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resource project Public Programs
The New England Aquarium proposes to develop a traveling exhibition based on recent research implicating human activities in the worldwide increase in jellies. Humans are changing oceans so that they are becoming more suitable for jellies than for fish. The exhibition is expected to reach 12 million people -- primarily families with school-aged children -- across the nation. No jelly exhibit to date has shown jellies as important indicator species and ecosystem linchpins. Dissemination will include materials and programs for school and community outreach. A Sea Jelly Activity Kit and a community art/science program will be developed. In each year of the project approximately 100 urban teens will intern in the jelly culturing facility, where they can learn about the science of culturing jellies and present their experiences to the public.
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TEAM MEMBERS: Bonnie Epstein Steve Bailey
resource project Media and Technology
The Exploratorium will develop a series of Internet resources on three popular topics -- cooking, gardening, and making music -- to encourage users in science education activities in relation to daily activities. The three-year project will include the development and testing of resources that explore the science behind these topics, using the notion that we all, consciously or not, are "accidental scientists" who engage in the scientific process in the course of everyday life. Target audiences include general public adults and youth. Components of the site will feature aspects of cooking, gardening, and making music that are intended to appeal to diverse communities. The resources will also serve formal education through the Exploratorium's national and local network of educators.
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TEAM MEMBERS: Robert Semper
resource project Public Programs
The MIT Media Laboratory, in collaboration with six museums, will develop the "Playful Invention and Exploration (PIE) Network," with the goal of engaging a broader audience in science inquiry and engineering by enabling more people to create, invent and explore with new digital technologies. PIE museums will integrate the latest MIT technologies and educational research into their ongoing public programs. The museums will organize MindFest events, modeled after a two-day event at MIT in 1999, at which youth, educators, artists, engineers, hobbyists and researchers came together to collaborate on invention projects. The PIE Network will disseminate PIE ideas and activities to educators and families nationally.
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TEAM MEMBERS: Mitchel Resnick Natalie Rusk Bakhtiar Mikhak Mike Petrich Karen Wilkinson
resource project Media and Technology
Chabot Space and Science Center is developing an exhibit of Chinese astronomical artifacts and organizing a United States tour of the exhibit. "Dragon Skies: Astronomy of Imperial China" consists of 31 exhibit pieces, including seven large astronomical instruments, chronographs, stone carvings and star maps. Many of these artifacts have never before left China. In order to increase the awareness and understanding of students, teachers and the public about Imperial China's rich astronomical achievements, Chabot will develop a variety of interpretive materials and programs that address interests and learning styles, present scientifically and historically accurate information, and serve both informal and formal educational audiences. These materials will include a planetarium show, an audio tour, special signage, multimedia animations/interactive kiosks, a web site, student activities, community events, a science drama program, activities for the general public and a variety of printed materials. Many components will be developed in English, Mandarin and Cantonese.
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TEAM MEMBERS: Alexandra Barnett Cynthia Ashley Michael Reynolds
resource project Public Programs
The Independence Seaport Museum will create "Boat Building: Art and Science," a 3,000-square foot permanent exhibit that is designed to educate visitors about the science of boat building and design. Concepts such as buoyancy, water displacement, turbulence and drag will be explored through interactives, maritime artifacts, models and oral histories of tradesmen. By using the principles identified by the Family Science Learning Research Project of the Philadelphia/Camden Informal Science Education Collaborative (PISEC), the exhibit will be user-friendly for families with young children. Visitor workstation topics may include boat building, floating, buoyancy, sails, wind and boat shape. Visitors will use science processes while learning through open-ended play and exploration. Creative programs for families and school groups, as well as curriculum materials will support the exhibit. A website and technical training manual will also be produced. Four phases of evaluation are planned, and include front-end analysis which will incorporate focus groups with children ages 7-12, and formative evaluation using prototypes of interactives. Remedial evaluation will be carried out once the exhibit opens, and summative evaluation will use tracking and exit interviews to assess learning and understanding. The estimated annual audience of over 130,000 visitors will be expanded by replicating and traveling various components to other maritime museums in partnership with the Association of Science and Technology Centers. Evaluation of traveling components will also be undertaken to determine if they present an appropriate model for maritime-based exhibits.
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TEAM MEMBERS: David Beard Roberta Cooks
resource project Media and Technology
The investigators address a major educational challenge by introducing a novel format and content for science education, (a) building on past successes; (b) combining development and dissemination at a new level; and (c) centered around an interactive planetarium show aimed to inform the public on an emerging scientific discipline and medical field: Tissue Engineering. For achieving a multitude of goals, the investigators propose the establishment of a unique partnership in scientific and medical education, bringing together university researchers, clinical leaders, science center experts, and students, educators and community representatives at all levels. The project is catalyzed by the Pittsburgh Tissue Engineering Initiative, a non-profit organization dedicated to the promotion of tissue engineering and its application to improving people's lives. The main goals fall in three categories, as follows: Education: - To communicate scientific information about the human body (principles of function will be emphasized over specific facts or terminology by focusing on a limited but fundamental set). -To convey the excitement and importance of tissue engineering research. The show will utilize engaging interactive demonstrations of tissue functions and illustrate the medical uses and potential of this field. Innovation: - To enhance the educational experience. The developers will use group-interactive technology as a tool for education by engaging participants as participants in the processing functions of the body. A special visualization/interactivity laboratory will be used where prototype interactive scenarios will be tested using focus groups, consultants and representatives of the target audiences. Dissemination: - To insure national distribution to other planetaria. The presentation system will utilize portable interactive technology (to be developed). It will be deployed to planetaria throughout the country, coordinated by the Association of Science and Techology Centers (ASTC). - To engage the target audience in the development process. Content development will be achieved by a consortium of leading research universities and medical centers, with input from a panel of worldclass experts. Visualization, interactivity and sound technologies will be developed in Pittsburgh, in a unique collaboration between the arts and sciences, based on past successes. Evaluation activities will be extensive, as will the range and targets of the spin-off educational materials. The Carnegie Science Center planetarium itself will serve in achieving group immersive visualization, akin to virtual reality, for improving target audience involvement. The expected outcome is a new way of delivering educational content, and a better understanding of the emerging field of tissue engineering by the general public.
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TEAM MEMBERS: John Pollock
resource research Media and Technology
Media Arts within primary and secondary education is a relatively new avenue of research. Within the context of the arts classroom, rarely is learning to program emphasized despite its importance for creative expression in a digital medium. We present outcomes from an extensive field study at a digital studio where youth accessed programming environments emphasizing graphic, music and video. Learning the language of creative coding is essential to expression in a digital medium — one with increasing importance for youth and society at large. Here, we argue that it’s not just in the viewing or
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TEAM MEMBERS: Kylie Peppler Yasmin Kafai