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resource project Media and Technology
Glaciers around the world are undergoing dramatic changes. Many people, however, have a limited understanding of the scope of these changes because they are geographically distant and difficult to visualize. Although both digital learning tools and online scientific data repositories have greatly expanded over the last decade, there is currently no interface that brings the two together in a way that allows the public to explore these rapidly changing glacial environments. Therefore, to both improve public understanding and provide greater access to already existing resources, the project team will develop the Virtual Ice Explorer to encourage informal learning about glacial environments. This web application will feature an immersive virtual environment and display a suite of environmental data for an array of Earth's glacial systems. An interactive globe will allow users to select from a collection of sites ranging from polar regions to tropical latitudes. Each featured site will offer users an opportunity to interact with (1) a 3D rendering of the landscape; (2) a local map of the site; (3) historical and contemporary photographs of the site; (4) background information text describing the location, past research, and climate impacts; and (5) available environmental data. One of the most original features of the application will be its realistic, immersive 3D rendering of glacial landscapes by combining very high-resolution digital elevation models and satellite imagery with the application's built-in capabilities for immersive virtual environments. Although immersive environments often require expensive equipment, we are maximizing accessibility by developing the Virtual Ice Explorer to run in a web browser and function across various devices. Thus, the application will be available to anyone with internet access, and they can explore at their own pace.

As part of the successful development of Virtual Ice Explorer, the project team will create a platform for digital elevation models to be visualized and explored in 3D by users within the web application; curate digital elevation models, maps, images, text, and environmental data for inclusion in the web application for up to 11 geographically diverse glaciers/glacial landscapes; iteratively user-test the web application with project partners; and design the architecture of the system to readily scale to a larger collection of glaciers/glacial landscapes. To extend dissemination of the final products, the team has partnered with the U.S. Geologic Survey to showcase four benchmark glaciers in their long-term Glaciers and Climate project. In addition to improving understanding of glacier systems in informal learning environments, the project team will explore applications for spatial learning, employment of 3D environments for educational interventions, and use of Virtual Ice Explorer in formal learning environments. This project is funded by the Advancing Informal STEM Learning (AISL) program, which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments. This includes providing multiple pathways for broadening access to and engagement in STEM learning experiences, advancing innovative research on and assessment of STEM learning in informal environments, and developing understandings of deeper learning by participants. The project also has support from the Office of Polar Programs.
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TEAM MEMBERS: Jason Cervenec Jesse Fox Julien Nicolas
resource project Media and Technology
Youth EXPO: Youth Exploring the Potential of Virtual Worlds was a proof-of-concept study to determine if an immersive, 3D virtual environment is an effective medium to increase high school students’ understanding of current climate change research and motivate interest in learning more about climatology-related careers. The project was conducted by the Miami Science Museum in partnership with Goddard Institute of Space Sciences and Goddard Space Flight Center, and implemented with high school students in Miami. The overall goal of the project was to develop a prototype cyber resource to promote awareness of climate change and careers in climatology, in support of NASA’s role in helping youth understand how Earth’s global climate system is changing. YouthEXPO explored the extent to which 3D virtual learning experiences can increase high school students’ conceptual understanding of complex scientific issues related to climate change. This was accomplished through the development of a series of virtual exhibits, YouthEXPO Island, and pilot testing of the exhibition with high school students as part of a broader climate change curriculum. Youth EXPO Island is a series of simulations in an immersive, 3D virtual world environment designed to increase high school students’ understanding of current climate change research and motivate interest in learning more about climatology-related careers. Modules include EarthLab, IceLab, VolcanoLab and SpaceLab, four environmental simulations where avatars can analyze the relationship between global temperature change and a variety of climate factors, learn about remote sensing and field sampling techniques, and explore related careers.
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TEAM MEMBERS: Judy Brown
resource research Media and Technology
Presentation on NSF grant DRL-1011086 (""The Nexus of Energy, Water, and Climate: From Understanding to Action"") presented at the CAISE Convening on Sustainability Science and Informal Science Education, February 6th, 2012.
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TEAM MEMBERS: Michael Mayhew
resource project Media and Technology
The Nexus of Energy, Water, and Climate: From Understanding to Action (Café +) project will develop and test two interactive board game concepts focused on energy, water, and climate with youth and adults from four highly diverse communities in New Mexico. The four primary goals of the project are to: (a) develop, play test, and implement two board, card, or other non-electronic games grounded in energy, water, and climate content at four project sites, (b) identify the key characteristics of the games that maximize problem solving while stimulating interest, engagement, and learning, (c) explore the implications of game playing on dialog, learning, and Café+ satisfaction for youth and adult participants, and (d) evaluate the viability of this model for full scale implementation throughout the existing Café Scientifique program, from which this project is based. Los Alamos National Laboratory, Sandia National Laboratory, PNM Resources, Scott Balaban Games Design, the Los Alamos County Utilities Department, and a host of advisors and consultants from a broad range of organizations and institutions will collaborate to develop, test, and implement the Café+ games model. The primary deliverables include: (a) two non-electronic multiage commercial quality games focused on energy, water, and climate content, (b) a comprehensive pilot study examining the impact, effectiveness, and viability of the Café+ model with the target audiences, and (c) formative and summative evaluations of the games implementation model. A significant outcome of Café+ is that New Mexico youth and adults, from diverse backgrounds, will learn relevant science content through the development and testing of engaging, innovative commercial quality games. Over 250 youth and adults will benefit directly from their participation in the pilot study. They will not only learn important science content while working collaboratively in groups (youth only and youth/adult groups), but they will also participate in an authentic scientific process experience as playtesters. In this role, youth and adults will experience critical science concepts such as trial and error and refinement. Further, the games will be made publicly available and implemented across the entire Café Scientifique program (n=960 youth). The evaluation study will employ a mixed methods approach to examine project implementation, effectiveness, and impacts. Focus groups, observations, and surveys will be employed to assess a number of variables such as (but not limited to): content knowledge and learning, interest, engagement, game features, game play processes, gaming obstacles and challenges, participant interactions, and motivation. Embedded assessment opportunities will also examine participants\' decision making abilities, analytical skills, and ability to transfer knowledge gained to real world situations as they navigate through the games. Data collected at the youth-only pilot test sites will be used in a comparative analysis of similar variables tracked at the youth and adult sites. Formative approaches will provide iterative, ongoing opportunities for programmatic and game refinement and adjustments. The formative and summative evaluations will endeavor to document critical data and findings needed to assess the viability of Café+ as a full scale development project, with additional games and project sites across the country. The Café+ project would add to the limited literature base on learning and science engagement of youth within Science Café settings in the 21st century. More critically, this pilot study could contribute to the dearth of current research on the impact of non-electronic game play can have on youth only groups and youth/adult groups working collaboratively to make important scientific decisions within Science Café settings. This comparative data could prove significant for other program models interested in implementing similar youth and adult game based program. Further, the relevance of the content could potentially spark youths' interest not only in pursuing courses and careers in STEM, but it could also motivate youth and adult participants to become more involved in civic engagement activities occurring within and beyond their local communities.
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TEAM MEMBERS: Michael Mayhew