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.
PEEP and the Big Wide World, produced by WGBH, is an award-winning daily half-hour math and science television series for 3-5 year old children, complemented by an outreach campaign designed to encourage greater family involvement in children's math and science exploration. PEEP's three intended impacts are to: (1) empower families to feel more equipped, more confident, and more inclined to facilitate science and math exploration with their preschoolers; (2) engage preschoolers in science explorations that promote positive attitudes and inquiry skills; and (3) provide project partners with appropriate educational resources for both the English- and Spanish-speaking families they serve. The project's deliverables include: - Ten new animated PEEP stories in Spanish and English, which will introduce a new bilingual character to bring to life PEEP's science and math-based curriculum for Spanish speakers; - Ten new live-action segments in Spanish and English, which will show children, their siblings, parents, and grandparents actively engaging in "Anywhere Math and Science"; - Collaborations with the project's long-standing partners (National Head Start Association, National Education Association, and National Association of Child Care Resource and Referral Agencies) and with new groups that specialize in delivering science content and messaging directly to Latino families (Self-Reliance Foundation, National Latino Children's Institute, and Hispanic Communications Network).
KCTS is producing Sci-Squad, a national weekly science education television series for children ages 8 to 10. The thirteen half-hour programs in the series will show a team of kids, the Sci-Squad, who use inquire and collaboration to seek the solution to a science problem. The team is led by Howzit, a young woman computer whiz. Working cooperatively the team investigates each scientific subject through a combination of first-hand experimentation, Internet surfing, field research, and visits to real-world scientists. Each of the characters models a different mode of science inquiry in search to a question the team receives at the beginning of each program. Youth who view the programs will be encouraged to follow along with the Sci-Squad and will be challenged to observe, measure, think critically, analyze results, and devise further experiments. Outreach materials to support science activities by viewers include an Explorer's Guide for youth, a Parents Guide, and a Guide for Teachers. There also will be collaborations with science and youth serving organizations such as Boys & Girls Club of America, Family Math, GEMS, Science Linkages in the Community, the National Science Teachers Association, the National PTA, and, for the Hispanic population, ASPIRA and the National Council of La Raza. Bill Jersey, President of Quest Productions, will be the Senior Producer, Director, and Co-Project Director. The creator of the project and Co-Project Director is Pierre Valette, a producer and writer of documentaries for Quest Productions and previously an Associate Producer in Children's Programming at WGBH. Elizabeth Brock will be the Executive-in-Charge of Production for KCTS. The Senior Science Consultant is Ted Ansbacher who previously was Director of Exhibits at the New York Hall of Science and Director of Education/Senior Scientist at The Chicago Museum of Science.
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TEAM MEMBERS:
Bill JerseyPierre ValetteElizabeth BrockJeff GentesBarbara Flagg
Twin Cities Public Television (KCTA) is producing and evaluating a pilot for a new science series for children ages 8-12 to be produced in conjunction with Miami University of Ohio and the National Science Teachers Association (NSTA). Called Dragonfly, the pilot will be based on the children's magazine of the same name and will consist of segments presented by children that document their own science investigations and presentations by professional scientists of work in related fields. Each program will include two or more presentations by children, one or two presentations by scientists, a science challenge to be resolved within the show, one or two hands-on activities to engage viewers at home, and a presentation of children's artwork or poem in which they express their impressions of science and nature. The series would be coordinated with the Dragonfly magazine and with a parallel program, Dragonfly Quest, an Internet and youth-based activity pilot endeavor funded under another grant. The Executive Producer would be Richard Hudson, who has previously served as Executive Producer for Newton's Apple, a series also produced by KCTA. Chris Myers, of Miami University and creator of the magazine, will have primary responsibility for the science content, and Phyllis Marcuccio at the NSTA will be responsible for the coordination between the television project and the magazine, which is published by NSTA. The producers will work with an advisory committee that includes Gerald Wheeler, Lawrence Lowery, Joan McShane, Hardy Eshbaugh, Shawn Carlson, Kenneth Phillips, Milton Chen, James Steinbach, and Cheryl Gotthelf.
Twin Cities Public TV is producing 13 half-hour programs of a new science show for children to be on public television. The show would be based on the children's magazine, "Dragonfly," and would present children doing science experiments that they developed and planned themselves. From time to time, the children would be joined by adult scientists who tell of their own research, their discoveries, and their love of science. The goals of the project are to foster in children a greater interest in science and the process of scientific inquiry; demonstrate the parallels between children's scientific explorations and the research conducted by professional scientists; and feature and promote science projects involving under-represented communities, particularly ethnic minorities and girls. Outreach for the project will include a monthly "Young Investigator's Field Book," a Dragonfly TV teachers' companion multi-page insert that will be integrated into the NSTA grade school and middle school journals for teachers, and a Dragonfly TV website. The project also will establish community outreach partnerships with the Boys and Girls Clubs of America and the 4-H National Science and Technology Network.
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.
The New York Hall of Science, in collaboration with the Lawrence Hall of Science, is producing and evaluating an application of recently available technology, the random-access audio player, which offers the promise of improving the effectiveness of learning at science-technology center interactive exhibits. The audio "tours" that are being produced and tested will have varying degrees of branching and layering appropriate to the nature of each exhibit unit design. A "highlights" audio tour will be created for the Lawrence Hall of Science and an audio tour focusing on a single group of light, color, and vision exhibits will be created for the New York Hall of Science. The audio tours will be tested with two different categories of audience at each site: the general public on weekends and schools groups on weekdays. Alan Friedman, Director of the New York Hall of Science, will be the Principal Investigator. The Lawrence Hall of Science will be represented by Brooke Smith. The audio tours will be written and produced by Steve Tokar, the producer of Science Today a daily radio science program on the CBS radio network. Beverly Serrell, Director of Serrell & Associates, will conduct the evaluation of the audio tours at each site.
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.
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
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.
The AAAS is developing and testing a pilot phase of an on-line website science club for youth. Kinetic City Cyberclub will engage youth in episodic adventures to promote both group and independent exploration. Users will receive carefully crafted, paced challenges as they wind their way through a mystery or other related activity. The adventures will be presented over time in a series of episodes that require users to use science toward solving an on-going mystery or problem. Components of the on-line club will include: Story Pods which set up the problem and inform users of what has been learned to date; Clue Pods which include information and activities that users can add to their individual electronic notebooks; Experiment Pods where users will be able to try out different theories to solve immediate problems; Discussion Pods where questions will be posed to which users are encourage to respond; and a Voting Pods where users get to vote on the next direction the science exploration should take or on possible solutions to problems. Components of the web page will be updated on a regular basis with most of the content being changed weekly and, in some instances, daily. The PI will be Robert Hirshon of the AAAS who has been the key developer of The Kinetic City Super Crew, the radio series on which the Kinetic City Cyberclub is based. The Senior Producer responsible for developing and maintaining the website will be Kimberly Amaral. Ms. Amaral previously been a writer/web developer for the Woods Hole Oceanographic Institution's Coastal Research Center and Sea Grant and she has worked as a researcher/writer for Bill Nye the Science Guy. Dissemination and outreach will be a joint effort of the AAAS and the National Science Teachers Association. Evaluation will be conducted by Arthur C. Johnson, an independent evaluator and instructor at the Harvard Graduate School of Education.
The Consumers Union of U.S., Inc. will produce four half-hour television specials which focus on kids testing and evaluating popular products. This "real world" approach can motivate children to learn science and mathematics concepts and to develop problem-solving skills in the process of tackling everyday consumer problems. The approach is particularly effective with youth who are not print-oriented, who watch a lot of television, and who may find "formal" science and mathematics inaccessible. Outreach materials for viewers and for use in formal classes will extent the impact of the project. The PI and Project Director will be Joyce Newman, Director of Consumer Reports TV. Susan Markowitz, who produced the successful pilot program will be Producer and Edward Groth, a biologist who serves as Consumers Union Associate Technical Director for Public Service Projects, will be the Senior Science Advisor. Susan Isenberg will be a major science education advisor. Ms. Isenberg is an IBM Education Fellow and consultant to a number of New York and New Jersey school districts. She has a B.S. in Science Education, an M.S. in Education, and has been a teacher for 25 years. This core group will work closely with in-house scientists and education experts as well as with an advisory committee established for the project.
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TEAM MEMBERS:
Joyce NewmanEdward GrothSusan Markowitz