WGBH Boston and its NOVA production group will produce a series of eight one hour television programs titled "Life: Cracking the Code". The series will cover recent advances in molecular biology, the record of personal quest and achievement of many of the biologists who have contributed to these advances, the social costs and benefits that have resulted and the ethical questions that new knowledge and new abilities in biology have generated. Individual programs will include "The Language of Life" on the discovery of DNA's role in molecular biology, "Molecular Machines" on proteins; "Designing the World to Order" on practical consequences of the new biology, "When Cells Rebel" on the processes involved in cancer, and "Between Self and Other" on the immune function. The series will be produced for prime time PBS evening broadcast to an audience of more than twelve million individuals by a co- production by the NOVA science unit at WGBH and the Chedd-Angier Production Company. Scientific advice and consulting will be provided by Harvard's Whitehead Institute for Biomedical Research and a project advisory committee composed of seven distinguished scholars chaired by Prof. David Baltimore. The series production budget will be approximately $ 4.2 million. This new science series on DNA, molecular biology and its new technologies will cover one of the great intellectual achievements of our time. It will provide timely information about an area of scientific discovery that is rapidly transforming many aspects of our life. The series will, in addition, document the rich recent history of molecular biology with the participation of many of the original researchers who are still alive and active in their fields.
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TEAM MEMBERS:
Paula ApsellGraham Chedd
resourceprojectProfessional Development, Conferences, and Networks
The Scientists Institute for Public Information (SIPI), a non profit organization of scientists and media professional that works to strengthen reporting of science, will organize annual briefings for television news directors and producers by leading scientists during the next three years. Each year 35- 50 local news directors from across the country will meet face- to-face with nationally prominent scientists for two days of discussions of leading stories in science, health and the environment. Science is underreported on commercial television, and this targeted intervention has a substantial opportunity to directly improve the quality and quantity of science reporting by America's television industry. SIPI's Media Resource Service has developed an international reputation for its provision of scientific and technical sources for journalists. The prototype TV News Director's Briefing, held March 10-12 1989, demonstrated in a practical way the potential of the project, reaching 35 key journalists from 17 states. The briefings will be attended by a geographically distributed group of professional scientists and journalists who are well supported in their discussions by extensive pre-meeting work by SIPI staff. Extensive news coverage of the topics discussed will take place and be documented by SIPI staff. A continuing evaluation study by an independent contractor will analyze the impact of the briefings on the participants. NSF support will amount to 28% of the $660,000 project total.
The videodisc-based exhibit, the Powers of Ten in Time, will allow museum visitors to explore the unseen world of natural change - events that occur too quickly or too slowly to be perceived. Through the use of a touch screen and interactive software, users will be able to, in effect, speed up or slow down timeto witness changes that lie outside of the limits of human time perception. Visitors will see scenes such as a forest recovering after a fire, a wall of earth crumbling from erosion, tides coming in and out, the intricate motions of complex machinery and molecules colliding and reacting to produce fire. The videodiscs will contain more than 100 short video segments depicting a wide range of phenomena. We will use time-lapse footage, slow-motion clips and animations to show changes occurring over time periods form 300,000,000 to femtoseconds. Not only will museum visitors be able to watch these video segments at their own pace and in order they choose, they will also be able to learn more about such phenomena through on- screen textual and graphical explanations. The goal of the project is to engage museum visitors with captivating photographic segments, explain the phenomena shown with supplemental text and graphics, and stimulate them to look at the world in a new way - not just with their eyes, but with their minds and imaginations.
The goal of the project is to produce a one hour television documentary and a series of video teaching modules which explore a wide range of scientific disciplines in an exciting manner by presenting the story of how these disciplines are used in the preparation and racing of an Indianapolis race car. This program will be distributed to a wide audience through its broadcast by PBS and cable sports networks; through dissemination to classrooms and museums nationwide; and through distribution via agencies that focus on bringing educational programs to youth and minorities across the country. We expect to attract a new audience to science, the millions of Americans who are infatuated by automobiles. This is an audience that cuts across age, ethnic and racial distinctions in America today. This exciting story of applied science should also appeal to American youth in a way that more traditional science stories do not. The major scientific disciplines involved in the project are: basic engineering, mathematics and physics, aerodynamics, materials science, mechanics, telemetry and computer aided design. This project is submitted to the Informal Science Education Program. The specific content of this project will be aimed at an audience with little background in science. High-school students and adults should be able to understand all the principles presented. Younger audiences will gain insight into how a knowledge of science is fundamental to a sport that many of them find fascinating.
ONE, TWO, THREE...INFINITY: The World of Mathematics is a series of eight one-hour films about math in the real world. It will be produced by WQED/Pittsburgh for prime-time broadcast on the 340 PBS stations and in many foreign countries. The goal of the series is not to "teach" math but to show, in an entertaining fashion, the importance of math in many walks of life--music, art, engineering and communications, to name a few. Math affects our lives everyday in ways many of us have never imagined. Yet few of us ever stop to think about it, perhaps because of "Math anxiety." This series will be the first to reveal math's importance not only as a tool for discovery, but also as a major cultural force. Drawing on WQED's proven skill in creating special visual effects, and making liberal use of magic and mystery, puzzles, and paradoxes, the series will break down the public's fears and misconceptions about math. We hope viewers--children as well as adults--will come away with a new appreciation of mathematics and, most important, a more open attitude toward learning about it--the first step toward a higher level of math literacy. WQED's Producers and cinematographers bring many years of experience on such award- -winning programs as PLANET EARTH, THE INFINITE VOYAGE and the NATIONAL GEOGRAPHIC SPECIALS. A diverse and distinguished advisory committee will help shape the series and ensure its accuracy. And a companion book, together with a program of educational materials and activities, will extend its reach beyond the television audience, making the series a potent catalyst for learning.
WGBH/Boston in association with the Chedd-Angier Production plan the production of a series of five one hour public television programs on the environmental history of North America, "A Continent Transformed". Each of the programs will emphasize a key process which has shaped American environmental history: biological invasion, drawing boundaries, linking transportation and market systems, projecting ideals onto the landscape, and increasing the pace and complexity of systematic change. The principal author of the series and its on camera host will be William Cronin, a leading ecological historian. The series will be assisted by a prestigious Advisory Board, educational materials will be developed for series classrom use, and 8 million viewers should see each episode when the series airs in the Fall of 1992. NSF support will represent approximately 10% of the project total.
BACKYARD SAFARI (Working Title) is an engaging series of 26 half hour programs designed to introduce topics in Natural Science to children ages four to six. The series will be shot on-location and hosted by an appealing young women of color, who will serve as a role model to female and minority children who are normally disenfranchised from participation in science. A variety of settings and topics will be used that appeal to all preschoolers -- from urban/inner cities to surburbia to Appalachia. A special feature of the series will be an animated gnome - like character called Crinkleroot. Using the rotoscope technique similar to that in the "Who Framed Roger Rabbit?", Crinklroot will interact in screen with the host and special, acquired footage. Thus, Crinkleroot is able to do things the host can't do -- for example, interacting with time-lapse photography as a flower blooms, or as a spider climbs its web. Outreach to parents and childcare providers will be an important part of BACKYARD SAFARI. It is imperative to communicate that all children, regardless of race, sex, or disability are "science material." Activities will be developed that engage adults and children in hands-on, physical science activities using materials commonly found in any home or school.
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TEAM MEMBERS:
Twila LiggettCecily TruettLaurence LancitBarbara Flagg
This award provides support for Mr. Kamen to explore the feasibility of developing an interactive educational kiosk (to be named FIRST PLACE), programmed with electronic mathematics and science games and placed in out-of-school area such as shopping malls to reach K-12 children. Students would play the games and be rewards with coupons. This multi- disciplinary project would expand students access to science and mathematics, the learning into the economy, and present learning as a leisure time activity.
"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.
LIVING ON EARTH is a new weekly National Public Radio newsmagazine about the people and politics of environmental change. It goes beyond the ecological segments on NPR's ALL THINGS CONSIDERED and MORNING EDITION to meet the growing demand for consistent, high quality, balanced and in-depth coverage of the environment, and scientific discoveries and advancements relevant to the rapidly changing ecology of our planet. Audience research consistently shows that information about the environment is a priority to a broad majority of public radio listeners, and these listeners are twice as likely as all adults to take personal and political action in relation to environmental concerns. With the premiere of Living On Earth in April 1991, public radio in the U.S. began serving its national audience with its first journalistically strong environmental show, Living On Earth. Each week's edition of Living On Earth begins with a one minute billboard, followed by a five minute newscast summarizing national and world ecological and scientific developments. The newscast includes modular breaks so that stations can insert two minutes of local environmental news. The balance of each program is devoted to a theme, with produced reports followed by a five minute newscast summarizing national and world ecological and scientific developments. The newscast includes modular breaks so that stations can insert two minutes of local environmental news. The balance of each program is devoted to a theme, with produced reports followed by interviews, commentaries, and occasional humor. From time to time the show is devoted to a full-length documentary or debate special. Standards of thoroughness, fairness, and excellence result in shows that stimulate as well as inform. Distributed by National Public Radio, the program is available to more than 400 NPR stations in the U.S. Already 160 of those stations have signed up to air the program. Many environmental issues -- sustainable energy, population, biological degradation, sustainable economic development and pollution, for example -- are of global concern and cut across political, racial and cultural boundaries. Material and information for Living On Earth is obtained from diverse producers and will be exchanged with public radio services around the world.
This project launches the creation of a new class of playground apparatus based on an emerging understanding of how students learn mathematics and science concepts. The equipment will be highly interactive and instrumented, providing opportunities for thoughtful, planned actions that children can evaluate with the aid of instrumentation. The design principles used are applicable to many mathematics and science topics, but this initial demonstration is restricted to creating units which embody some important concepts from classical mechanics. We will create, test, evaluate, and begin the dissemination of units incorporating timing, motion, and force sensor electronics designed to give children real- time, symbolic feedback to reflect their experiences. The first nine months will be devoted to the apparatus design, building, testing, safety evaluation, and formative research. We will install apparatus in three highly varied sites to evaluate the design. In a second phase, improved units will be built for one site and detailed research on student learning undertaken. If we observe the hypothesized learning, the approach we use in mechanics will have broad generalizability. This work could lead to interesting and highly educational apparatus addressing other science fields and useful in a broad range of informal learning environments.
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.