To help answer questions about the behavior of participants in human-robot systems, we propose the Cognitive Evaluation of Human-Robot Systems (CEHRS) method based on our work with the Personal Exploration Rover (PER). The CEHRS method consists of six steps: (1) identify all system participants, (2) collect data from all participant groups, including the system’s creators, (3) analyze participant data in light of system-wide goals, (4) answer targeted questions about each participant group to determine the flow of knowledge, information, and influence throughout the system, (5) look for
During half-hour sessions, four third grade girls and four third grade boys from a Long Island elementary school were observed individually while playing an early prototype of a computer game called 'Inventors' Workshop. The procedure involved assessment of student interpretation of the part visuals and renaming of parts once the game had been experienced; suggestions for additional parts; comprehension of the connection of parts; understanding of rotation feature; ability to respond to three different and successively more difficult challenges; ability to invent their own challenge for
On two Saturday mornings, December 3 and December 10, 2005, two groups of Deaf adults were invited to participate in a focus group to try out the Multimedia Tour in the Star Wars exhibition and provide feedback on both its effectiveness and how it could be improved. The purpose of the focus group was to gain rich in-depth feedback from many people at once, particularly because it is so difficult to capture Deaf users in our exit interviews due to language barriers. Focus groups followed a topical framework surrounding what visitors enjoyed about the handheld, improvements they might make to
Maine is a rural state with unequal access to computers and information technology. To remedy this, the Maine laptop program supplies iBooks to every seventh and eighth grade student in the state. The goal of EcoScienceWorks is to build on this program and develop, test and disseminate a middle school curriculum featuring computer modeling, simple programming and analysis of GIS data coupled with hands-on field experiences in ecology. The project will develop software, EcoBeaker: Maine Explorer, to stimulate student exploration of information technology by introducing teachers and students to simple computer modeling, applications of simulations in teaching and in science, and GIS data manipulation. This is a three-year, comprehensive project for 25 seventh and eighth grade teachers and their students. Teachers will receive 120 contact hours per year through workshops, summer sessions and classroom visits from environmental scientists. The teachers' classes will field test the EcoScienceWorks curriculum each year. The field tested project will be distributed throughout the Maine laptop program impacting 150 science teachers and 17,000 middle school students. EcoScienceWorks will provide middle school students with an understanding of how IT skills and tools can be used to identify, investigate and model possible solutions to scientific problems. EcoScienceWorks aligns with state and national science learning standards and integrates into the existing middle school ecology curriculum. An outcome of this project will be the spread of a field tested IT curriculum and EcoBeaker: Maine Explorer throughout Maine, with adapted curriculum and software available nationally.
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TEAM MEMBERS:
Walter AllanEric KlopferEleanor Steinberg
The Minnesota Zoo and Eduweb will design and develop "WolfQuest," an online, 3-D, multiplayer videogame based upon the behavior, biology and social structure of the gray wolf. This dynamic interactive experience will allow learners to become a virtual wolf (avatar) to explore gray wolves within an authentic virtual replication of wolf habitat and social structure. The scientifically accurate graphic representations of the virtual environment will afford rich and robust learning of wolf behavior, biology and habitat ecology. Participants are intended to emerge from the learning experience with a clear understanding of wolf conservation issues in the real world. "WolfQuest" is supported by a website that will function as a self-sustaining community of learners who will participate in discussion forums with wolf experts, and receive ongoing gameplay information and interaction with other participants. Additionally, the project website will provide educational guides for parents and teachers, interpretive materials, incentives to reward participants' achievements acquired through "WolfQuest" gameplay and provide a link to informal environmental organizations throughout the country. The national informal education network will afford regional customization of "WolfQuest," as well as provide social interaction among participants and organizations. The national participant network will disseminate and promote the "WolfQuest" game and wolf-related science programs. Two kiosk installations will be deployed at the Minnesota Zoo and the International Wolf Center for extended learning opportunities at those sites. Project assessment will aggregate data on learners' content acquisition, attitudinal change, game engagement and will yield guidelines for the field on effective practices in development of science education games, along with appropriate methodologies for evaluating game-based learning.
IDSolutions, in partnership with the National Association of Health Education Centers (NAHEC) and eight NAHEC member organizations will develop an original project to provide informal science education experiences to children, families and the local community via visual communications' technology. This initiative includes building a technical infrastructure that will connect participating Health Education Centers. It will expand beyond the installation of a network and will focus the bulk of its energy on the technology's application -- generating inquiry-based science experiences through active engagement with content that originates from remote locations. Through the creation of an Interactive Videoconferencing Programming Collaborative (IVPC), IDSolutions, NAHEC, and NAHEC Members will produce and disseminate to our target audience of school-age children, families, community groups and teachers, a high volume of science-related programming. The core content of the initial set of programs will be extracted from one of the nation's most popular life science traveling exhibits called "Grossology." These distance-learning programs will originate from a central "studio" location and will be available during the day, after school, on weekends, during summer breaks and holidays. Supporting this effort will be Advanced Animations (designers of "Grossology" and "Experience Science!"), a science education consulting company.
This planning grant seeks funding for demonstrating proof of concept for the proposed traveling exhibition "Inside Phoebe's Field." It is an outgrowth of the prior NSF project (9979287) that resulted in an interactive book for middle-school age girls. This project extends the book through exploring the feasibility of using mixed reality in an exhibit format as well as virtual environments using the Internet. Intellectual Merit: The project will further the technology-enhanced three-dimensional storytelling approach by development of selected science exhibit prototypes. The project team combines academic, museum and professional expertise, as well as a partnership with the Girl Scouts of the USA. Broader Impact: This project will provide the ISE field valuable feedback about the use of metaphor in storytelling in a science-based exhibition, as well as about the application of new technologies (virtual reality, augmented reality technologies and interactive electromechanical events) for creating exhibit experiences. At the same time it will further the development of a national traveling science exhibition whose primary target audience will be girls from ages 10 to 13.
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TEAM MEMBERS:
Mitzi VernonKatherine CennamoIrene GoodmanMichael ErmannSteve HarrisonMargarita McGrath
The Scientific Reasoning Research Institute at the University of Massachusetts, Amherst will conduct a feasibility study for engaging museum visitors in data analysis through this planning grant. Intellectual Merit: This project builds on the extensive prior work of the PI in developing Tinkerplots software for middle school students. At the same time, it potentially takes advantage of the many museum exhibitions that include various kinds of data but provide no mechanisms for visitors to analyze the data and draw conclusions. This project makes the connection by seeking to demonstrate the proof of concept for the transfer of this data analysis program from the formal to the informal setting. Broader Impact: This project will purposefully test three very different settings -- Museum of Science, Boston, MA; Naismith Basketball Hall of Fame, Springfield, MA; and Missouri Botanical Garden, St. Louis, MO -- to explore the advantages and limitations of this approach in those learning environments. If successful, the software could have very wide application.
This project will research distributed, online fantasy basketball games, which are quite popular with many kinds of players, including informal science education under-represented groups, and which entail some degree of informal statistical reasoning and decision-making strategies. The game is not playing basketball per se, but taking on the role of a team owner or coach who needs to decide how best to compose a team given necessarily limited resources. The research team will provide a method for framing and researching statistical understanding and decision making of expert and novice players, then, based on the research, will develop scaffolded techniques for helping players become more reflective on and adept with the statistical knowledge and decision making strategies they use.
The goal of this project is to educate children between the ages of 10 and 18 about the ecology of insects and forests, how human activities affect their interaction, and how scientific research is conducted. It will disseminate information throughout Indiana based on research award DEB 0345331, Cicadas and Forests Education. For a period during May and June 2004 the United States was captivated by periodical cicadas in an unusual convergence of popular and scientific interest. This project will use this heightened awareness as a vehicle for informal science education as additional broods emerge in 2007 and 2008 in the Midwest and South. The project will use existing video footage from the research to produce a documentary film on periodical cicadas for airing on public television stations and distribution on DVDs to schools; an interactive computer-based presentation in PowerPoint; and an interactive 3-D animation of the cicada life cycle for use in a science center. Project collaborators include local public television stations, Wonderlab (a science museum), the Indiana State Museum and school systems in Indiana.
This planning grant proposal would develop the logistical, programming and creative specifications for production of Magic Porthole, an innovative Web-based science game for 8-14 year olds. The content and learning will focus on the value and significance of intact coral ecosystems to human communities, encouraging young people to seek more sustainable relationships with their environment. The project will use existing video footage of coral reef life along with new live action footage, text, stills, music and flash animation. The 8-14 year olds will be engaged in a sustained mystery story that will pull them more deeply into scientific content. The organizational collaborators are environmental education and media organizations.
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TEAM MEMBERS:
Janine SelendyJan PostWilliam FinneganBrett Pierce
TERC will develop Earth Window, a visualization system for generating photo-realistic Earth images and fly-overs that offer a new method for earth science visualization designed for non-scientific audiences. Based on front-end research to determine a baseline of visitor knowledge and misconceptions, the project team will create the Earth Window Research Lab using the GeoFusion visualization engine and WorldSat "digital earth" remote sensing database. This prototype will undergo formative evaluation with visitors to explore a variety of interfaces, navigation systems, levels of interactivity and presentation formats, along with researching the roles of metaphor, user control, false color, authenticity and changes over time to determine how best to employ this technology in ways that maximize visitor learning. BROADER IMPACTS: Based on the outcomes of the formative research, TERC will refine the visualization technology and integrate it into different types of existing exhibits at four museums: Museum of Science (MA); Montshire Museum (VT); National Air and Space Museum (DC); St. Louis Science Center (MO). "Windows on Earth" will enable some 1.8 million people to benefit from remote Earth sensing datasets, allowing them to explore the planet in ways not otherwise possible and thereby improve understanding of key issues in Earth science and their connections to daily life. In addition, the project will develop, test and refine a new visualization tool that then can be replaced and applied by the science museum community at large.