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resource project Media and Technology
Safe Techniques Advance Research – Laboratory Interactive Training Environment (STAR-LITE) is an innovative laboratory safety training created by the National Institutes of Health, Office of Research Services, Division of Occupational Health and Safety, for high school and undergraduate students. The training was designed to incorporate laboratory safety and risk assessment with the architecture of game-based learning. In this respect, STAR-LITE provides student users with a salient educational experience that uses visual and audio clues, strategic thinking, and physical action to enhance the learning experience. The goal of STAR-LITE is to expand the student’s knowledge base with an introduction to safe laboratory and common risk assessment techniques. STAR-LITE comprises a series of pursuit or Quest-based activities that occur in a virtual laboratory environment. Users direct individualized characters, or avatars, to interact and engage with the features in the virtual laboratory to progress through continuous challenges. STAR-LITE provides users with a significant, repeatable educational experience using visual and audio clues, strategic thinking, and physical action to enhance the learning process. This training offers a unique method of instruction by integrating development of critical thinking proficiencies and application of problem solving skills with visualization of consequences, which result from unsafe behaviors. STAR-LITE’s educational content is presented in a virtual laboratory environment in which virtual characters experience exposures to hazardous biological, chemical, and physical hazards with real-life consequences. Student users participate in a series of Quests that require interaction with characters and laboratory equipment. Basic laboratory safety skills and techniques are presented in the training. These skills and techniques include an introduction to potential biological, chemical, and physical hazards that may be present in multi-discipline laboratories; methods to prevent injuries in the laboratory; methods to protect students, colleagues, and the environment from potential hazards in the laboratory; and emergency preparedness and response basics. STAR-LITE was designed to ensure student users walk through a risk assessment process during each Quest. Because STAR-LITE is a digital game-based learning experience, users can repeat the training as many times as they like. The repeatability of this training enhances the student’s learning experience and allows them to pursue different risk assessment decision paths as they progress through the Quest.
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TEAM MEMBERS: National Institutes of Health
resource project Media and Technology
This proposal requests partial funding for the development of a new paleobiology hall at the University of Nebraska State Museum. This project will give students and the general public a dynamic view of the period of time known as the Age of Reptiles. It emphasizes experience with interactive exhibits that focus on concepts of geologic time, how species adapt and change, relative size, scale and time, the activities of scientists as role models, and it provides reinforcement of these experiences for students in the classroom. This project includes the first use in a museum of SemNet, a software program designed for concept mapping and the representation of knowledge networks, which will be used with a videodisc. Prototypes of all interactive exhibits will undergo formative evaluation to establish maximal audience accessibility, ease of use and educational effectiveness. The exhibit concepts will be disseminated throughout the state of Nebraska through mini- versions, teachers in-service training, and scientist-in- residence programs. This project will also be used as a teaching laboratory for the University of Nebraska's graduate program in Museum Studies.
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TEAM MEMBERS: Judy Diamond
resource project Media and Technology
The PhET Interactive Simulations group at the University of Colorado is expanding their expertise of physics simulations to the development of eight-to-ten simulations designed to enhance students' content learning in general chemistry courses. The simulations are being created to provide highly engaging learning environments which connect real life phenomena to the underlying science, provide dynamic interactivity and feedback, and scaffold inquiry by what is displayed and controlled. In a second strand of the project, a group of experienced faculty participants are developing and testing lecture materials, classroom activities, and homework, all coordinated with well-established, research-based teaching methods like clicker questions, peer instruction, and/or tutorial-style activities, to leverage learning gains in conjunction with the simulations. The third strand of the project focuses on research on classroom implementation, including measures of student learning and engagement, and research on simulation design. This strand is establishing how specific characteristics of chemistry sim design influence engagement and learning, how various models of instructional integration of the sims affect classroom environments as well as learning and engagement, and how sim design and classroom context factors impact faculty use of sims. To ensure success the project is basing sim design on educational research, utilizing high-level software professionals (to ensure technically sophisticated software, graphics, and interfaces) working hand-in-hand with chemistry education researchers, and is using the established PhET team to cycle through coding, testing, and refinement towards a goal of an effective and user friendly sim. The collection of simulations, classroom materials, and faculty support resources form a suite of free, web-based resources that anyone can use to improve teaching and learning in chemistry. The simulations are promoting deep conceptual understanding and increasing positive attitudes about science and technology which in turn is leading to improved education for students in introductory chemistry courses both in the United States and around the world.
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TEAM MEMBERS: Katherine Perkins Robert Parson
resource project Media and Technology
The Physics and Chemistry Education Technology (PhET) Project is developing an extensive suite of online, highly-interactive simulations, with supporting materials and activities for improving both the teaching and learning of physics and chemistry. There are currently over 70 simulations and over 250 associated activities available for use from the PhET website (http://phet.colorado.edu). These web-based resources are impacting large number of students. Per year, there are currently over 4 million PhET simulations run online and thousands of full website downloads for offline use of the simulations. The goal is that this widespread use of PhET's research-based tools and resources will improve the education of students in physics and chemistry at colleges and high schools throughout the U.S. and around the world. This PhET project combines a unique set of features. First, the simulation designs and goals are based on educational research. Second, using a team of professional programmers, disciplinary experts, and education research specialists enables the development of simulations involving technically-sophisticated software, graphics, and interfaces that are highly effective. Third, the simulations embody the predictive visual models of expert scientists, allowing many interesting advanced concepts to become widely accessible and revealing their relevance to the real world. And finally, the project is actively involved in research to better understand how the design and use of simulations impacts their effectiveness - e.g. investigating questions such as "How can these new technologies promote student understanding of complex scientific phenomena?" and "What factors inhibit or enhance their use and effectiveness?".
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TEAM MEMBERS: Katherine Perkins Michael Dubson Noah Finkelstein Robert Parson Carl Weiman