Skip to main content

Community Repository Search Results

resource project Public Programs
In this project, the Education Development Center and Campbell-Kibbler Research Associates Inc., are researching the impact of a set of after-school biology materials on under-represented middle school youth at the Boston Nature Center and two University of New Hampshire 4H Clubs. In response to a general need in the field to examine the relationship between learning in informal science programs and learning in school, this project studies the potential of informal contexts to enhance student engagement in the phases of inquiry, giving special attention to the role of visual representations in the early stages of inquiry. The research identifies how visual representations are directly involved in the ability of young people to discern patterns and externalize their own thinking and how these two abilities impact their science confidence and basic knowledge of the biology content in the units. To identify the potential impact of this strategy on in school learning, the in school learning of participating youth is compared to a similar group of children who do not participate in the program. Secondarily the project identifies how the results of this research influence the work of after-school program developers' use of visual tools. The program goal is to provide a rich foundation of out of school experiences for young people upon which they can more readily grasp concepts that are also introduced in the school context. Deliverables include a peer reviewed research paper, two extended biology units using digital and hand made visual representations, and a manual for developing similar programs. The summative evaluation measures the impact of the deliverables on the professional field. The curriculum will be used at hundreds of after school programs and the manual and research paper will impact program developers field-wide by influencing future programs they develop.
DATE: -
TEAM MEMBERS: Bernard Zubrowski Bryan Wunar Patricia Campbell Kerry Ouellet
resource project Media and Technology
The University of California, Berkeley is developing "Windows on Research," a two-year experimental exhibit project at the Lawrence Hall of Science focused on engaging and informing the public about current scientific research. The project will develop and evaluate different media to translate the leading edge of nanotechnology research for the science center audience by featuring live demonstrations and presentations, physical- and technology-based exhibits, and Internet-based exhibits. Formative evaluation of all products, including ongoing public focus groups and surveys, will be used to establish which of the several media, alone or combined, work best to communicate research content. The project team also is developing new assessment tools to test usability and effectiveness of the artificial intelligence and technology-based components in conveying content. The results of this prototype effort to present ongoing research in a museum setting will be disseminated to the informal science education field. The PI, Marco Molinaro, and the team from the Lawrence Hall of Science will work closely with scientists representing research in a number of nanotechnology fields. These scientists bring expertise in the areas of materials science, chemistry, education, bioengineering, mechanical engineering, molecular and cell biology, geochronology and isotope geochemistry, and psychology.
DATE: -
TEAM MEMBERS: Marco Molinaro University of California-Berkeley Darrell Porcello
resource project Media and Technology
The Colorado State University will create and produce "Riverwebs," a one-hour documentary video exploring the hidden mysteries of streams, their intricate food webs and the linkages between streams and forest ecosystems. This project will communicate a body of international and interdisciplinary research on streams in the United States and Japan, and also explore the human experience of doing science. Major film themes are an introduction to stream life, the exploration of stream food webs, and the motivations, friendships and collaborative achievements of stream scientists. By interweaving natural history, scientific and human themes, a holistic story emerges. At the heart of this story is humankind's inherent close relationship with nature, our desire to understand its complexity and our responsibility for its well-being.
DATE: -
TEAM MEMBERS: Kurt Fausch Thomas Maher
resource project Media and Technology
The Science Museum of Minnesota will produce a 38- minute IMAX/OMNIMAX film on the topic of tropical rainforests. The objectives of the film include: To illustrate the key scientific concepts relating to rainforest ecology including biological diversity, biological change and human impact; To expose a wider audience to ecological thinking than might normally be exposed through traditional means of science education or science media; To communicate the complexity of conservation issues related to the rainforests. In addition, the film will portray science as an attractive career, particularly for minorities and women. The museum will create an integrated program of science enrichment materials that will accompany the film and will be used for both school groups and general audiences. Linking an education program to an IMAX/OMNIMAX film is a first for the industry and will extend the learning potential of the project. Tropical Rainforest will be distributed to IMAX/OMNIMAX theaters located in museums and science technology centers; it has the potential to be seen by more than 14 million people in its first four years of distribution.
DATE: -
TEAM MEMBERS: Mike Day Marian White Ben Shedd
resource project Media and Technology
Lisboa Associates, Inc. designing, producing, and evaluating a pilot unit for a thirteen-part, $3.5 to $4 million television series for pre-adolescent youth. What's On Your Mind? - The adventures of the Brain Gang will center on the adventures of three youth 'neuro-nauts' who, through special effects combined with animation, will use their skills of observation and detection to solve each "mystery" from inside the brain itself. Each episode will start with a question, e.g. What does the brain have to do with how people see, smell, taste, feel, and hear? Does what you eat affect your brain? Are girls' brains different from boys' brains? How does drug use affect the brain?. The Brain Gang, once they are inside the brain will encounter obstacles and experience conflicts that can only be overcome or solved by relying on scientific methods. The Brain Gang also will encounter animated characters, such as Neuro the Neuron and Endorpah the Endorphin, who will teach and explain important aspects of the brain to the young team of neuro-nauts. The television series would be supported by ancillary material including a student/teacher guide, a newsletter for youth, and a teach newsletter. The PI for the project will be Steven Kostant, an independent television producer and Creative Director for Broadcast and New Media at Lisboa Associates, Inc. The Executive Producer for the project will be Eileen Michaels, Senior Vice President at Lisboa Associates, Inc. responsible for the organizations outreach programs in areas such as neuroscience and environmental topics. The head writers will be Rich Albrecht and Casey Keller, formerly head writers for Beakman's World. There will be three principal neuroscience advisors: David Friedman, Associate Professor of Physiology and Pharmacology and Assistant Dean for Basic Sciences and Research Development, the Bowman Gray School of Medicine of Wake Forest University; Rochelle Schwarts, Associate Professor in the departments of Pharmacolo gy and Neurobiology at Duke University Medical Center; and Harold Goldman, Clinical Research Director, Neurology Unit of Harvard Community Health Plan and Instructor in Neurology at Harvard Medical School.
DATE: -
TEAM MEMBERS: Steven Kostant
resource project
SoundVision Productions proposes to develop five one-hour radio documentaries, five five-minute features, and a website to inform a diverse public about the important advances in genomics and related sciences. Each of the new topics represents a rapidly developing field within genomics rarely covered in depth by the media. Those topics include systems biology, neurogenetics, RNA and Immunology, and Individualizing the Genome. The DNA Files will provide public radio listeners and web site users informal education in the genomic revolution and follow-on research and technology, its scientific underpinnings, and related social, philosophical and legal issues. The project will offer audiences an awareness of the societal benefits of research and the intellectual tools to join in legal and social policy debates. A collaboration with the Exploratorium will extend the reach of the project through the development of a "DNA Workshop Kit", a series of four or five hands-on workshops for the general public that can be produced at the Exploratorium and other science museums around the country. A comprehensive outreach strategy will be implemented by 20 local public radio stations around the country in partnership with community organizations.
DATE: -
TEAM MEMBERS: Barinetta Scott
resource project Media and Technology
The University of Florida, in collaboration with the Florida Museum of Natural History and Institute of Food and Agricultural Sciences Extension, National 4-H, Association of Zoos and Aquariums, Jacksonville Zoo and Gardens, and the Institute for Learning Innovation will implement Call the Wild, a proof-of-concept project to investigate the educational outcomes of promoting understanding of the nature of science (NOS) through visitor engagement in outdoor exhibits that incorporate mobile technology to further focus attention and deliver unique content. The project will explore: (1) zoo visitor ownership of cell phones, use of the different cell phone features, and likelihood to access interactive content and activities through their phone; (2) the potential of wildlife viewing experiences and technology applications for engaging visitors in learning about NOS; and (3) the potential to measure visitor understanding of NOS related to zoo experiences. This project seeks to advance our understanding of the educational impacts of mobile telephony in informal learning environments such as zoos.
DATE: -
TEAM MEMBERS: Betty Dunckel Paul Boyle Joy Jordan Janet Daniels
resource project Media and Technology
The Woods Hole Oceanographic Institution (WHOI) will create "Virtual Stowaway," a website designed to be a segment of the WHOI web series "Dive and Discover." Based upon NSF OCE-0002540, a research project investigating two species of fragile gelatinous zooplankton (salps), the web site will communicate this research to public audiences by allowing learners of all ages to become stowaways on a research vessel studying the biology of these filter-feeding herbivores living in the upper layers of the ocean. The site will use innovative virtual reality panoramas (VR) of research vessel labs and submersibles with hot links as portals to layered levels of learning about ocean exploration, scientific work on a research vessel, the role that animals like salps play in the ocean and the diversity of jelly animals as successful adaptations to ocean life.
DATE: -
TEAM MEMBERS: Laurence Madin
resource project Media and Technology
Blue Mountain film Associates Inc., a production company formed by the producers of the large format film, Cosmic Voyage, is requesting a planning grant of $50,000, of a total budget of $130,000 to conduct preliminary work on Biodiversity: Life in the Balance. A 40-minute large-format film will be the centerpiece of this multi-component science education project. The film will be based on what appears to be a critical paradox: while we humans, like all living things, have always been dependent upon natural systems for our survival, our unique cultural development and technological prowess have convinced us that we are somehow "above" nature. The following a among major tasks will be accomplished during the five month planning period: * The project principals, a researcher, and advisors will create a comprehensive project plan to include a large format film; complementary print materials for informal and formal settings; a website; a CD-ROM; a video presentation for museums, schools, and home markets; and a related traveling exhibit. * Work with advisors and other scholars to develop detailed project content. * Write and review a treatment for the film. * Develop the museum exhibit component * Write a detailed script for the film. * Develop draft of outreach plan for advisor review. * Develop promotion plan. The principals in the project will include: Bayley Silleck who will be PI, Director, Co-Producer, and Writer; Jeffrey Marvin, Co-PI and Producer; and Thomas Eisner, who will be a Co-PI and will serve as primary content specialist and chair of the advisory committee. The advisory committee includes: Niles Eldredge, American Museum of Natural History; Jane Lubchenco, Oregon State University; Peter Raven, Missouri botanical Garden; and Edward O. Wilson, Harvard University.
DATE: -
TEAM MEMBERS: Bayley Silleck Jeffrey Marvin Thomas Eisner
resource project Media and Technology
National Geographic Television requests $1,121,583 (35%) of a total project budget of $3,192,249, to produce a documentary series in 13 half-hour and one hour-long special, "Facing the Wild: The Crittercam Chronicles," with associated informal science education materials and programs. This project will feature the natural histories of some of the Earth's most enigmatic and charismatic marine species, highlight the groundbreaking technology employed to study these extraordinary creatures and celebrate the scientists who devote their lives to understanding marine creatures. The project's goals include: to educate audiences about the vital importance of the world's oceans to the health of the planet; to celebrate the ingenuity of novel technology developed for science and exploration; to illustrate that many tantalizing mysteries remain yet unsolved and a great deal of exciting science and exploration has yet to be done; to provide viewers with scientific role models and help motivate them to pursue careers in science. Employing cutting-edge remote imaging tools, including "crittercam", and National Geographic's trademark storytelling, Facing the Wild's strong conservation message is designed to appeal to a national and global audience. A robust web site, virtual teacher workshops and Student Ocean Conferences will augment the impact of the series.
DATE: -
TEAM MEMBERS: Greg Marshall Keenan Smart Barbara Flagg
resource project Media and Technology
National Geographic Television is producing a large-format, 3D film, "Sea Monsters," about prehistoric marine reptiles. The project will also include formative and summative evaluations, educational materials for home, after-school and classroom use, professional development for educators, an interactive website and innovative outreach to underserved youth. The film will present the current scientific understanding of Mesozoic marine ecosystems and the biology and behavior of prehistoric marine reptiles. The storyline of the films sets paleontological discovery into historical context, and reveals much about the scientific method and process of inquiry. Innovative intercutting between live-action paleontology sequences and photo realistic 3D animation of the reptiles will bring the fossils to life and allow audiences to make connections between the remains that are uncovered and the reptiles' activities, all of which are driven by concrete evidence in the fossil record. Sea Monsters will have a strategic impact on the field of informal science education by using groundbreaking computer-generated imagery technologies, and by demonstrating that a strong, dramatic storyline is a powerful and effective method for communicating scientific concepts. Standards-based lesson plans for the classroom and informal activity guides for families will augment the impact of the film. National Geographic has teamed with leading scientific experts and formal and informal education specialists to inform and advise the project. Multimedia Research and Knight-Williams Research Communication, respectively, will conduct formative and summative research.
DATE: -
TEAM MEMBERS: Lisa Truitt Erica Meehan Barbara Flagg
resource project Media and Technology
In every drop of water, down at the scale of atoms and molecules, there is a world that can fascinate anyone - ranging from a non-verbal young science student to an ardent science-phobe. The objective of Learning Science Through Guided Discovery: Liquid Water & Molecular Networks is to use advanced technology to provide a window into this submicroscopic world, and thereby allow students to discover by themselves a new world. We are developing a coordinated two-fold approach in which a cycle of hands-on activities, games, and experimentation is followed by a cycle of computer simulations employing the full power of computer animation to "ZOOM" into the depths of his or her newly- discovered world, an interactive experience surpassing that of an OMNIMAX theater. Pairing laboratory experiments with corresponding simulations challenges students to understand multiple representations of concepts. Answers to student questions, resolution of student misconceptions, and eventual personalized student discoveries are all guided by a clear set of "cues" which we build into the computer display. Moreover, the ability to visualize "real-time" dynamic motions allows for student-controlled animated graphic simulations on the molecular scale and interactive guided lessons superior to those afforded by even the most artful of existing texts. While our general approach could be applied to a variety of topics, we have chosen to focus first on water; later we will test the generality of the approach by exploring macromolecules such as proteins and DNA. The simulation sofware we have been developing embodies a simple molecular interaction model but requires leading edge computing in order to (1) apply the model to large enough systems to yield simple and realistic behavior, and (2) animate the result in real time with advanced graphics. Our ultimate goal in this project is not only to help students learn science, but also to help them learn to think like research scientists. By looking at scientific knowledge as a set of useful models - models that are essentially temporary and will inevitably lead to better ones - they can see that science is not a set of facts, but a method for discovering patterns and predictability in an otherwise disordered and unpredictable world. Through mastery of the simulation software, students will gain the self-confidence to embark on their own missions of discovery.
DATE: -
TEAM MEMBERS: H. Eugene Stanley