"Roman City," fourth in a series of PBS specials based on the acclaimed books of David Macaulay, is an hour-long film that traces the planning, engineering, building and habitation of an ancient Roman city at the height of empire. The program continues the unique Macaulay presentation format of a cinemaquality animated dramatic story juxtaposed with live- action documentary segments, hosted by Mr. Macaulay and filmed at actual sites portrayed in the story. Each film roots its dominant structures and technology firmly within the thought and culture of its historical period. The dual presentation style has enabled the previous Macaulay specials to capture a wide range of viewers from young children all the way up to older adults. "Roman City," as well as the previous award-winning Macaulay specials--"Castle," "Cathedral" and "Pyramid"--is specifically aimed at enhancing the scientific, technical and humanistic understanding of both young people and adults outside of the formal educational environment. All indication from the previous programs suggests that this goal has been widely achieved. There is a natural curiosity about other cultures, about things technical and how they interrelate with human needs and aspirations, and we believe our unique format satisfies that curiosity in an entertaining, informative and educational manner. The ancient Romans achieved breakthroughs in planning and the delivery of those elements deemed necessary for the functioning of an increasingly world. Aqueducts, sewers, roads, bridges, amphitheaters and public buildings, even public lavatories, all speak to the technical mastery of the ancient Romans. And if their social aims were not always as "advanced" as their scientific and technological sophistication, then that, too, provides a modern object lesson on the critical and mutually dependent interrelationship of science and civilization.
Quest Productions is producing and testing the pilot phase for a series of weekly television programs entitled, Doing It. The series which is targeted at six to ten year olds is co-production with KCTS, the producer of Bill Nye the Science Guy in Seattle, will focus on science and technology-oriented themes by introducing viewers to men and women who develop and apply science and technology in their everyday lives. In each program, two young "explorers" will journey to a place in the real world that fascinates them and, with an adult guide, explore the inner workings of the particular site and how science is involved in what the person does. An additional character, a young woman named Howzit Work, will serve as a role model for the process of figuring out how and why things work. Each episode will end with a Doing It at Home segment which feature an activity or investigation selected from one of the activities designed by the GEMS project at the Lawrence Hall of Science. Ancillary material designed to encourage child/parent involvement is science include a Doing It booklet, and Internet Home Page, and a CD-ROM. The PI and Senior Producer will be Bill Jersey. His children's TV credits include 3-2-1 Contact, Sesame Street, and Bi-Lingual Children's Television. Pierre Valette, who helped develop and produce the pilot for Where in the World is Carmen Sandiego? is the creator of the project and will serve as Project Director. The Executive-in-charge of Production at KCTS is Elizabeth Brock, one of the developers of Bill Nye the Science Guy. The Senior Science Consultant is Ted Ansbacher, former Director of Exhibits at the New York Hall of Science. Evaluation will be conducted by Barbara Flagg. They will work closely with an advisory team of formal and informal science educators.
Commercial television is a powerful medium that has rarely succeeded in bringing scientific and technological information to its vast viewing public. For approximately eight years Don Herbert and his series "HOW ABOUT..." has brought science news to millions of viewers across the country. This series is carried on over 150 commercial TV stations in 80% of the major markets. The objectives of the program are to further the public's understanding and appreciation of the importance of science, technology and medical research to our way of life. Research Communications Ltd. will conduct a two-tiered study to determine the impact and effectiveness of these news inserts. A telephone survey will be conducted with station managers and news directors to document the decision-making process. The second step involves a series of focus groups with home viewers to determine the effectiveness of the series. Viewers will be asked a series of questions as well as responding to sample news segments. The research firm and Prinicpal Investigator have extensive experience in the media research area. This project of $27,700 is a modest evaluation investment which could provide clues and insights in mapping further commercial media strategies.
The Get Real! science strand will model and reinforce positive attitudes towards,and involve in, science and technology. It will seek to affirm for children the value of their ideas, and the importance of asking Why? It will tell stories about kids involved in science-related activities (such as science camps, inventors' fairs and wildlife rehabilitation programs), and connect science concepts to children's known experiences and activities. These ideas are basic to constructivism-that people grow based on what they already understand, adding levels of knowledge-and are central to Get Real! It will enforce viewers' active connection to the science content by making suggestions for projects to get involved with, and by encouraging children to discuss and question their knowledge of science and the world around them. We will also direct students to appropriate informal science education organizations (such as science centers and zoos) and to their teachers, for further discussion and information. (Teachers guides will be developed as part of this project.)
Children's Television Workshop is producing the second season of "CRO," an animated television series designed to bring informal science education to Saturday morning commercial television's large, demographically diverse audience of children. Each of eight new programs to be broadcast on ABC has the goals of: 1) entertaining six- to eleven-year-old viewers while increasing their familiarity with and interest in basic science and technology principles, 2) stimulating viewers' interest in science and technology by showing that they are not abstractions, but integral parts of daily life, and 3) convincing youth that discovering the workings of science and technology can be fun. In addition to the television series, CTW will develop and distribute a range of supporting materials. These include a twelve-page activity book; a four-color, four-page user's guide for informal science education leaders; two four- color, sixteen-page comic books that include puzzles, brain teasers, and simple experiments; an eight-panel activity poster; and inclusion of "CRO" material in 3-2-1 Contact magazine. Part of the distribution of these materials will be through CTW's partnerships with youth-serving organizations such as YMCA's , 4-H Youth Development Education, and Boys and Girls Clubs. The series also will be released on home video and CTW is considering development of an interactive product based on the series. Key staffing for season two will include Franklin Getchell who will continue from season one as co-principal investigator and Joel Schneider, who will replace Ed Atkins as the other co-principal investigator. Schneider will be responsible for content development of both the television series and of the ancillary materials. Jeffrey Nelson, formerly Executive Producer o f Square One TV, will join "CRO" as Executive Producer.
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TEAM MEMBERS:
Joel SchneiderFranklin GetchellMarjorie KalinsJeffrey Nelson
With support from the National Science Foundation (NSF), National Public Radio (NPR) will provide five years of operation of NPR's Science Unit to provide science and technology news and information on NPR's MORNING EDITION, ALL THINGS CONSIDERED, and WEEKEND EDITION shows. Prior NSF support has allowed NPR to create stable, sustained in-depth science coverage on the national network of 335 local public radio stations. More than 9,000,000 people a month, or 2.5% of the U.S. population each week, listen to NPR's news magazines. Science coverage includes 400-500 science stories each year. NPR's News and Information Service is widely acclaimed; awards have included the Alfred I. DuPont Columbia University Journalism Award, and the Science Unit's staff's Westinghouse-AAAS Science Journalism Award and the National Association of Science Writers' Science in Society Award. With this five year award, NPR will consolidate the gains that have been made, continuing to provide the coverage that has earned their reputation, while moving towards financial independence from NSF. A FY87 30 month award of $574,449 and, subject to the availability of funds, following 12 month awards of $240,698 in FY89, $210,939 in FY90, and $180,623 in FY91 are recommended.
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.
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TEAM MEMBERS:
Greg MarshallKeenan SmartBarbara Flagg
This 12-month planning grant will create the foundation for a project based on meaningful, online, game-based learning. Specifically, it will enable the proposer to develop and validate story lines and game characters with middle-school aged children in two summer design institutes. In addition, the proposer will build partnerships with museums and informal learning institutions and develop a plan to work with these partners for the dissemination, promotion, use and evaluation of the future games. Intellectual Merit: The project will develop standards-linked design specifications for play scenarios, game characters and real-world, problem-based activities across STEM domains. These design specifications should be of significant value for future educational game development. Children will serve as "informants" during game design, providing input where most effective. This involvement in the planning process is critical to the success of the games, and should ensure the desired "kid appeal." Broader Impact: The strategy of involving advisory groups of children, including those at-risk, will allow the project to factor in ways to engage audiences underrepresented in the sciences by tailoring characters and activities that ensure broad appeal. In addition, the approach of solving puzzle-like problems embedded in a game's story narrative should appeal to both boys and girls. This project will generate a report for publication on the design process and resulting specifications.
Under the Planning Grant Guidelines The Invention Factory Science Center (IFSC) develop "The Invention Factory Science Center Phase One Plan". This new science center is the central component of mixed-use redevelopment effort at the 45-acre Roebling Industrial complex in Trenton, New Jersey. Phase One includes the development of a 3200 sq. ft. visitor's center which is scheduled to open in the Spring of 1997. The IFSC will develop "Pathways to Science and Technology: An Informal Science Learning System, which is to be an innovative, interactive computer-based system of activities designed to stimulate self-directed and continuous learning. It will have a strong regional/community base, will leverage resources from local academic, industrial, and educational institutions, and will be disseminated broadly via state-of-the-art telecommunications technology. The planning activities will include front-end evaluation of the needs and interests of the community, meetings of the advisory committee, the development of plans for the "Pathfinders" software program, and development of plans for the overall evaluation of the project. t the end of the twelve-month planning period they will have designs and cost-estimates for the interactive activities and a general plan for the Visitor center. The value that this planning grant adds to their effort is support to bring nationally recognized leaders in exhibit development and informal learning to the planning sessions.
The Great Lakes Science Center plans to enhance an existing facility by adding the Great Lakes Situation Room. This addition makes innovative use of live theater techniques to provide interactive programming for the visiting audience. The Great Lakes Science Center is a relatively new addition to the Informal Science arena but the visitation has double the expected projections. The programs for the situation room are: Science and Information Technology Show; Great Lakes Data Quest; My Own House Data Quest; and Mathematics All Around Us. These new programs, linked to the Great Lakes Environment and exhibitions throughout the facility will further enable the visitor to actually learn about science, environment, and technology using a unique format and "state of the arts" tools made available by informational technology. This project will impact a large, diverse audience in the Great Lake's area and beyond. It has the potential for replication in other museums and science centers. The goals of this project are to enhance the visitor's experiences and learning while at the science center. The themes for the programs will explore some popular topics among the visiting audience. This is a three-year project that will quintuple the programming capacity of the theater, enhance its role in providing Informal Science Education, provide new active learning experiences and expand the center's capacity for accommodating larger audiences of families and school students. The cost sharing for this award is 66.5% of the projected total budget.
TERC Inc. will conduct a one-year proof of concept study that includes the design, development, and research of two prototype science activities for the virtual Blue Mars Science Center located on the Blue Mars 2150 platform developed by Virtual Space Entertainment. Blue Mars is a science fiction-themed virtual world set on Mars far in the future and will be rendered in High Definition, an important incremental step in the development of highly realistic virtual worlds. It is in this virtual world context that the proposed learning activities and research are to be conducted. TERC's research will examine the challenges of learning in virtual environments and which types of tools and interactions can encourage and support collaboration, the results of which will advance both informal and formal learning in virtual worlds. Avatar tracking data, participant observations, interviews, and surveys will be used to study participants. The project has the potential to advance areas of computational visualization systems and cognitive science and will afford an array of learning opportunities using real time data. Millions of visitors to the Blue Mars world will be able to share in an unprecedented range of virtual activities and experiences. It is anticipated that the research will inform the future development of even more advanced immersive interactivity, such as avatar-based models and computationally-oriented interactivity. The study will serve as a basis for both further development of the Blue Mars Science Center and the advancement of research on science learning in virtual worlds. The investigators are interested in continuing to expand as the scientific community evolves in the virtual world. The online world has the potential to become a powerful attractor for the general public to engage in science learning.
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TEAM MEMBERS:
Jodi Asbell-ClarkeTeon EdwardsRichard Childers
The Shared Signing Science Planning Project will develop a prototype of a web-based Signing Science Pictionary. The prototype will be piloted to families and caretakers of deaf and hard of hearing children to study the feasibility and effectiveness of the learning technology and identify the activities that are most effective in helping deaf children learn life science at informal science centers. The project team will also compile a dictionary of science terms with the intention of including the terms in a full version of the Pictionary. The final Pictionary will be comprehensive; including scientific terms from life, physical, Earth, and space science and will be presented in animated sign language accompanied by written explanations and pictorial illustrations. The project will also produce a video guide with a description of activities that parents can implement with their children. The planning project will result in a prototype with 100 life science terms of species found at the three informal science centers the children and parents will visit to test the prototype. These informal sites are hands-on and exploratory featuring marine organisms and a range of terrestrial flora and fauna to touch and interact with. To prepare for the site visits, parents and caretakers of deaf or hard of hearing children will be taught how to use the Pictionary with children through a Flash-based movie that introduces the interactive features and assists the parents in engaging with their children in three activities using the signing scientific vocabulary. The preparatory vocabulary work with the parents and children will lay the educational foundation for the visits to the informal science education sites. Families will test the initial project prototypes with deaf children using a control group for comparison. Pre-tests will be used to assess childrens' vocabulary before use of the Pictionary. Follow up tests will test knowledge of the new words and will include field observations of children in museums, zoos, and farms, where the new terms will come to life in corresponding exhibits. The results of the ongoing evaluation will be compiled into a guide for other developers of similar materials for the deaf community, and will impact the development of the final project. The project will broaden participation of an underserved audience in STEM learning and generate new knowledge about how to effectively integrate emerging learning technologies into exhibits and programs for deaf learners.The project team includes TERC and Vcom3D and collaborators from Gallaudet University Regional Center at Northern Essex Community College, the College of the Holy Cross, and the Learning Center for Deaf Children. Participating informal science education institutions are represented by the EcoTarium, Davis' Farmland, and the Stone Zoo. These partnerships provide the necessary expertise and support for the proposed project to have significant impact on advancing STEM learning in informal settings for children with hearing disabilities through the use of assistive learning technologies.