes will be selected from a single school district that reflects the ethnic and racial distribution of the U.S. population.
The Tech Museum of Innovation and Stanford University School of Medicine Department of Genetics have established longterm partnership to enable the public to draw connections between modern genetics research and choices they face about their health. Together we will develop, produce, evaluate, and disseminate Life's New Frontier, a dynamic exhibition which will inform the public about the goals and methods of modern genetics. Interactive permanent exhibits and guided learning centers, staffed jointly by museum educators and by working scientists (predominantly Stanford graduate students and postdoctoral fellows), will take the public into the minds and laboratories of scientists who are revolutionizing biomedical science. The exhibition and associated public and school programs will emphasize the emerging discipline of bioinformatics, which is fundamental to the Human Genome Project, gene-based diagnosis, rational drug design, and treatment of disease. Life's New Frontier will open in the summer of 2003 to reach an estimated 1.5 million diverse people annually through museum and online visitation. It will set a new standard for the treatment of cutting-edge science in exhibitions by establishing an infrastructure that permits rapid changes to exhibit content, and creating opportunities for visitors to receive personalized science and health updates after their visit. The exhibition also will serve as a platform to foster continuing personal interaction among middle and high school students, Stanford faculty and students, and the general public. The Tech/Stanford partnership will be maintained through staff liaison positions at each partner institution and will be evaluated to assess its effectiveness. We hope to extend this model to other departments at the Stanford University School of Medicine, and to disseminate it as a model for other science center/university partnerships in biomedical sciences. We anticipate significant outcomes of this partnership: the pblic will be better able to apply the ideas of modern genetics to decisions about their health; and a broad range of students from diverse backgrounds will be inspired to pursue biomedical education and research.
1. Build stepwise a prototype -Virtual Clinical Research Center- (VCRC) for K-12 learners and mentors (diverse peers, experts, and patients) by accessing, mobilizing, and linking the human and physical resources of a prototype national network of Clinical Research Centers (CRC) and translational laboratories through state-of-the-art Telemedicine communication and collaborative technologies and featuring T3 or the 3Ts - Teams, Technologies, Translation - of the Clinical Research Enterprise); 2. Develop the Medical Ignorance Exploratorium (MIEx) as a hybrid K-12 cybercafe-health science museum with key features of a) navigable, game-like, 3D environment including -Isles of Medical Ignorance- and -Questionator,- b) Resource Library, c) Live Performance Theater; and d) Collaboration Space, all to stimulate and guide student-centered inquiry about medical breakthroughs, clinical topics, and sick patients (featuring cyber Q3 or the 3Qs-Questions, Questioning, and Questioners); 3. Evaluate the impact and effectiveness of the curricular and delivery resources and models in SA1 and 2 as well as the dissemination in SA4; 4. Disseminate, embed, and expand the refined Virtual CRC and Medical Ignorance Exploratorium in K-12 schools, the clinical research community, and beyond.
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TEAM MEMBERS:
Marlys WitteGrace WagnerMichael Bernas
Having developed the concept of near-peer mentorship at the middle school/high school level and utilized it in a summer science education enhancement program now called Gains in the Education of Mathematics and Science or GEMS at the Walter Reed Army Institute of Research (WRAIR), it is now our goal to ultimately expand this program into an extensive, research institute-based source of young, specially selected, near-peer mentors armed with kits, tools, teacher-student developed curricula, enthusiasm, time and talent for science teaching in the urban District of Columbia Public Schools (specific schools) and several more rural disadvantaged schools (Frederick and Howard Counties) in science teaching. We describe this program as a new in-school component, involving science clubs and lunch programs, patterned after our valuable summer science training modules and mentorship program. Our in-house program is at its maximum capacity at the Institute. Near-peer mentors will work in WRAIR's individual laboratories while perfecting/adapting hands-on activities for the new GEMS-X program to be carried out at McKinley Technology HS, Marian Koshland Museum, Roots Charter School and Lincoln Junior HS in DC, West Frederick Middle School, Frederick, MD and Folly Quarter Middle School and Glenelg HS, in Howard County, MD. Based on local demographics in these urban/rural areas, minority and disadvantaged youth, men and women, may choose science, mathematics, engineering and technology (SMET) careers with increasing frequency after participating, at such an early age, in specific learning in the quantitative disciplines. Many of these students take challenging courses within their schools, vastly improve their standardized test scores, take on internship opportunities, are provided recommendations from scientists and medical staff and ultimately are able to enter health professions that were previously unattainable. Relevance to Public Health: The Gains in the Education of Mathematis and Science (GEMS) program educates a diverse student population to benefit their science education and ultimately may improve the likelihood of successfully entry into a health or health-related professions for participating individuals. Medical education has been show to improve public health.
The Science Museum of Minnesota (SMM)--in collaboration with scientists at the University of Minnesota's Center for Infectious Disease Research and Policy and Academic Health Center; the Minnesota Department of Health, and the Minnesota Antibiotic Resistance Collaborative--requests a Phase 1/11five-year SEPA grant of $1,250,000 to develop a traveling museum exhibition and web site that highlight the fascinating science behind the outbreaks of emerging and re-emerging infectious diseases that are changing and shaping our way of life in the 21st century. Topics to be covered will include the emergence of new illnesses like SARS and Avian Influenza and the re-emergence of drug-resistant infections that were once curable but now can be fatal. An Infectious Disease Advisory Panel and Content Experts representing the collaborating institutions listed above and others will guide museum staff in the development of these exhibits and programs. EMERGING INFECTIOUS DISEASES will be a 1,500 square-foot special exhibition to be installed in SMM's Human Body Gallery in spring 2007. After an 18-month presentation, it will begin a tour to five medium size science centers over two years. In addition to the exhibition and its complementary web site, special programming will be targeted to reach specific audiences, including: K-12 school groups visiting the museum (a user guide with on-line pre- and post-visit activities aligned with state and National Science Education Standards); K-12 classroom teachers (Curriculum Enhancement Institutes); and outreach programs serving after-school programs for children in under-served inner-city neighborhoods. A focus on areas of ongoing research will be used to highlight how far we have come in understanding the complex world of infectious diseases and how far we must go in treatment or elimination of present day health threats.
The Marian Koshland Science Museum will produce a 1,500-square-foot exhibit on infectious disease aimed at a teen and adult audience. The exhibit will focus on three concepts: (1) How infectious disease affects individuals, society, and the environment; (2) What actions can be taken to modify the impact of infectious disease; and (3) What benefits and consequences there are to both action and inaction. These concepts will be explained using interactive displays, with emphasis on the use of current science and science-based decision support tools. The Koshland will develop public programs, educational materials aimed at grades 7-12, hands-on science activities, and audio and video guides to support the exhibit. An exhibit on infectious disease is relevant because of the continuing burden and increasing threat of disease worldwide. A greater understanding of recent scientific advances will help the public make decisions about their health and the health of their community.
This project continues the development, testing, and use of a series of web-based computer simulations for improving the teaching and learning of physics. It expands the number of simulations in physics, creates new simulations addressing introductory chemistry, creates simulations addressing the conceptual understanding of equations in solving science problems, and further refines some existing simulations. It increases, by approximately 35, the 35 online interactive simulations that have been developed for teaching physics. The project produces and widely disseminates on-line supporting materials for use in undergraduate and high school science courses. The supporting materials include: guided-discovery, tutorial worksheets; a list of learning goals; materials to support in-lecture, homework, and laboratory use; assessment instruments; and other user-contributed materials. The simulations being introduced and their effectiveness are being evaluated in at least eight additional courses in physics and chemistry at the University of Colorado and a diverse set of partner institutions. The materials are being extensively tested to ensure that they are easy to use and effective at promoting deep conceptual understanding and positive attitudes about science and technology.
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TEAM MEMBERS:
Carl WiemanNoah FinkelsteinKatherine Perkins
Based on work in media studies, new literacy studies, applied linguistics, the arts and empirical research on the experiences of urban youths’ informal media arts practices we articulate a new vision for media education in the digital age that encompasses new genres, convergence, media mixes, and participation. We first outline the history of how students’ creative production has been used to meet the goals of media educators and highlight new trends in media education that are instructive for creative production. Our goal is to introduce and situate the new ways in which youth are
In this paper we articulate an alternative approach to look at video games and learning to become a creator and contributor in the digital culture. Previous discussions have focused mostly on playing games and learning. Here, we discuss game making approaches and their benefits for illuminating game preferences and learning both software design and other academic content. We report on an ongoing ethnographic study that documents youth producing video games in a community design studio. We illustrate how video game making can provide a context for addressing issues of participation
In today's rapidly changing world, people must continually come up with creative solutions to unexpected problems. Success is based not only on what one knows or how much one knows, but on one's ability to think and act creatively. In short, people are now living in the Creative Society. Unfortunately, few of today's classrooms focus on helping students develop as creative thinkers. In addition, the proliferation of new technologies is quickening the pace of change, accentuating the need for creative thinking in all aspects of people's lives. In this article, the author discusses two