This project will develop a prototype intelligent cyberlearning platform for middle school audiences at a museum location to test and evaluate the use of virtual learning technologies. The content for this test is focused on sustainability issues that enable students to develop an age-appropriate understanding of the relationships between specific conservation decisions, energy use, human health, and population growth within Earth's ecosystem. The prototype cyberlearning system will demonstrate how users can learn about science topics by interacting with a display of environmental factors that enable them to explore the impact of social, economic, and technological forces that may change one existing state and condition to another. The system will enable users to understand the interrelationships of those elements by enabling them to change conditions and then observing the effect of the changes they make on the conditions presented in the initial model. The prototype intelligent cyberlearning system will provide a unique integration of a sophisticated agent-based modeling simulation of environmental, social, and economic phenomena with three advanced learning technologies: game-based learning systems, intelligent tutoring systems, and narrative-centered learning systems. The game-based and narrative aspects of the project are embodied in the interactive time-travel focus of the 3D display on a multi-touch surface computing table in which users will play the role of environmental scientists who have been charged with helping earth become a thriving green planet. They will go back in time and be given the opportunity to make different decisions on any range of options. After they make their decisions, they will travel forward in time to see the results of their decisions. All of the interactions will be used to dynamically generate their time-travel adventures. The intelligent tutoring system will track user\'s problem-solving activities in the simulated world. As users make decisions, the intelligent tutoring system will draw inferences about their level of understanding of key environmental concepts. Given the current problem-solving goal (e.g., reduce green house gases) and the current state of the environment (e.g., climatological state, earth's population, factory emissions), the intelligent tutoring system will draw on its knowledge of common environmental misconceptions to assist students as they progress through the sustainability narratives. The intelligent tutoring system will receive the updated state from the agent-based simulation, which will then provide explanatory commentary and advice through the virtual human to the users about the causal connections underlying the results of the decisions they have made. Similarly, during the course of decision-making, users will be able to request advice, and the same computational framework will drive the virtual human\'s advice generation functionalities. The project will design, development, deploy, and evaluate a prototype intelligent cyberlearning platform for sustainability that supports independent, but guided, exploration of science topics. Because all users interactions will be accompanied by a virtual environmental scientist who will narrate their journeys and offer problem-solving advice, users will be afforded rich learning opportunities that support independent inquiry but also provided guided exploration of complex science topics. With a focus on group learning experiences in the out-of-school setting, the virtual environmental scientist will answer questions that will engage groups of users in a collaborative effort to understand the rich interrelationships of sustainability. The project will demonstrate the transformative potential of intelligent cyberlearning systems that integrate agent-based modeling with game-based learning, intelligent tutoring systems, and narrative-centered learning in an out-of-school setting to enable users to experience science in fundamentally new ways.
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TEAM MEMBERS:
James LesterBradford MottJames MinoguePatrick Fitzgerald
The investigators plan to design, develop and test a series of exhibit prototypes that build visitors' capacity to engage in discussions of socio-scientific issues, particularly those related to the numerous human-biology and health-related socio-scientific issues present in their lives today. The purpose of this small-scale project will be to explore the feasibility of designing un-facilitated museum exhibit experiences that engage museum visitors in activities where they recognize the components of socio-scientific arguments, evaluate them, and pose arguments of their own. The exhibit will use techniques of interactive exhibits usually applied in science museums to explore objects, phenomena, or scientific and engineering processes but the subject of this exhibit is about words and talk rather than things and physical phenomena. It is intended to give visitors practice in science thinking skills that citizens can use in listening critically, assessing arguments, and framing arguments of their own. This project will support the design, development, and testing of six unfacilitated activities that engage visitors in deconstructing, evaluating, and developing arguments related to socio-scientific issues. The investigators will develop prototypes so that labels, content, and physical design can be changed during the course of formative testing. The prototypes will be developed by members of the Museum of Science Education and Strategic Projects Departments. This project is intended to gather evidence through evaluation about whether an unstaffed exhibit can be designed to increase visitors\' capacity to engage in discussions of socio-scientific issues and health-related socio-scientific issues. The Museum of Science Research and Evaluation Department will conduct the formative evaluation of these prototypes. It will provide new evidence about the ability of museum exhibits to increase the scientific thinking skills of visitors.
WGBH is producing the fifth and sixth seasons of NOVA scienceNOW, a multimedia project that addresses a wide array of science, technology, engineering, and mathematics subjects via multiple platforms. They include national PBS broadcast, the PBS web site, and innovative outreach activities such as an expanded Science Café initiative. Hosted by astrophysicist Dr. Neil deGrasse Tyson, Season Five will air in 2010; Season Six in 2011. The focus is "stories of transformative research," e.g., nanotechnology, stem cells, quantum computing, as well as clean energy, and climate change. Project goals are to "produce a lasting impact on Americans' appreciation for and understanding of current scientific research," and to encourage an interest in STEM careers among younger viewers. Building upon solid prior work, the proposed project is finding new ways to interweave the television show, web materials, and Science Cafés to provide multiple entry points and pathways for the audience. For example, they will produce 32 web-only scientist profiles supported by a blog and social media tools, and then train these scientists as presenters for the Science Cafés. NOVA is planning a new strategy to maximize carriage and increase audience for the six new programs per year; the programs will run consecutively in the NOVA Wednesday evening primetime slot during the summer. During Season Three, over 2.7 million television viewers per week tuned in NOVA scienceNow, with 62,000 unique visitors to the web site per month and 75 active Science Cafés across the country. The expanded Science Café initiative is designed to become self-sustaining beyond the grant period through new partnerships with groups such as the Astronomical Society of the Pacific, the American Chemical Society, and the Coalition for the Public Understanding of Science. The project will also collaborate with the Association of Science-Technology Centers and science centers around the country to host Science Cafés featuring scientists profiled on the web. Goodman Research Group will assess the reach and effectiveness of Seasons Five and Six. The focal/primary evaluation activity is a viewing and engagement study on the influence of viewing the series along with accessing and participating actively with the increased web and outreach offerings. This study will comprise web-based surveys with adaptive branching patterns, which will include data collection from a variety of participants and will focus on participants? use of the series, website, and outreach. The summative evaluation will measure how the project is reaching these audience segments, while also meeting the overall goals of increasing public understanding of science and engagement in science-related activities.
Carnegie Mellon University is developing an interactive, multimedia planetarium presentation about the human brain. The interdisciplinary project team will build upon and refine the experience gained from its recently completed planetarium show, Journey Into the Living Cell. The context for this work is the need for increased public understanding of the human brain - an organ central to the very concept of humanity. The understanding of the human brain is located at the lively crossroads of research in many disciplines, including psychiatry, psychology, neuroscience, computer science and biology. The proposed medium to address this important issue is a 45-minute planetarium show. A broad audience ranging from pre-adolescent to adult will be targeted. Sophisticated and entertaining imaging technologies, including animation and virtual reality, will be used throughout the work. Narration and sound will be tightly integrated into the work. The hemispherical display surface of the planetarium will be fully utilized both visually and sonically. Recent advances in the brain sciences as well as long held understandings about the brain will be presented. Basic brain biology and principles of brain function including cooperativity in brain region activity and brain region specialization will be introduced.
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TEAM MEMBERS:
James McClellandPaul OlesBryan Rogers
The Austin Children's Museum will develop Sixteen Candles: Growing Up from 0 - 16. a 1500 sq. ft. interactive traveling exhibition the topic of human development. Visitors will be given the opportunity to learn about the physical, intellectual, and social/emotional changes that are connected with human growth and the branches of science that study human development. Guided by the museum's maxim of exhibit and program development that experience should "build on the familiar and be personally meaningful to varied audiences" this exhibit will have components and activities that highlight similarities and differences between families and children of different cultural and economic backgrounds and family life styles. The exhibit text material will be bilingual, Spanish and English. Complementary educational material will include teacher orientation materials, educator's guide book with pre-and post-visit activities, and various parent -child activities. Museum staff will cooperate with a PBS affiliate and various other community organizations in the development of this exhibit. The exhibit will travel to an additional eight to twelve sites around the country during a three-year period. It will open at the Austin Children's Museum in the spring of 1999.
The Museum of Science, Boston will develop an exhibit about Aging. It will be a 6000 sq. ft. traveling exhibit that will open in Boston during April, 2000 coinciding with the United Nations' International Year of Older Persons. The exhibit will provide visitors with an engaging and interactive environment in which to explore scientific, personal, and social aspects of aging. This exhibit will put a spotlight on the remarkable change that has been occurring as a result of in the increased survival rates for people of all ages contributing, among other things, to an increase in the number of older adults. This exhibit will be organized around four themes that will engage visitors in the exploration of the basic scientific research and impact of this change in demographics. The themes are: 1) the biological research that is seeking to understand how and why all living things age, 2) the impact of the physiological and psychological effects of the aging process of humans, 3) the influence of personal, social, and cultural factors on an individual's aging process and 4) the demographic, economic and public policy aspects of aging. There will be a number of complementary programs developed which will be packaged in a tool kit format that will permit museums borrowing the exhibit to develop those components that are allowed by their resources. These programs include a museum theater production that will invite visitors to think about aging in the context of their own society/culture; a world-wide-web resource to assist teachers and other community educators; and a series of multigenerational one-day programs to encourage interactions between different generations within a family or participating group. The exhibit will provide an opportunity for linkage with the needs of the formal education community. Its content addresses important parts of the formal science education curriculum as identified in the National Science Education Standards, Science for All Americans, and Benchmarks for Science Literacy.
In this Communicating Research to Public Audiences (CRPA) project, the University of Missouri is collaborating with the St. Louis Science Center on the development and implementation of exhibits and programs related to the principal investigator's NSF-funded research on tissue engineering and organ printing, Understanding Molecular Self-Assembly. The research is exploring basic research and technologies that could provide alternatives to organ donor transplants, especially given the mismatch between the demand and supply of organs. The exhibits will become an offering in the science center?s new life sciences gallery whose goal is to help visitors better understand the applications of life science research that affect people's everyday lives.
The New York Hall of Science requests $829,312 over four years to develop and circulate a traveling version of "Hidden Kindoms - The World of York Hall of Science in April, 1991. The traveling version will consist of: an introductory panel; 16 Easy-View microscopes exhibiting living microbes; units dealing with size, scale and magnification; two interactive computer programs entitled "Understanding AIDS" and "How Your Body Fights Disease"; a video microscope for the Microscopic Life demonstration; units on virusesand bacteria; a mosaic of color transparencies of different microorganisms; one Optech (BYOB) interactive video microscope; three zoetropes illustrating mcrobial movement; and a mini-laboratory room containing all the equipment and materials necessary for maintaining the exhibit and presenting the MICROLAB workshops to students and teachers. The 1,500 square foot exhibit will travel to nine sites over three years. The new York Hall of Science will provide on-site training in estasblishing and maintaining the exhibit, a weekly shipment of microrganisms and supporting materials, an exhibit catalog, an 11-minute video featuring living microbes, pre- and post- visit materisla for schools with suggested activities , and programs for student and teacher workshops. A novel feature of this traveling exhibition will be the opportunity for the host museum to retain, on a cost-share basis, the mini- laboratory with its equipment and four Easy-View microscopes which can become the core of a microbiology program. Biology, Microbiology; Informal Science Education; Elementary, Middle and High School
The goal of the Science Minders project is to increase the interest and self-esteem of girls relative to science. Since many early adolescents seek economic independency by "baby-sitting," the Science Minders project will develop materials designed to permit early adolescents to teach science to small groups of young children. The materials will make the early adolescents' child-caring providing more successful and significantly enhance their attitudes and comfort with science. These materials will include a book containing informal science activities and activity resources, a child-development guide, first-aid and emergency procedures and child-care tips; and two training videos, one to demonstrate how to use the materials effectively with young children, and one to train adults to train adolescents as child-care providers. These materials will be nationally promoted and disseminated by a commercial publisher and through the national network of 400 YWCAs in 4,000 locations throughout the United States.
The Health Museum (THM) is requesting $868,108 over 30 months to create a 3,600 sq. ft. permanent exhibit containing seven Body Stops components, which will maintain THM's science literacy focus by linking concepts of human biology to everyday experience through visitor exploration of the human body's seen and unseen operating systems. Ancillary instructional materials and programs will be produced. The educational goals of the project are to: 1. Promote understanding of the basic biological sciences in the context of the human life cycle and health; 2. Present vital basic science information through an active and accessible exhibit environment which complements formal science education; 3. Develop an appreciation of basic human biological sciences as they are presented similarly across all people and an appreciation of human variability as these biological processes are played out in the individual. The target audiences are families, urban youth, and student and teacher groups.
This funding is for a planning phase of the Genome Radio Project, a multifaceted project that will produce 17 1/2 hours of radio programming, plus a variety of printed and electronic ancillary materials, exploring the science and social implications of human genetic research. The planning grant will enable the project team to develop further five key areas: o To work with advisors to define their process of editorial oversight and their involvement in the program ppoduction process; o To produce a half-hour documentary pilot program; o To use the pilot program to solidify distribution agreement with networks and major market stations; o To develop ancillary materials to accompany the pilot program and to determine mechanisms for the distribution of these materials; and o To conduct focus group evaluation of the pilot program and to define specific evaluation plans for the broader series.
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TEAM MEMBERS:
Barinetta ScottMatt BinderJudith Thilman
The Museum of Science and Industry will develop "Genetics: Decoding Life," a 4325 sq. ft. permanent exhibit about the basic principles of genetics, the Human Genome Project, new tools and technology to study life, and the biomedical and biotech applications resulting from genetic information. As a result of interacting with this exhibit, visitors will understand the basic principles of genetics, they will become familiar with the role of genes in the development of life, they will learn something about how and why scientists used genetic tools, and visitors will become aware of applications of these principles and the potential social, ethical, medical and economic outcomes. In addition to the exhibit there will be a number of complementary outreach programs. An electronic web site will be created, software used in the exhibit will be modified into a format suitable for use in schools, computers loaded with genetic programs will be loaned to Chicago public school groups, churches and other community agencies, and the content of the exhibit will be used to enhance special Lamaze and prenatal classes held at the museum. Special consideration will be given to developing the relationship between the project personnel and the staff of the Chicago Systemic Initiative. They will work together to produce a school program about genetics that will be suitable for grades 5 to 8. School materials will include a teacher's guide for the exhibit, a program of classroom activities, and materials to be used before and after a trip to the museum to see the exhibit.