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resource research Media and Technology
To date, the major emphasis of educational technology researchers has been the development and use of educational technologies within school settings. Noticeably absent has been research and considerations that focus on the home as a computer-based learning environment and potential connections between school and home learning. Given the increasing prevalence of computers in homes, the authors argue for an explicit research focus on the various ways that computers in homes can be used to create rich learning environments or extend school-based learning environments. To that end, this article
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TEAM MEMBERS: Yasmin Kafai Barry Fishman Amy Bruckman Saul Rockman
resource research Media and Technology
This paper reports the results of a study designed to determine people's preferences for different types of Web-based educational activity. Researchers identified six activity types for comparison: Creative Play, Guided Tour, Interactive Reference, Puzzle/Mystery, Role-playing Story and Simulation. They collected two sets of data: 1) user exit surveys evaluating the study site and preferred genre or type of learning activity and 2) serve statistics indicating the duration of stay. Researchers found clear differences in preferences between adults and children.
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TEAM MEMBERS: David Schaller Steven Allison-Bunnell Minda Borun Margaret Chambers
resource research Media and Technology
In this essay, researchers from King's College London, Work, Interaction and Technology Research Group, discuss a particular approach to the analysis of social interaction in museums and galleries, focusing on video-based field studies. The authors also give a few suggestions as to why it might be important to take verbal and physical interactions more seriously when designing, developing and evaluating exhibits and exhibitions.
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TEAM MEMBERS: Dirk vom Lehn Christian Heath Jon Hindmarsh
resource project Media and Technology
The project includes a simulation based Family Learning Program to be administered through the International Challenger Learning Center (CLC) network. The goal is to develop families' skills in learning as a team through science, math and technology (SMT) in an environment where parents and children are co-travelers in a world of ideas. PACCT is disseminated through ten of the Challenger Learning Centers reaching 22,000 families nationwide. Many of these activities are completed in the home at no cost to the anticipated 12,500 participating families. Through this network of centers, all types of communities are served in many states. The activities include Sim-U-Voyages, where family teams work at home; Sim-U-Challenges, where families create a physical model responding to a challenge; Sim-U-Visits, where families hear from scientists and work as scientists in a team solving a problem; and Sim-U-Ventures, which result in flying a mission. Cost sharing is 8%.
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TEAM MEMBERS: Linda Morris Jan Anstatt
resource project Media and Technology
The Science Museum of Minnesota (SMM) in collaboration with the Illinois State Museum (ISM), the St. Louis Science Center (SLSC), and the National Center for Supercomputing Applications(NCSA) at the University of Illinois in Champaign, Illinois, will form a museum consortium to develop two virtual reality interactive displays (River Pilot Simulator and Digital River Basin) and other web-based activities that focus on the Mississippi River. This group will be known as the Mississippi River Web Museum Consortium. Each museum will end up with both software modules that will lead visitors to the story of the River. The river's local presence will serve as an entry point for the visitors at each museum. The NCSA will contribute their access to and knowledge of powerful computer simulation, scientific visualization, and collaborations technologies that are usually restricted to research settings and rarely available to a museum audience or the general public. The Consortium will also develop a shared site on the WWW that will invite users to engage in guided inquiry that will deepen their understanding of the large, complex, and integrated river system. The science content underlying the project will include river hydrology and geomorphology, life sciences, environmental studies employing geographic information systems, and the physics of motion. The activities will address a number of the National Science Education Standards. Complementary programming linking these activities with formal education include a RiverWeb(tm) Posting Board and a RiverWeb(tm) Classroom Resource Guide.
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TEAM MEMBERS: Bonnie Styles
resource project Media and Technology
The Science Museum of Minnesota (SMM) in collaboration with the Illinois State Museum (ISM), the St. Louis Science Center (SLSC), and the National Center for Supercomputing Applications(NCSA) at the University of Illinois in Champaign, Illinois, will form a museum consortium to develop two virtual reality interactive displays (River Pilot Simulator and Digital River Basin) and other web-based activities that focus on the Mississippi River. This group will be known as the Mississippi River Web Museum Consortium. Each museum will end up with both software modules that will lead visitors to the story of the River. The river's local presence will serve as an entry point for the visitors at each museum. The NCSA will contribute their access to and knowledge of powerful computer simulation, scientific visualization, and collaborations technologies that are usually restricted to research settings and rarely available to a museum audience or the general public. The Consortium will also develop a shared site on the WWW that will invite users to engage in guided inquiry that will deepen their understanding of the large, complex, and integrated river system. The science content underlying the project will include river hydrology and geomorphology, life sciences, environmental studies employing geographic information systems, and the physics of motion. The activities will address a number of the National Science Education Standards. Complementary programming linking these activities with formal education include a RiverWeb(tm) Posting Board and a RiverWeb(tm) Classroom Resource Guide.
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TEAM MEMBERS: Christine Roman
resource project Media and Technology
The Lawrence Hall of Science at the University of California at Berkeley will develop the "Real Astronomy Experience (RAE)" in which science center visitors will explore the universe by controlling and viewing robotic telescopes via the Internet; by using image processing software to understand the images they capture; and by capturing images with a hands-on, functional telescope equipped with a Charge-Coupled Device (CCD) camera to learn how a modern telescope image-capture system works. Guided by project materials, visitors learn about the cosmos, tools and methods of scientific research, data analysis and the general progress of modern astrophysics.
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TEAM MEMBERS: Carlton Pennypacker Alan Gould
resource project Media and Technology
MarsQuest Online is an exploration-based website designed to complement the innovative MarsQuest traveling exhibit launched by the Space Science Institute (SSI) in 1997. "MarsQuest Online" will enhance and extend the exhibit, which is currently on a six-year, 18-city tour. TERC, working in collaboration with the Space Science Institute and NASA's Jet Propulsion Laboratory (JPL), will create a virtual version of the exhibit using software such as Java, Quicktime VR and JPL's sophisticated MarsNet Viewer system. Users will be immersed in an integrated, interactive environment complete with the tools and resources to carry out investigations and enhance inquiry-based learning. "MarsQuest" will expand users' understanding of the history of Mars, scientific exploration, the climate and related earth science concepts, while enabling them to follow the exploration of various landers and orbiters, and access NASA scientists. A diverse collection of Guided Inquiry experiences will foster the ability of users to develop inquiry and analysis skills, while offering options for novice, intermediate and advanced learners. Finally, a comprehensive evaluation plan will examine how the website and exhibit compare in promoting the understanding of science, broadening public interest in space exploration, and motivating further learning. The site will be promoted for use by schools as a tool for teaching earth science and space exploration. It is estimated that 300,000 people will visit "MarsQuest Online" annually.
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TEAM MEMBERS: Daniel Barstow Paul Dusenbery Paul Andres Chris Randall
resource project Media and Technology
The Science Museum of Minnesota (SMM) in collaboration with the Illinois State Museum (ISM), the St. Louis Science Center (SLSC), and the National Center for Supercomputing Applications(NCSA) at the University of Illinois in Champaign, Illinois, will form a museum consortium to develop two virtual reality interactive displays (River Pilot Simulator and Digital River Basin) and other web-based activities that focus on the Mississippi River. This group will be known as the Mississippi River Web Museum Consortium. Each museum will end up with both software modules that will lead visitors to the story of the River. The river's local presence will serve as an entry point for the visitors at each museum. The NCSA will contribute their access to and knowledge of powerful computer simulation, scientific visualization, and collaborations technologies that are usually restricted to research settings and rarely available to a museum audience or the general public. The Consortium will also develop a shared site on the WWW that will invite users to engage in guided inquiry that will deepen their understanding of the large, complex, and integrated river system. The science content underlying the project will include river hydrology and geomorphology, life sciences, environmental studies employing geographic information systems, and the physics of motion. The activities will address a number of the National Science Education Standards. Complementary programming linking these activities with formal education include a RiverWeb(tm) Posting Board and a RiverWeb(tm) Classroom Resource Guide.
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TEAM MEMBERS: Douglas Johnston
resource project Media and Technology
The Science Museum of Minnesota (SMM) in collaboration with the Illinois State Museum (ISM), the St. Louis Science Center (SLSC), and the National Center for Supercomputing Applications(NCSA) at the University of Illinois in Champaign, Illinois, will form a museum consortium to develop two virtual reality interactive displays (River Pilot Simulator and Digital River Basin) and other web-based activities that focus on the Mississippi River. This group will be known as the Mississippi River Web Museum Consortium. Each museum will end up with both software modules that will lead visitors to the story of the River. The river's local presence will serve as an entry point for the visitors at each museum. The NCSA will contribute their access to and knowledge of powerful computer simulation, scientific visualization, and collaborations technologies that are usually restricted to research settings and rarely available to a museum audience or the general public. The Consortium will also develop a shared site on the WWW that will invite users to engage in guided inquiry that will deepen their understanding of the large, complex, and integrated river system. The science content underlying the project will include river hydrology and geomorphology, life sciences, environmental studies employing geographic information systems, and the physics of motion. The activities will address a number of the National Science Education Standards. Complementary programming linking these activities with formal education include a RiverWeb(tm) Posting Board and a RiverWeb(tm) Classroom Resource Guide.
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TEAM MEMBERS: Patrick Hamilton
resource project Media and Technology
This Phase I SEPA proposal supports a consortium of science and education partners that will develop System Dynamics (SD) computer models to illustrate basic health science concepts. The consortium includes Oregon Health Sciences University (OHSU), Portland Public Schools (PPS), Saturday Academy, and the Portland VA Medical Center. SD is a computer modeling technique in which diagrams illustrate system structure and simulations illustrate system behavior. Desktop computers and commercial software packages allow SD to be applied with considerable success in K-12 education. NSF grants to Portland Public Schools have trained over 225 high school teachers in Portland and surrounding areas. Two magnet programs have been established with an emphasis on systems and at least five other schools offer significant systems curriculum. Major components of this project include (1) Annual summer research internships at OHSU for high school teachers and high school students, (2) Development of SD models relevant to each research project, (3) Ongoing interactions between high school science programs and OHSU research laboratories, (4) Development of curriculum materials to augment the use of the SD model in the high school classroom or laboratory setting, and (5) Development of video materials to support the classroom teacher. Content will focus on four fundamental models: linear input/exponential output, bi-molecular binding (association/dissociation), population dynamics, and homeostasis. Each of these models is very rich and may be extended to a broad variety of research problems. In addition these models may be combined, for example to illustrate the effect of drugs (binding model) on blood pressure (homeostasis model). System Dynamics is an exemplary tool for the development of materials consistent with National Science Education Standards. SD was specifically developed to emphasize interactions among system structure, organization, and behavior. Students use these material as part of inquiry-based science programs in which the teacher serves as a guide and facilitator rather than the primary source of all content information; technical writing by students is also encouraged. Finally, these SD materials will provide a coherent body of work to guide the ongoing professional development of the classroom science teacher.
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TEAM MEMBERS: Edward Gallaher
resource project Media and Technology
We propose to leverage the power of the Internet and the appeal of on-line gaming environments for middle school students to create a new type of learning resource in science. Case histories of medical discovery will be transformed into "problem- based" multimedia mysteries for students to solve. Through prior research we have developed and field tested a working model for an adventure series that engages middle school students. We propose to extend the model to new content. Assuming the on-line role of a Reconstructor who seeks lost medical knowledge from the past, students will unravel the origins of specific diseases or medical discoveries. The learning objectives for each episode will be multidisciplinary. The goal is to engage students in constructing their own knowledge by participating in virtual experiments, by helping them establish a context for the discoveries, and by understanding issues involved in forming public health policy. An experienced team representing medicine, biology, history of science, education, and information technology will oversee the project, assuring the integrity of the site content, and incorporating cutting edge technology. A process of iterative prototyping, focusing heavily on teachers and students will be employed to make the resource site exciting, educational, and useful in classrooms, in homes, and in museums. The field tests will be conducted in schools, representing a cross-section of the community, assuring appropriate presentation of materials to target populations.
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TEAM MEMBERS: Leslie Miller Janice Mayes