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resource project Media and Technology
Dinosaur Island is a 3D computer simulation with herds of sauropods and ceratopsians, flocks of pteranodons, hunting packs of carnivores and authentic plants and trees from over 65 million years ago all controlled by the user. You can think of Dinosaur Island as a digital terrarium in which a balance between the species and their diets must be maintained or the ecosystem will collapse. It is up to the user to determine how many and what kinds of dinosaurs and plants populate the island. Start off simple with just a few sauropods and some plants; but you better make sure that those big plant-eaters have the right food to eat. Did you know that many of the plants from the Jurassic were poisonous? You also need to make sure that there are some carnivores around to keep those sauropod herds in check; otherwise they will quickly outstrip their food supplies. Dinosaur Island is an Adventure: Yes, it is a bit like those famous movies because you can take 'photographs' of your dinosaurs, save them, post them and share them with your friends (you can even 'name' your dinosaurs, 'tag' them and track them throughout their lives). You will be able to walk' with the dinosaurs without being trampled under their giant feet. You will be able to follow along when a female T-Rex goes out to hunt without fear of becoming dinner for her family. You will be able to 'garden' by 'planting' vegetation where you like and watch the plants grow over time. Dinosaur Island is Educational: Our reputation – both in our 'serious games' and our contracted simulations – is for historical accuracy. All of our computer games, serious games and simulations are meticulously researched. Dinosaur Island will also include an extensive hyperlinked interactive 'booklet' about the dinosaurs that live on Dinosaur Island, their habitat and the plants and vegetation that grow there. Designasaurus, the game that we created in 1987, was named Educational Game of the Year. We will exploit the computer environment that is now available (more memory and faster machines allow for 3D rendering) to make Dinosaur Island even more of an immersive educational experience. Dinosaur Island is Fun: Playing with herds of dinosaurs is just good fun. You can 'pick them up' and move them around, plant crops for them to eat or you can even 'get inside' a dinosaur and control its actions. Regardless of your age, Dinosaur Island is guaranteed to be hours of fun.
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TEAM MEMBERS: Ezra Sidran
resource project Media and Technology
This cooperative agreement will support a program of targeted outreach, professional development and national visibility for libraries and museums as important, community-based venues for student/youth game development and STEM learning. IMLS will provide financial support amounting to $100,000 for work over the Project period of January 1, 2013 to December 31, 2013. as part of this key learning and development phase, we will conduct activities including targeted outreach, professional development, youth workshops, national promotion and documentation/evaluation.
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TEAM MEMBERS: Michael Levine
resource project Public Programs
The Pueblo of Santa Clara's Community Library will continue its important role as a community anchor in fostering 21st-century learning and information use with a range of interactive projects that will engage community members of all ages. Technology Access Nights will foster responsible technology use and awareness among young learners and their families, especially promoting safe social media practices. For hands-on technology learning, youth, elders, and their families will collaborate on two oral history projects. One will gather stories of Santa Clara Pueblo women's achievements and cultural endurance, and the other will document strategies for academic success. Also, a youth mentor/internship initiative will create a cadre of "Bookworm Interns" trained in the Every Child Ready to Read Program®, allowing the interns to practice their new skills during the Summer Reading Program, which will be extended from one to five weeks.
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TEAM MEMBERS: Teresa Naranjo
resource project Public Programs
Florida State University and partner University of Alabama will collect and analyze data on how STEM teachers can most effectively collaborate with librarians. The data will be collected at focus groups held at four national conferences: the American Association of School Librarians, the Public Library Association, the National Science Teachers Association, and the National Council of Teachers of Mathematics. This variety of participants at these conferences will allow for diverse opinions, thoughts, and ideas to be compiled, supporting the analysis of how the collaboration between STEM teacher and librarian is working today and providing recommendations on how it could be improved. The overall goal of this planning grant is to assess what is happening in the field so the information can then be shared with the educational and library communities for greater impact.
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TEAM MEMBERS: Don Latham
resource project Public Programs
Westport Library, with its partners, Southern Connecticut State University (SCSU) and Connecticut State Library - Division of Library Development (CSL-DLD), and with SPARK! Consulting, will introduce a new model of maker space in libraries and a way to systematically integrate the culture of interactive "making" into the library profession. Westport will introduce a culture of innovation, while honoring the needs of more traditional libraries. There will be self-directed, hands-on maker experiences; maker workshops; and makers-in-residence who will support workshops and innovation labs on topics such as robotics, LED quilt creations, and tinkering with home electronics repairs. The library will also create Interactive Innovation Stations (iStations) to introduce people to the concepts and techniques of innovative thinking. It will be an environment where people can experiment, take calculated risks, and work collaboratively.
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TEAM MEMBERS: Bill Derry
resource project Media and Technology
The Howard County Library System (HCLS), in partnership with the University of Maryland Baltimore County, will use this grant to enhance the teen digital media lab at the Savage Branch Library by adding science, technology, engineering, and math projects and implementing that same STEM-focused model in three other libraries. The "Hi Tech Academy: The Road to a STEM Career" project will address the increasing demand for workers with STEM-related skills as the number of college graduates in these fields decreases. This program will create a model to be replicated at other libraries, bring awareness of how to best teach these skills, increase interest in STEM for youth, and address the demand for these skills in the community.
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TEAM MEMBERS: Angela Brade
resource project Media and Technology
Stanford University Library, in partnership with the University of Santa Cruz, will develop a publishable metadata scheme for digital games, including ontology and terminology, as well as a system and tools for citation of in-game events and game states. While the work of collection and preservation is underway, digital games present unique and complex stewardship problems, including methods for description, discovery and citation. As acquisition of this type of collection increases, challenges with cataloguing, storage, and access are compounded. This framework will provide a complete solution to the closely linked problems of finding, accessing, and citing digital games, a growing and important part of modern culture.
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TEAM MEMBERS: Noah Wardrip-Fruin
resource project Public Programs
The NEES network is comprised of a central management office (NEEScomm) located at Purdue University, and 14 geographically distributed earthquake and tsunami research facilities. We are considered to be a Large Facility within the Engineering division. We have been responsible for the coordination of centralized education, outreach and training activities at each of theses research facilities plus assessment of these activities. We have conducted a very successful REU program for the past 5 years. Additionally we maintain a repository of education modules and learning objects available on our website.
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TEAM MEMBERS: Barbara Fossum
resource project Media and Technology
The Knowledge Management/Eskind Biomedical Library at the Vanderbilt University Medical Center will develop a model for delivering patient-specific, consumer-friendly information that will lead to more informed patients, who are more likely to take a proactive, participatory role in their health care. The project's test bed will be My Cancer Genome (mycancergenome.org), a freely available web-based tool that provides information on tumor-based genetic mutations that can impact cancer treatment, the study of which is called pharmocogenetics. The team has selected two cancer types, melanoma and non-small cell lung cancer to demonstrate broad applicability of the model framework developed. Key project components include drafting guidelines for developing consumer-friendly educational material about pharmacogenetic principles; creating consumer-friendly pharmocogenetic content; and detailing a process for content refinement and evaluation.
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TEAM MEMBERS: Nunzia Giuse
resource project Media and Technology
The North Carolina State University Libraries and its partners will create a model framework for an interactive learning environment, applying the principles of gaming, artificial intelligence, systems automation, and experience design. Display screens, interactive applications, and computerized information systems have become almost ubiquitous within informal learning spaces in libraries and museums. The resulting convergence of physical and virtual environments, with the attendant urgency to fill screens with content that is meaningful and interactive, creates new challenges for keeping labor-intense digital content and applications fresh and relevant. The model will include an integrated assessment loop and tools for improving services to users.
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TEAM MEMBERS: R. Michael Young
resource project Media and Technology
The Missouri Botanical Garden and partners at Harvard University, Cornell University, and New York Botanical Garden will test new means of crowdsourcing to support the enhancement of content in the Biodiversity Heritage Library (BHL). The BHL is an international consortium of the world's leading natural history libraries that have collaborated to digitize the public domain literature documenting the world's biological diversity, resulting in the single, largest, open-licensed source of biodiversity literature. The project will demonstrate whether or not digital games are an effective tool for analyzing and improving digital outputs from optical character recognition and transcription. The anticipated benefits of gaming include improved access to content by providing richer and more accurate data; an extension of limited staff resources; and exposure of library content to communities who may not know about the collections otherwise.
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TEAM MEMBERS: Trish Rose-Sandler
resource project Public Programs
The Metropolitan Reference and Research Library Agency's National Digital Stewardship Residency in New York (NDSR-NY) addresses the library profession's lack of staff who are trained to successfully acquire, manage, and preserve digital materials. The three-year project builds on the pilot program (NSDR) developed by the Library of Congress in Washington, D.C. It will support 10 students in gaining skills and experience to begin successful careers in digital stewardship; increase the number of skilled professionals; and help replicate the model residency program across the country. The NDSR-NY project will transform the landscape of certificate programs by using a blended approach that combines education with practical, hands-on work and by bringing together best practices to build a tested curriculum that teaches core competencies.
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TEAM MEMBERS: Margo Padilla