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resource project Media and Technology
The Orlando Science Center has assembled a project team to create a unique environmental science learning tool: THE GLOBAL DECISION ROOM. Founded on, and enhancing, the Science On a Sphere (SOS) digital globe, the Global Decision Room is an interactive theatre that puts visitors in the role of being decision makers on behalf of the behavior of large populations on the planet. The results of global decisions relating to the environment are seen played out on SOS. The interactive strategy that is created for the Global Decision Room will be flexible and well integrated into the SOS software platform, making it possible to design other educational story scenarios that can use the same system. The Global Decision Room is designed as a multi-use, high impact, exciting content delivery platform. This proposal is based on a well developed initial educational premise, but the resulting construction of the Global Decision Room will be the perfect environment for other educational topics of interest to NOAA s outreach strategy. As new datasets become available in the future, new interactive stories will be developed for the Global Decision Room. The Orlando project brings with it significant additional funding from the Department of Education, the Department of Energy, the Orlando Utilities Commission, and the Florida Hydrogen Initiative, which will greatly leverage the funding from NOAA. Partners in the project include a strong technical team from the University of Central Florida and the Florida Solar Energy Center, interactive digital media experts from the Institute for Simulation and Training, the creative design team "i.d.e.a.s." located at Disney-MGM Studios, and the XhibitNet interactive multimedia design team.
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TEAM MEMBERS: Brian Tonner
resource research Media and Technology
This article presents some of the challenges faced in developing an interactive exhibit on nanoscience and nanotechnology in Brazil. Presenting a scientific-technological area which is still in formation and which is little known by the population leads to a (re)consideration of the role of museums and science centers in the conformation and consolidation of scientific practice itself. Museographically, the exhibit deals with the challenge of making matter visible in an expression which is distant from the human perception. Some reflections are presented here on the option of musealization
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TEAM MEMBERS: Sandra Murriello Djana Contier Marcelo Knobel
resource research Media and Technology
This article presents an overview of what we know about two perspectives, coined instructionist and constructionist, to games for learning. The instructionists, accustomed to thinking in terms of making instructional educational materials, turn naturally to the concept of designing instructional games. Far fewer people have sought to turn the tables: by making games for learning instead of playing games for learning. Rather than embedding "lessons" directly in games, constructionists have focused their efforts on providing students with greater opportunities to construct their own games and to
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TEAM MEMBERS: Yasmin Kafai
resource research Media and Technology
The Silence of the Lands is a virtual museum of natural quiet. The project promotes a model for preservation, experience, and renewal of natural heritage that empowers the active and constructive role of local communities in the collection and interpretation of natural quiet as a cultural object. This is accomplished by using ambient sounds as conversation pieces of a social dialogue aimed at transforming the virtual museum in a place of cultural negotiation; that is, to make the virtual museum a living organism linking the people, visions, interpretations, and values that pertain to a
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TEAM MEMBERS: Elisa Giaccardi Hal Eden Gerhard Fischer
resource research Media and Technology
To explore how the United States can harness the powerful features of digital games for learning, the Federation of American Scientists, the Entertainment Software Association, and the National Science Foundation convened a National Summit on Educational Games, on October 25, 2005 in Washington, DC. The Summit brought together nearly 100 experts to discuss ways to accelerate the development, commercialization, and deployment of new generation games for learning.
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TEAM MEMBERS: Federation of American Scientists Henry Kelly
resource project Media and Technology
The proposal intends to develop software that, when combined with the OMNI device, produces a virtual touch sensation that allows the blind to "touch" surfaces such as Mars, Earth's Moon, etc. The experience is multimedia as users can get sight, sound, and touch at the same time. The proposal does a solid job of describing a well-constructed and well-designed plan. The collaborative group works to bring together a strong body of STEM material, a highly skilled project team, and a diverse audience to assess the material. The team brought together to implement the proposal is a good one and includes the Institute for Scientific Research, NASA IV and V Independent Verification and Validation, Facility Educator Resource Center, Alderson Broadus College, Davis & Elkins College, and the West Virginia Schools for the Deaf and Blind. Although NASA is a project partner, the reviewers encourage the project proposer to continue building direct NASA funding. For example, a NASA space grant may be a good dissemination vehicle in the future. Reviewers were impressed with the various project elements: the mobile unit, pre- and post- standards based lessons, hypothesis testing with immediate feedback. The evaluation and dissemination plans provide for effective and immediate impact on a statewide and national level. The project provides for broader impact as the multi-media tools will be of assistance to other groups of students with disabilities as well.
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TEAM MEMBERS: Marjorie Darrah Patricia Harris Sharmistha Roy Amy Blake Rebecca Giorcelli
resource project Media and Technology
Quarked!™ is a collaborative physics education project at the University of Kansas that provides engaging and educational science experiences for youth ages 7 and up, educators and the general public. This multimedia project material focuses on concepts of scale and matter, and presents subatomic particles as relatable characters in both human and quark or electron form that explore science through story-driven adventures. It includes a comprehensive website with a range of materials including animated videos, games, apps, FAQs and lesson plans, as well as hands-on education programs at the University of Kansas Natural History Museum. Initially, funded through an NSF EPSCoR grant (Grant No. EPS-0236913 and matching support from the State of Kansas through the Kansas Technology Enterprise Corporation and EPP-0354836), this projects continued to grow and new resources have been added through funding from the Kauffman Foundation, Google grants and other NSF awards. Quarked.org attracts more than 75,000 unique visitors annually, local PBS television stations in Kansas and Missouri broadcast the 3D animated videos, and the museum programs have reached more than than 5,000 school participants and continue to be offered.
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TEAM MEMBERS: Kristin Bowman-James Teresa MacDonald
resource research Media and Technology
Robotics brings together learning across mechanism, computation and interaction using the compelling model of real-time interaction with physically instantiated intelligent devices. The project described here is the third stage of the Personal Rover Project, which aims to produce technology, curriculum and evaluation techniques for use with after-school, out-of-school and informal learning environments mediated by robotics. Our most recent work has resulted in the Personal Exploration Rover (PER), whose goal is to create and evaluate a robot interaction that will educate members of the general
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TEAM MEMBERS: Illah Nourbakhsh Emily Hamner Debra Bernstein Kevin Crowley Ellen Ayoob Mark Lotter Skip Shelly Thomas Hsiu Eric Porter Brian Dunlavey Daniel Clancy
resource project Media and Technology
The Minnesota Zoo and Eduweb will design and develop "WolfQuest," an online, 3-D, multiplayer videogame based upon the behavior, biology and social structure of the gray wolf. This dynamic interactive experience will allow learners to become a virtual wolf (avatar) to explore gray wolves within an authentic virtual replication of wolf habitat and social structure. The scientifically accurate graphic representations of the virtual environment will afford rich and robust learning of wolf behavior, biology and habitat ecology. Participants are intended to emerge from the learning experience with a clear understanding of wolf conservation issues in the real world. "WolfQuest" is supported by a website that will function as a self-sustaining community of learners who will participate in discussion forums with wolf experts, and receive ongoing gameplay information and interaction with other participants. Additionally, the project website will provide educational guides for parents and teachers, interpretive materials, incentives to reward participants' achievements acquired through "WolfQuest" gameplay and provide a link to informal environmental organizations throughout the country. The national informal education network will afford regional customization of "WolfQuest," as well as provide social interaction among participants and organizations. The national participant network will disseminate and promote the "WolfQuest" game and wolf-related science programs. Two kiosk installations will be deployed at the Minnesota Zoo and the International Wolf Center for extended learning opportunities at those sites. Project assessment will aggregate data on learners' content acquisition, attitudinal change, game engagement and will yield guidelines for the field on effective practices in development of science education games, along with appropriate methodologies for evaluating game-based learning.
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TEAM MEMBERS: Grant Spickelmier David Schaller Kate Haley Goldman
resource project Media and Technology
IDSolutions, in partnership with the National Association of Health Education Centers (NAHEC) and eight NAHEC member organizations will develop an original project to provide informal science education experiences to children, families and the local community via visual communications' technology. This initiative includes building a technical infrastructure that will connect participating Health Education Centers. It will expand beyond the installation of a network and will focus the bulk of its energy on the technology's application -- generating inquiry-based science experiences through active engagement with content that originates from remote locations. Through the creation of an Interactive Videoconferencing Programming Collaborative (IVPC), IDSolutions, NAHEC, and NAHEC Members will produce and disseminate to our target audience of school-age children, families, community groups and teachers, a high volume of science-related programming. The core content of the initial set of programs will be extracted from one of the nation's most popular life science traveling exhibits called "Grossology." These distance-learning programs will originate from a central "studio" location and will be available during the day, after school, on weekends, during summer breaks and holidays. Supporting this effort will be Advanced Animations (designers of "Grossology" and "Experience Science!"), a science education consulting company.
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TEAM MEMBERS: Timothy Barshinger David Midland
resource project Media and Technology
The Scientific Reasoning Research Institute at the University of Massachusetts, Amherst will conduct a feasibility study for engaging museum visitors in data analysis through this planning grant. Intellectual Merit: This project builds on the extensive prior work of the PI in developing Tinkerplots software for middle school students. At the same time, it potentially takes advantage of the many museum exhibitions that include various kinds of data but provide no mechanisms for visitors to analyze the data and draw conclusions. This project makes the connection by seeking to demonstrate the proof of concept for the transfer of this data analysis program from the formal to the informal setting. Broader Impact: This project will purposefully test three very different settings -- Museum of Science, Boston, MA; Naismith Basketball Hall of Fame, Springfield, MA; and Missouri Botanical Garden, St. Louis, MO -- to explore the advantages and limitations of this approach in those learning environments. If successful, the software could have very wide application.
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TEAM MEMBERS: Clifford Konold
resource project Media and Technology
TERC will develop Earth Window, a visualization system for generating photo-realistic Earth images and fly-overs that offer a new method for earth science visualization designed for non-scientific audiences. Based on front-end research to determine a baseline of visitor knowledge and misconceptions, the project team will create the Earth Window Research Lab using the GeoFusion visualization engine and WorldSat "digital earth" remote sensing database. This prototype will undergo formative evaluation with visitors to explore a variety of interfaces, navigation systems, levels of interactivity and presentation formats, along with researching the roles of metaphor, user control, false color, authenticity and changes over time to determine how best to employ this technology in ways that maximize visitor learning. BROADER IMPACTS: Based on the outcomes of the formative research, TERC will refine the visualization technology and integrate it into different types of existing exhibits at four museums: Museum of Science (MA); Montshire Museum (VT); National Air and Space Museum (DC); St. Louis Science Center (MO). "Windows on Earth" will enable some 1.8 million people to benefit from remote Earth sensing datasets, allowing them to explore the planet in ways not otherwise possible and thereby improve understanding of key issues in Earth science and their connections to daily life. In addition, the project will develop, test and refine a new visualization tool that then can be replaced and applied by the science museum community at large.
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TEAM MEMBERS: Daniel Barstow Marlene Cole