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resource research Media and Technology
In this paper, researchers at Colorado State University discuss the advantages of using Virtual Reality (VR) to promote science learning in museum environments. The authors define the four leading features of VR and human factors guidelines and show, from evaluation of Mead Diorama Hall at the Denver Museum of Natural History, how renovated exhibits fit the effective learning criteria which were developed through VR research. This paper will also present results, derived from methods used to study the immersion experience in museums, to demonstrate that the renovated museum Hall elicits an
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TEAM MEMBERS: Mark Harvey Andrej Birjulin Ross Loomis
resource research Media and Technology
Constraints on learning, rather than being unique to evolutionarily privileged domains, may operate in nonprivileged domains as well. Understanding of the goals that strategies must meet seems to play an especially important role in these domains in constraining the strategies even before they use them. THe presente experiments showed that children can use their conceptual understanding to accurately evaluate strategies that they not only do not yet use but hat are more conceptually advanced than the strategies they do not use. In Experiment 1, 5-year-olds who did not yet use the min strategy
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TEAM MEMBERS: Robert Siegler Kevin Crowley
resource project Media and Technology
The Educational Film Center (EFC) is developing a science, engineering, and technology careers exhibit for distribution to science museums and technology centers. The core of the exhibit kiosk, with related career graphics surrounds, is SET/QUEST, an interactive multimedia program for both Macintosh and PC/Windows using CD-Rom as the full motion video source. Teens and preteens will enter an interactive exploration of thirty careers with first person video profiles of people in science and engineering; animated/reality video simulations of a work experience in these fields, decision screens, and a database of over 200 more science and math-based professions. The documentary profiles, database, and a personal interest career match component will also be developed in alternative media formats (video, audio, print) for broad distribution to community and youth education networks, schools, and libraries. Specific emphasis in this project is being placed on reaching and attracting female, minority, and disabled youth. A parent outreach component has been developed and will be implemented by the Directorate of Education & Human Resources Programs of AAAS. The concept of the parent effort is to work directly with and through the national offices of four major national organizations with different institutional community roots -- Science Museums, Public Libraries, Schools, and Community Based Organizations -- to involve parents and families with SET Project materials and to provide them with information with which they can foster their children's pursuit of science and math education and careers in these fields. Initial efforts will be conducted in 18 cities. The project is a collaborative endeavor among three organizations: The Educationa l Film Center which will be responsible for management and development/production of the software and documentary video profiles; The New York Hall of Science which will be responsible for the exhibit kiosk and graphics, will design and develop the student workbook and user installation print, will serve as the principal test site for the exhibit, and will advise on software, interactive multimedia design, and installation options; and COMAP which will be responsible for direct involvement of the Advisory Board, for selecting and hiring content consultants, for assuring the accuracy of the science and math content, for formative and summative evaluation, and for developing and preparing community leader and school users guides for publication. Stephen Rabin, President of EFC, will serve as PI for the project.
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TEAM MEMBERS: Stephen Rabin Barbara Flagg
resource project Media and Technology
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.
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TEAM MEMBERS: Robert Hone
resource project Media and Technology
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.
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TEAM MEMBERS: Dean Kamen
resource project Media and Technology
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.
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TEAM MEMBERS: H. Eugene Stanley
resource project Media and Technology
Digital image processing offers several possible new approaches to the teaching of a variety of mathematical concepts at the middle-school and high-school levels. There is reason to believe that this approach will be successful in reaching some "at-risk" students that other approaches miss. Since digital images can be made to reflect almost any aspect of the real world, some students may have an easier time taking an interest in them than they might with artificial figures or images resulting from other graphics- oriented approaches. Using computer-based tools such as image processing operators, curve-fitting operators, shape analysis operators, and graphical synthesis, students may explore a world of mathematical concepts starting from the psychologically "safe" territory of their own physical and cultural environments. There is reason to hope that this approach will be particularly successful with students from diverse backgrounds, girls and members of minority groups, because the imagery used in experiments can easily be tailored to individual tastes. The work of the project consists of creating detailed designs of the learning modules, implementing them on microcomputers, and evaluating their effectiveness in a variety of ways, using trials with students at Rainier Beach High School, which is an urban public high school having an ethnically diverse student body and a Macintosh computer laboratory.
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TEAM MEMBERS: Steven Tanimoto Michele LeBrasseur James King
resource project Media and Technology
The Computer Museum in Boston, MA is requesting a SGER of $49,000 to support preliminary research into the use of virtual reality as a tool for informal science. Using a virtual reality environment of the human cell, they will test to determined: 1) if people gain a physical understanding of the human cell, including a sense of scale, the shape and location of elements, and the physical relationship between elements, and 2) if people gain an understanding of the concept of a system by interacting in the virtual world of the human cell. The PI will be David Greschler, Exhibit Developer at the Museum. He has developed two major exhibits at the Museum, has worked at the MIT Media Laboratory, and has taught educational software design at the Harvard Graduate School of Education. Eben Gay will be co-PI and will have oversight for the software development of the virtual reality. He has been Principal Engineer at Digital Equipment Corporation since 1980 and has been building virtual realities since 1982.
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TEAM MEMBERS: David Greschler Ebenezer Gay
resource project Media and Technology
This proposal requests partial funding for the development of a new paleobiology hall at the University of Nebraska State Museum. This project will give students and the general public a dynamic view of the period of time known as the Age of Reptiles. It emphasizes experience with interactive exhibits that focus on concepts of geologic time, how species adapt and change, relative size, scale and time, the activities of scientists as role models, and it provides reinforcement of these experiences for students in the classroom. This project includes the first use in a museum of SemNet, a software program designed for concept mapping and the representation of knowledge networks, which will be used with a videodisc. Prototypes of all interactive exhibits will undergo formative evaluation to establish maximal audience accessibility, ease of use and educational effectiveness. The exhibit concepts will be disseminated throughout the state of Nebraska through mini- versions, teachers in-service training, and scientist-in- residence programs. This project will also be used as a teaching laboratory for the University of Nebraska's graduate program in Museum Studies.
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TEAM MEMBERS: Judy Diamond
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
resource project Media and Technology
"Atmospheric Explorations: Participatory, Computer-Based Simulations of the Weather" is a collaborative project of Augsburg College and the Science Museum of Minnesota. The purpose of the project is to enhance the interest and skills of museum visitors and students in science by providing a highly interactive exhibit environmental that allows the users considerable freedom in exploring topics in meteorology relevant to their everydays lives. The exhibits will be designed to accommodate a gender- and racially-diverse audience of national scope.
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TEAM MEMBERS: William Jasperson David Venne J. Newlin