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resource project Media and Technology
The Children’s Museum developed From the Blue Planet to the Red Planet: Exploring Planetary Science to provide opportunities for students in grades 4 through 8, teachers, and families to learn about Mars exploration. The Museum partnered with the Connecticut Center for Advanced Technology (CCAT) on four teacher professional development modules related to aspects of planetary science: soil and plant study, air pressure, robotic exploration, and the comparison of Mars and Earth. Teachers who attended free workshops could bring students to the Museum for classroom and planetarium experiences. The Museum received support from Central Connecticut State University and technical advice from Phoenix Project scientists at JPL. The Museum created a timeline of Mars exploration history with video clips of milestones and an accompanying quiz kiosk. CCAT created virtual Mars drive-through experiences with which visitors could explore the planet. The Travelers ScienceDome Planetarium staff wrote, directed, and animated a full-dome planetarium program about the future study of Mars that was finished in December 2012. For over two years the Museum has sponsored free, monthly Mars Madness programs during which the general public can visit the exhibit, see a Mars-related planetarium program, and test out some of the hands-on activities developed for the school groups. The Museum hoped to reach a diverse audience, especially, those people who might otherwise not afford admission. We have produced four teacher professional development guides with hands-on activities, an exhibit for our facility, a dedicated website, and a planetarium program.
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TEAM MEMBERS: Bob Griesmer
resource research Media and Technology
Robotics brings together learning across mechanism, computation and interaction using the compelling model of real-time interaction with physically instantiated intelligent devices. The project described here is the third stage of the Personal Rover Project, which aims to produce technology, curriculum and evaluation techniques for use with after-school, out-of-school and informal learning environments mediated by robotics. Our most recent work has resulted in the Personal Exploration Rover (PER), whose goal is to create and evaluate a robot interaction that will educate members of the general
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TEAM MEMBERS: Illah Nourbakhsh Emily Hamner Debra Bernstein Kevin Crowley Ellen Ayoob Mark Lotter Skip Shelly Thomas Hsiu Eric Porter Brian Dunlavey Daniel Clancy
resource project Media and Technology
MIT Education Arcade, in partnership with the Smithsonian Institution, designed and developed Vanished, an eight-week environmental science game as a new genre called the curated game, a hybrid of museum-going, social networking, and online gaming. Middle school aged participants engaged in Earth systems science to study a range of environmental issues associated with mass extinction. Though the game was structured around a fictional scenario--communication with visitors from the future--it posited a future affected by current environmental issues and conditions, and encouraged participants to apply systems thinking as a means to understand how these current conditions led to environmental disruptions. As part of the game play participants studied, applied, and integrated knowledge and skills from multiple sources, including Earth science, ecology, astronomy, and archaeology, and forensic anthropology. An Advisory Board and contributing scientists were be involved. The project team is currently analyzing data collected from the game to test the hypothesis that the game play would allow youth, ages 11-14, to increase their understanding of the scientific process and increase their motivation to learn more science. This summative evaluation is being conducted by TERC Inc. A Curated Game Handbook will be produced to disseminate project results as a model for new applications of game-based learning. Open source software created as part of the game has been made available, and should enable future developers in informal science education to build directly upon these foundational efforts.
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TEAM MEMBERS: Eric Klopfer Conrad Labandeira Scot Osterweil Stephanie Norby
resource project Media and Technology
The Challenger Center for Space Science Education located in Alexandria, Virginia, a nonprofit organization with a mission to increase the number of youth interested in science and space, is requesting $303,170 over two years from the National Science Foundation (NSF) to develop a new scenario for its Challenger Learning Centers. Located in science centers. museums and schools around the country. Learning Centers house equipment and educational programming for hands-on training during a simulated mission. Scenarios use mathematics, science and problem-solving skills to provide participants with simulated experiences of working in a space laboratory and a "Mission control" laboratory. Challenger Center requests assistance and partnership from NSF to develop, field test, implement and evaluate a new scenario on the environment, "Mission to Planet Earth" scenario. This project will involve collaboration of expert scientists, educators, Challenger staff, and science museum professionals. Annually more than 180,000 students and between 10,000 and 15,000 adults will participate in the scenario at Learning Centers, using space as a format for learning about environmental issues. Challenger is working on the preliminary planning stage between June and December 1991. Two years of funding are requested from NSF beginning in January 1992.
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TEAM MEMBERS: Richard Methia