This chapter discusses the selection and potential use of electronic games and simulations in distance learning supported by an operational model called AIDLET. After analyzing the different approaches to the use of games and simulations in education, and discussing their benefits and shortcomings, a framework was developed to facilitate the selection, repurposing, design and implementation of games and simulations, with focus on the practical aspects of the processes used in Open and Distance Learning (ODL). Whereas traditional learning is based on knowledge memorization and the completion of
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Jose BidarraMeagan RothschildKurt Squire
This project will create a new educational tool for river awareness in the United States through a mobile device application called Raindrop. Raindrop traces the flow of water from the user's home location to a downstream watershed location. Raindrop is part of a larger installation named FLOW (Can You See the River?), which joins the cognitive power of science with the affective power of the arts by creating virtual and physical spaces for river awareness in the White River watershed in Indianapolis, IN. In addition to the flow path, Raindrop functionality includes watershed context and physical marker mapping, flow path water quality indicators, utilization of NOAA weather feeds and alerts, weather and climate comparisons, storm event size implications, and guidance on watershed restoration actions. Artist-designed physical markers are strategically located in the watershed to direct the virtual user to physical areas of interest.
The American Museum of Natural History, in association with several NOAA entities, will be creating a suite of media products employing visualization of Earth-observation data as well as associated professional development programs to expand educational experiences in informal science institutions nationwide. Interactive versions of the visualizations will also be disseminated via the AMNH website. Visualization assets will be distributed to NOAA for utilization on climate.gov and Science on a Sphere. The creation of training programs and educational materials for informal education professionals will enhance the experience and efficacy of the data visualizations as tools to understand and build stewardship of Earth systems.
CoCoRaHS (The Community Collaborative Rain, Hail and Snow Network) is a citizen science program where thousands of volunteers across the entire country measure and report the amount of precipitation that falls each day in their own neighborhood (see http:www.cocorahs.org). In the next three years CoCoRaHS will use strategies from the "Citizen Science Toolkit" and align activities to the "Essential Principles to Climate Science" to engage thousands more participants in collecting, reporting and exploring precipitation. Evapotranspiration measurements will be added to better teach and demonstrate the hydrologic cycle in action. Through strong NOAA partnerships with the National Weather Service, the National Climatic Data Center, the Earth Systems Research Lab and the National Operational Hydrologic Remote Sensing Center, precipitation data quality and accessibility for professional users will be enhanced. The CoCoRaHS network will be constructing training, data entry and visualization tools utilizing Web 2.0 concepts, cyberlearning tools and hand-held device applications with a goal of increasing participation and expanding the current volunteer network into broader, younger, more diverse and more interactive audiences.
This award is funded under the American Recovery and Reinvestment Act of 2009 (Public Law 111-5).
Scientists and researchers from fields as diverse as oceanography and ecology, astronomy and classical studies face a common challenge. As computer power and technology improve, the sizes of data sets available to us increase rapidly. The goal of this project is to develop a new methodology for using citizen science to unlock the knowledge discovery potential of modern, large data sets. For example, in a previous project Galaxy Zoo, citizen scientists have already made major contributions, lending their eyes, their pattern recognition skills and their brains to address research questions that need human input, and in so doing, have become part of the computing process. The current Galaxy Zoo project has recruited more than 200,000 participants who have provided more than 100 million classifications of galaxies from the Sloan Digital Sky Survey. This project builds upon early successes to develop a mode of citizen science participation which involves not only simple "clickwork" tasks, but also involves participants in more advanced modes of scientific thought. As part of the project, a symbiotic relationship with machine learning tools and algorithms will be developed, so that results from citizen scientists provide a rich training set for improving algorithms that in turn inform citizen science modes of participation. The first phase of the project will be to develop a portfolio of pilot projects from astrophysics, planetary science, zoology, and classical studies. The second phase of the project will be to develop a framework - called the Zooniverse - to facilitate citizen scientists. In particular, research and machine-learning communities will be engaged to identify suitable projects and data sets to integrate into Zooniverse.
The ultimate goal with the Zooniverse is to create a sustainable future for large-scale, internet-based citizen science as part of every researcher?s toolkit, exemplifying a new paradigm in computational thinking, tapping the mental resources of a community of lay people in an innovative and complex manner that promises a profound impact on our ability to generate new knowledge. The project will engage thousands of citizens in authentic science tasks leading to a better public understanding of science and also, by the engagement of students, leading to interest in scientific careers.
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TEAM MEMBERS:
Geza GyukPamela GayChristopher LintottMichael RaddickLucy FortsonJohn Wallin
The Internet and digital media are changing science books. They change the way readers approach books and change the way books present their contents. Probably, the Internet and digital media are also changing the contents themselves.
The SCOOP project aimed to maximise the potential for the transfer of research findings into policy using European-funded socio-economic sciences and humanities research. The project incorporated a News Alert Service to communicate policy-relevant elements of research findings to interested stakeholders. It also sought to further develop the skills of researchers to effectively communicate research outcomes to policy makers through a programme of Masterclasses. A series of evaluation surveys were held to both tailor the project outputs to the target audiences, and to measure the impact of
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Paola RodariKaren BultitudeKaren Desborough
The globalised digital media ecosystem can be characterised as both dynamic and disruptive. Developments in digital technologies relate closely to emerging social practices. In turn these are influencing, and are influenced by, the political economy of professional media and user-generated content, and the introduction of political and institutional governance and policies. Together this wider context provides opportunities and challenges for science communication practitioners and researchers. The globalised digital media ecosystem allows for, but does not guarantee, that a wider range of
Based on the stories collected in the essay La Scimmia che Vinse il Pulitzer. Personaggi, avventure e (buone) notizie dal futuro dell’informazione [The Monkey Who Won the Pulitzer. Characters, Adventures and (Good) News from the Future of Information, translator’s note] here we provide an outline of the main trends in the current digital information scenario. Beyond the much feared crisis of information, we are actually witnessing the appearance of a great number of initiatives and projects which attempt to keep last century’s journalism values alive (though with many economic contradictions)
At first glance it all seems so easy – scientists create new knowledge, and through their work they show which statements about the world are true and which are false. Science journalists pass these new discoveries on so that as many people as possible can learn about them and understand them. Prior to publication, it is the job of "fact checkers" to examine the journalists' texts to ensure that all the facts are correctly represented. In reality, however, the relationship between the actors is by far more complicated. Using my experience as fact checker of scientific texts for the news
Among the most interesting aspects of the changes in the media ecosystem a leading role is played by the impact of digital and networking technologies on the ways news reports are built. In this Jcom commentary, the issues of the relationship between digital storytelling and professional news production will focus on science journalism. The commentary will deal with theoretical reflections and practical examples of innovative experiences in which different narration methods were exploited for scientific information.
Since opening their doors in late 2006, personal genomics (PG) companies have faced skepticism and criticism from influential academic and government circles. While this has posed a clear problem of communication for these companies — one of effective promotion — I argue that the communication problem these companies face runs much deeper. It is a problem that lies at the heart of any genomics: the very understanding of communication and information around which genomics is built. While the value of genomic information for persons has been widely questioned, questions about the very notion of