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resource project Media and Technology
The Science and Math Informal Learning Education (SMILE) pathway is serving the digital resource management needs of the informal learning community. The science and math inquiry experiences offered by science and technology centers, museums, and out-of-school programs are distinct from those found in formal classrooms. Interactive exhibits, multimedia presentations, virtual environments, hands-on activities, outdoor field guides, engineering challenges, and facilitated programs are just some of the thoughtfully designed resources used by the informal learning community to make science and math concepts come alive. With an organizational framework specifically designed for informal learning resources, the SMILE pathway is empowering educators to locate and explore high-quality education materials across multiple institutions and collections. The SMILE pathway is also expanding the participation of underrepresented groups by creating an easily accessible nexus of online materials, including those specifically added to extend the reach of effective science and math education to all communities. To promote the use of the SMILE pathway and the NSDL further, project staff are creating professional development programs and a robust online community of educators and content experts to showcase best practices tied to digital resources. Finally, to guarantee continued growth and involvement in the SMILE pathway, funding and editorial support is being provided to expansion partners, beyond the founding institutions, to add new digital resources to the NSDL.
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resource project Media and Technology
AMNH will use NOAA weather satellite data to annotate 72 high definition (HD) video time-series global cloud cover visualizations using thermal infrared brightness temperature data acquired by five geostationary satellites and joined into global mosaics at half-hourly intervals. The HD visualizations will be used in informal and formal education activities and will be made available on the Web. These media pieces will be used for informal education activities at AMNH and 28 other informal science institutions (ISI) around the United States . The target population of visitors to subscribing ISIs is currently ten million and is projected to be over 15 million by the end of the grant. The HD visualizations will be used in formal settings, as well. Fifteen schools throughout New York City with large numbers of new English Language Learners will be targeted and professional development for teachers of ELL students will be provided through programs at AMNH as well. AMNH s effort focuses on weather and climate patterns that will be visible in the cloud-data visualizations. All viewers of the media will learn about general circulation patterns and changes in phase of water associated with the hydrologic cycle.
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TEAM MEMBERS: Rosamond Kinzler
resource project Media and Technology
The Department of Computer Science and Engineering and DO-IT IT (Disabilities, Opportunities, Internetworking and Technology) at the University of Washington propose to create the AccessComputing Alliance for the purpose of increasing the participation of people with disabilities in computing careers. Alliance partners Gallaudet University, Microsoft, the NSF Regional Alliances for Persons with Disabilities in STEM (hosted by the University of Southern Maine, New Mexico State University, and UW), and SIGACCESS of the Association for Computing Machinery (ACM) and collaborators represent stakeholders from education, industry, government, and professional organizations nationwide.

Alliance activities apply proven practices to support persons with disabilities within computing programs. To increase the number of students with disabilities who successfully pursue undergraduate and graduate degrees, the alliance will run college transition and bridge, tutoring, internship, and e-mentoring programs. To increase the capacity of postsecondary computing departments to fully include students with disabilities in coursers and programs, the alliance will form communities of practice, run capacity-building institutes, and develop systemic change indicators for computing departments. To create a nationwide resource to help students with disabilities pursue computing careers and computing educators and employers, professional organizations and other stakeholders to develop more inclusive programs and share effective practices, the alliance will create and maintain a searchable AccessComputing Knowledge Base of FAQs, case studies, and effective/promising practices.

These activities will build on existing alliances and resources in a comprehensive, integrated effort. They will create nationwide collaborations among individuals with disabilities, computing professionals, employers, disability providers, and professional organizations to explore the issues that contribute to the underrepresentation of persons with disabilities and to develop, apply and assess interventions. In addition, they will support local and regional efforts to recruit and retain students with disabilities into computing and assist them in institutionalizing and replicating their programs. The alliance will work with other Alliances and organizations that serve women and underrepresented minorities to make their programs accessible to students with disabilities. Finally they will collect and publish research and implementation data to enhance scientific and technological understanding of issues related to the inclusion of people with disabilities in computing.
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TEAM MEMBERS: Richard Ladner Libby Cohen Sheryl Burgstahler William McCarthy
resource project Media and Technology
The University of Massachusetts Lowell and Machine Science Inc. propose to develop and to design an on-line learning system that enables schools and community centers to support IT-intensive engineering design programs for students in grades 7 to 12. The Internet Community of Design Engineers (iCODE) incorporates step-by-step design plans for IT-intensive, computer-controlled projects, on-line tools for programming microcontrollers, resources to facilitate on-line mentoring by university students and IT professionals, forums for sharing project ideas and engaging in collaborative troubleshooting, and tools for creating web-based project portfolios. The iCODE system will serve more than 175 students from Boston and Lowell over a three-year period. Each participating student attends 25 weekly after-school sessions, two career events, two design exhibitions/competitions, and a week-long summer camp on a University of Massachusetts campus in Boston or Lowell. Throughout the year, students have opportunities to engage in IT-intensive, hands-on activities, using microcontroller kits that have been developed and classroom-tested by University of Massachusetts-Lowell and Machine Science, Inc. About one-third of the participants stay involved for two years, with a small group returning for all three years. One main component for this project is the Handy Cricket which is a microcontroller kit that can be used for sensing, control, data collection, and automation. Programmed in Logo, the Handy Cricket provides an introduction to microcontroller-based projects, suitable for students in grades 7 to 9. Machine Science offers more advanced kits, where students build electronic circuits from their basic components and then write microcontroller code in the C programming language. Machine Science offers more advanced kits, which challenge students to build electronic circuits from their basic components and then write microcontroller code in the C programming language. Machine Science's kits are intended for students in grades 9 to 12. Microcontroller technology is an unseen but pervasive part of everyday life, integrated into virtually all automobiles, home appliances, and electronic devices. Since microcontroller projects result in physical creations, they provide an engaging context for students to develop design and programming skills. Moreover, these projects foster abilities that are critical for success in IT careers, requiring creativity, analytical thinking, and teamwork-not just basic IT skills.
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TEAM MEMBERS: Fred Martin Douglas Prime Michelle Scribner-MacLean Samuel Christy
resource research Media and Technology
This paper illustrates the intensified engagement that youth are having with digital technologies and introduces a framework for examining digital fluency – the competencies, new representational practices, design sensibilities, ownership, and strategic expertise that a learner gains or demonstrates by using digital tools to gather, design, evaluate, critique, synthesize, and develop digital media artifacts, communication messages, or other electronic expressions. A primary goal of this paper is to identify promising perspectives through which learning is conceptualized, and to share the
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TEAM MEMBERS: Sherry Hsi
resource research Media and Technology
The development and use of the Web by science-technology museums, mass media, and other informal science learning resource centers to enable remote public access to their resources and expand their educational outreach programs has grown enormously over the past decade. Similarly, many "open source" learning and education portals are rapidly growing into major free global lifelong learning resources. At the same time, U.S. student achievement in science in middle and high schools continues to be lag far behind that of students in many developed countries, and many American K-8 science teachers
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TEAM MEMBERS: Ted Kahn
resource research Media and Technology
Based on the premise that one component of NASA's pre-college education program is intended to support and enact school reform, the Committee for the Evaluation and Review of NASA's Pre-College Education Program requested an analysis of how the NASA Explorer School (NES) Model aligns with other national models of school-wide improvement and reform. The purpose and focus of this paper is to summarize key elements of major school improvement and reform models as well as specific content reform models from the literature, and to analyze the extent to which there is alignment between these models
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TEAM MEMBERS: Susan Mundry
resource research Media and Technology
While the knowledge economy has reshaped the world, schools lag behind in producing appropriate learning for this social change. Science education needs to prepare students for a future world in which multiple representations are the norm and adults are required to “think like scientists.” Location-based augmented reality games offer an opportunity to create a “post-progressive” pedagogy in which students are not only immersed in authentic scientific inquiry, but also required to perform in adult scientific discourses. This cross-case comparison as a component of a design-based research study
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TEAM MEMBERS: Kurt Squire Mingfong Jan
resource project Media and Technology
The goal of this engineering education project entitled EXTRAORDINARY WOMEN ENGINEERS (EWE) is to encourage more academically prepared high school girls to consider engineering as an attractive option for post-secondary education and subsequent careers in order to increase the number of women who make up the engineering workforce. Specific project objectives are to: 1) mobilize America's more than one million engineers to reach out to educators, school counselors, and high school girls with tested messages tailored to encourage participation in engineering education and careers; 2) help high school counselors and science, math, and technology teachers to better understand the nature of engineering, the academic background needed to pursue engineering, and the career paths available in engineering; 3) equip high school counselors and teachers to share this information with students, especially girls; and 4) reach out to girls directly with messages that accurately reflect the field of engineering and will inspire girls to choose engineering. The WGBH Educational Foundation has partnered with the American Association of Engineering Societies (AAES), American Society of Civil Engineers (ASCE), and a coalition of more than 50 of the country's engineering associations, colleges, and universities to fundamentally shift the way the engineering and educational communities portray engineering. Based on a needs assessment performed in 2004, the EWE coalition embraces a communication strategy that focuses on the societal value and rewards of being an engineer, as opposed to the traditional emphasis on the process and challenges of becoming an engineer. This project represents a nationwide outreach effort that includes training opportunities for engineers; targeted Web-based and print resources for students, school counselors and teachers, and engineers; and a range of outreach and marketing activities.
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TEAM MEMBERS: Julie Benyo Patrick Natale F. Suzanne Jenniches
resource project Media and Technology
This collaborative project aims to establish a national computational resource to move the research community much closer to the realization of the goal of the Tree of Life initiative, namely, to reconstruct the evolutionary history of all organisms. This goal is the computational Grand Challenge of evolutionary biology. Current methods are limited to problems several orders of magnitude smaller, and they fail to provide sufficient accuracy at the high end of their range. The planned resource will be designed as an incubator to promote the development of new ideas for this enormously challenging computational task; it will create a forum for experimentalists, computational biologists, and computer scientists to share data, compare methods, and analyze results, thereby speeding up tool development while also sustaining current biological research projects. The resource will be composed of a large computational platform, a collection of interoperable high-performance software for phylogenetic analysis, and a large database of datasets, both real and simulated, and their analyses; it will be accessible through any Web browser by developers, researchers, and educators. The software, freely available in source form, will be usable on scales varying from laptops to high-performance, Grid-enabled, compute engines such as this project's platform, and will be packaged to be compatible with current popular tools. In order to build this resource, this collaborative project will support research programs in phyloinformatics (databases to store multilevel data with detailed annotations and to support complex, tree-oriented queries), in optimization algorithms, Bayesian inference, and symbolic manipulation for phylogeny reconstruction, and in simulation of branching evolution at the genomic level, all within the context of a virtual collaborative center. Biology, and phylogeny in particular, have been almost completely redefined by modern information technology, both in terms of data acquisition and in terms of analysis. Phylogeneticists have formulated specific models and questions that can now be addressed using recent advances in database technology and optimization algorithms. The time is thus exactly right for a close collaboration of biologists and computer scientists to address the IT issues in phylogenetics, many of which call for novel approaches, due to a combination of combinatorial difficulty and overall scale. The project research team includes computer scientists working in databases, algorithm design, algorithm engineering, and high-performance computing, evolutionary biologists and systematists, bioinformaticians, and biostatisticians, with a history of successful collaboration and a record of fundamental contributions, to provide the required breadth and depth. This project will bring together researchers from many areas and foster new types of collaborations and new styles of research in computational biology; moreover, the interaction of algorithms, databases, modeling, and biology will give new impetus and new directions in each area. It will help create the computational infrastructure that the research community will use over the next decades, as more whole genomes are sequenced and enough data are collected to attempt the inference of the Tree of Life. The project will help evolutionary biologists understand the mechanisms of evolution, the relationships among evolution, structure, and function of biomolecules, and a host of other research problems in biology, eventually leading to major progress in ecology, pharmaceutics, forensics, and security. The project will publicize evolution, genomics, and bioinformatics through informal education programs at museum partners of the collaborating institutions. It also will motivate high-school students and college undergraduates to pursue careers in bioinformatics. The project provides an extraordinary opportunity to train students, both undergraduate and graduate, as well as postdoctoral researchers, in one of the most exciting interdisciplinary areas in science. The collaborating institutions serve a large number of underrepresented groups and are committed to increasing their participation in research.
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TEAM MEMBERS: Tandy Warnow David Hillis Lauren Meyers Daniel Miranker Warren Hunt, Jr.
resource project Media and Technology
SciGirls is a national dissemination project, which puts resources from the PBS science series DragonflyTV into the hands of outreach professionals at PBS stations and educators in after school programs for girls. The current project leverages PBS' nationwide network of member stations to connect the educational research community with practitioners in the field. Thus far SciGirls has trained over 100 educators and community leaders and reached 2,300 girls in grades 3 through 8. SCIGIRLS MUSEUM ADVENTURES has four objectives: 1) to provide museum educators with DragonflyTV videos that model authentic inquiry in museum settings; 2) to expand SciGirls activity guides with new museum-based activities and research-based strategies specifically for museum educators; 3) to create a set of online, streaming videos that demonstrate best practices in gender-inclusive teaching; and 4) to facilitate feedback between our participants and the research community and deepen our understanding of the most effective ways to engage girls in STEM activities. Intellectual Merit--The strength of SciGirls lies in its comprehensive multimedia approach and its foundation in the inquiry-based strategies defined in the National Science Education Standards. The videos provided in SciGirls emphasize the process of science, rather than a collection of science facts. They provide real-world models of inquiry that all girls can do. Taken together, the SciGirls resources stimulate discussion, build confidence and pave the way for girls to investigate science questions on their own. The educational strategies provided by SciGirls are based in research into gender- inclusive STEM teaching and learning, translated into strategies that can be easily used by after school educators to create successful STEM experiences for girls. Broader Impact--SCIGIRLS MUSEUM ADVENTURES will provide museum educators at ten sites with materials that can be used in their programs for years to come. The entire set of resources--streaming videos and Activity Guides--will be available on DragonflyTV's Web site at www.pbs.org. The outcomes of the project will be shared with the informal science education research community. Findings will be reported at the annual PBS National Center for Outreach Conference
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TEAM MEMBERS: Richard Hudson
resource project Media and Technology
Exploring the Euteleost Tree of Life represents the education and outreach of the Euteleost Tree of Life assembling the tree of life research grant (NSF DEB Grant No. 0732819; PI: Ed Wiley) it includes a curriculum activity and a interactive fish tree. Investigating a Deep Sea Mystery, a curriculum module for high school and undergraduate students follows the research of project collaborator Dave Johnson (Smithsonian Institution) to explore deep sea fish phylogeny. The module includes an investigation of What is a fish?, fish anatomy and morphology, and how different lines of evidence (morphological and molecular) can be used to study evolutionary relationships. A fisheye view of the tree of life is a web module featuring an interactive fish tree of life highlight with a series of mini-stories Web material is still in the early stages of development, and will include a splash page with a simplified clickable fish tree through which the different.
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TEAM MEMBERS: Edward Wiley Teresa MacDonald