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resource project Media and Technology
In this project, education researchers, environmental scientists, and educators will develop a computer tool to let STEM educators and curriculum developers build local environmental science models. The system will use data about land use to automatically construct map-based simulations of any area in the United States. Users will be able to choose from a range of environmental and economic issues to include in these models. The system will create simulations that ask students to change to patterns of land use -- for example, increasing land zoned for housing, or open land, or industrial development -- to try to meet environmental and social goals. As a result, students will be able to learn about the interaction of environmental and economic issues relevant to their own city, town, neighborhood, or region. These map-based simulations will be incorporated into an existing science, technology, engineering, and mathematics (STEM) education tool, Land Science, in which learners work in a fictional planning office to study how zoning affects economic and environmental issues in a community. Research has shown that Land Science is mode effective when learners are exploring issues in an area near their home, and the current study will investigate how and why local simulations improve environmental science learning. This project is funded by the Advancing Informal STEM Learning (AISL) program which supports work to enhance learning in informal environments by funding innovative research, approaches, and resources for use in a variety of settings.

In this project, the research team will build, test, and deploy a toolkit that will allow informal STEM educators and developers of informal STEM programming to easily adapt an existing environmental science learning environment, which consists of a place-based virtual internship in urban planning and ecology, to their local contexts, learning objectives, and learner populations. Land Science is a virtual internship in which young people explore the environmental and socio-economic impacts of land-use decisions. To do so, they play the role of interns at an urban planning firm developing a new land-use proposal for the city of Lowell, Massachusetts: they read reports, virtually visit sites, determine stakeholder priorities, and use a geographic information system (GIS) model to evaluate the socio-economic and environmental impacts of land-use choices. No one plan can satisfy all stakeholders, so learners must compromise to create an effective plan and justify their decisions. Land Science has been shown to improve civic engagement, interest in eco-social issues, and understanding of scientific models, but it is most effective when the location of the virtual internship is in or near the learners' home town. To improve the accessibility and impact of this effective learning intervention, the interdisciplinary research team, which includes learning scientists, land-use experts, and informal STEM educators, will develop a Local Environmental Modeling toolkit, which will allow educators to change the location of the simulation and the stakeholder groups, zoning codes, and environmental and socio-economic indicators included in the land-use model. The system will ensure that the model produced is functional, realistic, and appropriately complex. The localized versions of Land Science produced by informal STEM educators will be used in a range of contexts and locations, allowing the research team to study the effects of an online, place-based learning intervention on environmental science learning, STEM interest and motivation, and civic engagement.
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TEAM MEMBERS: David Shaffer Kristen Scopinich Holly Gibbs Jeffrey Linderoth
resource project Media and Technology
The Orlando Science Center has assembled a project team to create a unique environmental science learning tool: THE GLOBAL DECISION ROOM. Founded on, and enhancing, the Science On a Sphere (SOS) digital globe, the Global Decision Room is an interactive theatre that puts visitors in the role of being decision makers on behalf of the behavior of large populations on the planet. The results of global decisions relating to the environment are seen played out on SOS. The interactive strategy that is created for the Global Decision Room will be flexible and well integrated into the SOS software platform, making it possible to design other educational story scenarios that can use the same system. The Global Decision Room is designed as a multi-use, high impact, exciting content delivery platform. This proposal is based on a well developed initial educational premise, but the resulting construction of the Global Decision Room will be the perfect environment for other educational topics of interest to NOAA s outreach strategy. As new datasets become available in the future, new interactive stories will be developed for the Global Decision Room. The Orlando project brings with it significant additional funding from the Department of Education, the Department of Energy, the Orlando Utilities Commission, and the Florida Hydrogen Initiative, which will greatly leverage the funding from NOAA. Partners in the project include a strong technical team from the University of Central Florida and the Florida Solar Energy Center, interactive digital media experts from the Institute for Simulation and Training, the creative design team "i.d.e.a.s." located at Disney-MGM Studios, and the XhibitNet interactive multimedia design team.
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TEAM MEMBERS: Brian Tonner
resource project Media and Technology
Earth Game is a five-day simulation, modeled on the war games the military have staged for a hundred years. An international group of scientists, diplomats and political experts will react to a simulated environmental crisis caused by global climate change. The period of play is 1995 to 2010. The proceedings will be videotaped and edited into four hours of television programming for international broadcast to a general audience in the spring of 1992. Earth Game is a project of WQED with the Smithsonian Institution, the British Broadcasting Corporation, Adrian Malone Productions, and the U.S. Naval War College. The objectives are: 1.) to stimulate greater public and governmental interest in the subject of climate change; 2.) to foster greater understanding of what we do and don't know about the causes of climate change, and 3.) to develop a greater appreciation of the dilemmas posed by the need for political action in the fact of the threats and uncertainties surrounding climate change. Senior Smithsonian scientists, Naval War College game design experts, the distinguished television producer Adrian Malone, and a small group of advisers are planning the event, which is scheduled to take place in Newport, Rhode Island in November 1991 at the historic facilities of the Naval War College.
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TEAM MEMBERS: Adrian Malone