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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 project Media and Technology
ITR: A Networked, Media-Rich Programming Environment to Enhance Informal Learning and Technological Fluency at Community Technology Centers The MIT Media Laboratory and UCLA propose to develop and study a new networked, media-rich programming environment, designed specifically to enhance the development of technological fluency at after-school centers in economically disadvantaged communities. This new programming environment (to be called Scratch) will be grounded in the practices and social dynamics of Computer Clubhouses, a network of after-school centers where youth (ages 10-18) from low-income communities learn to express themselves with new technologies. We will study how Clubhouse youth (ages 10-18) learn to use Scratch to design and program new types of digital-arts projects, such as sensor-controlled music compositions, special-effects videos created with programmable image-processing filters, robotic puppets with embedded controllers, and animated characters that youth trade wirelessly via handheld devices. Scratch's networking infrastructure, coupled with its multilingual capabilities, will enable youth to share their digital-arts creations with other youth across geographic, language, and cultural boundaries. This research will advance understanding of the effective and innovative design of new technologies to enhance learning in after-school centers and other informal-education settings, and it will broaden opportunities for youth from under-represented groups to become designers and inventors with new technologies. We will iteratively develop our technologies based on ongoing interaction with youth and staff at Computer Clubhouses. The use of Scratch at Computer Clubhouses will serve as a model for other after-school centers in economically-disadvantaged communities, demonstrating how informal-learning settings can support the development of technological fluency, enabling young people to design and program projects that are meaningful to themselves and their communities.
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TEAM MEMBERS: Mitchel Resnick John Maeda Yasmin Kafai
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 project Media and Technology
Maine is a rural state with unequal access to computers and information technology. To remedy this, the Maine laptop program supplies iBooks to every seventh and eighth grade student in the state. The goal of EcoScienceWorks is to build on this program and develop, test and disseminate a middle school curriculum featuring computer modeling, simple programming and analysis of GIS data coupled with hands-on field experiences in ecology. The project will develop software, EcoBeaker: Maine Explorer, to stimulate student exploration of information technology by introducing teachers and students to simple computer modeling, applications of simulations in teaching and in science, and GIS data manipulation. This is a three-year, comprehensive project for 25 seventh and eighth grade teachers and their students. Teachers will receive 120 contact hours per year through workshops, summer sessions and classroom visits from environmental scientists. The teachers' classes will field test the EcoScienceWorks curriculum each year. The field tested project will be distributed throughout the Maine laptop program impacting 150 science teachers and 17,000 middle school students. EcoScienceWorks will provide middle school students with an understanding of how IT skills and tools can be used to identify, investigate and model possible solutions to scientific problems. EcoScienceWorks aligns with state and national science learning standards and integrates into the existing middle school ecology curriculum. An outcome of this project will be the spread of a field tested IT curriculum and EcoBeaker: Maine Explorer throughout Maine, with adapted curriculum and software available nationally.
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TEAM MEMBERS: Walter Allan Eric Klopfer Eleanor Steinberg
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
This planning grant seeks funding for demonstrating proof of concept for the proposed traveling exhibition "Inside Phoebe's Field." It is an outgrowth of the prior NSF project (9979287) that resulted in an interactive book for middle-school age girls. This project extends the book through exploring the feasibility of using mixed reality in an exhibit format as well as virtual environments using the Internet. Intellectual Merit: The project will further the technology-enhanced three-dimensional storytelling approach by development of selected science exhibit prototypes. The project team combines academic, museum and professional expertise, as well as a partnership with the Girl Scouts of the USA. Broader Impact: This project will provide the ISE field valuable feedback about the use of metaphor in storytelling in a science-based exhibition, as well as about the application of new technologies (virtual reality, augmented reality technologies and interactive electromechanical events) for creating exhibit experiences. At the same time it will further the development of a national traveling science exhibition whose primary target audience will be girls from ages 10 to 13.
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TEAM MEMBERS: Mitzi Vernon Katherine Cennamo Irene Goodman Michael Ermann Steve Harrison Margarita McGrath
resource project Media and Technology
The goal of this project is to educate children between the ages of 10 and 18 about the ecology of insects and forests, how human activities affect their interaction, and how scientific research is conducted. It will disseminate information throughout Indiana based on research award DEB 0345331, Cicadas and Forests Education. For a period during May and June 2004 the United States was captivated by periodical cicadas in an unusual convergence of popular and scientific interest. This project will use this heightened awareness as a vehicle for informal science education as additional broods emerge in 2007 and 2008 in the Midwest and South. The project will use existing video footage from the research to produce a documentary film on periodical cicadas for airing on public television stations and distribution on DVDs to schools; an interactive computer-based presentation in PowerPoint; and an interactive 3-D animation of the cicada life cycle for use in a science center. Project collaborators include local public television stations, Wonderlab (a science museum), the Indiana State Museum and school systems in Indiana.
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TEAM MEMBERS: Keith Clay
resource project Media and Technology
This planning grant proposal would develop the logistical, programming and creative specifications for production of Magic Porthole, an innovative Web-based science game for 8-14 year olds. The content and learning will focus on the value and significance of intact coral ecosystems to human communities, encouraging young people to seek more sustainable relationships with their environment. The project will use existing video footage of coral reef life along with new live action footage, text, stills, music and flash animation. The 8-14 year olds will be engaged in a sustained mystery story that will pull them more deeply into scientific content. The organizational collaborators are environmental education and media organizations.
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TEAM MEMBERS: Janine Selendy Jan Post William Finnegan Brett Pierce
resource project Media and Technology
MEDMYST: Dissemination Phase II A Phase I grant, The Reconstructors Investigate Medical Mysteries, from the National Center for Research Resources (R25 RR15295) funded the creation and field-test of innovative web-based materials targeted for middle school students. The product has come to be known as MEDMYST.It is an episodic adventure series with accompanying classroom activities focusing on infectious diseases and the microbes that cause them. The MEDMYST materials consist of: a) web adventures; b) classroom activities; c) MEDMYST Magazine--all designed to engage students in problem-solving activities not likely to be encountered elsewhere. Each of these components is available free of charge on the web site (http://medmyst.rice.edu) and all components are aligned with the National Science Education Content Standards. An extensive field test involving over 700 students from 9 different schools tested the efficacy of these materials. The results, accepted for publication in American Society for Microbiology's Microbiology Education journal, indicated significant learning gains with exposure to the Internet component of the materials. In this Phase II application, the goals are: 1) To create a network of MEDMYST Dissemination Partners and Lead Teachers whose expertise and training will continue beyond the SEPA funding. 2) To amplify teaching of Infectious Disease related concepts though MEDMYST in middle school classrooms by training a minimum of 1200 teachers, who will teach approximately 150,000 students over a two-year period. 3) To evaluate the impact of MEDMYST teacher training and document the adoption process in classrooms. 4) To continue to promote MEDMYST in a variety of educational settings, such as homes, after-school programs, museums, and with links from other web sites. To accomplish these goals, we have formed partnerships with the University of Washington Educational Outreach, The Minnesota Science Museum, the John P. McGovern Museum of Health ad Medical Science, and the American Society for Microbiology.
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TEAM MEMBERS: Leslie Miller Janice Mayes
resource project Media and Technology
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 Witte Grace Wagner Michael Bernas