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resource research Media and Technology
A ghost is wandering around the web: it is called open access, a proposal to modify the circulation system of scientific information which has landed on the sacred soil of scientific literature. The circulation system of scientific magazines has recently started faltering, not because this instrument is no longer a guarantee of quality, but rather for economic reasons. In countries such as Great Britain, as shown in the following chart, the past twenty years have seen a dramatic increase in subscription fees, exceeding by far the prices of other publishing products and the average inflation
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TEAM MEMBERS: Mauro Scanu
resource project Public Programs
The "Mentored Youth Building Employable Skills in Technology (MyBEST)" project, a collaboration of the Youth Science Center (YSC) and Learning Technology Center (LTC) at the Science Museum of Minnesota, is a three-year, youth-based proposal that seeks to engage 200 inner-city youngsters in learning experiences involving information and design technologies. The goal of the project is to develop participants' IT fluency coupled with work- and academic-related skills. The program will serve students in grades 7 through 12 with special emphasis on three underrepresented groups: girls, youngsters of color, and the economically disadvantaged. Project participants will receive 130 contact hours and 70% will receive at least 160 hours. Each project year, including summers, students participate in three seasons consisting of five two-week cycles. Project activities will center on an annual technology theme: design, engineering and invention; social and environmental systems; and networks and communication. The activities that constitute project seasons include guest presenter workshops; open labs facilitated by guest presenters, mentors and adult staff; presentations of student projects; career workshops and field trips. The project cycles feature programming (e.g., Logo computer language; Cricketalk), engineering and multi-media production (e.g., digital video; non-linear editing software). Each cycle will interface with an existing museum-related program (e.g., the NSF-funded traveling Cyborg exhibit). Mentors will work alongside participants in all technology-based activities. These mentors will be recruited from university, business, community partners and participant families. Leadership development is addressed through teamwork and in the form of internships and externships. Participants obtain work experience related to technology in the internship and externship component. The "MyBEST" project will serve as a prototype for the Museum to test the introduction of technology as central to the design and learning outcomes of its youth-based programs. An advisory board reflecting expertise in youth development, technology and informal science education will guide the program's development and plans for sustainability. Core elements of the "MyBEST" program will be integrated into the Museum's youth-based projects sponsored by the YSC and LTC departments. The Museum has a strong record of integrating prototype initiatives into long-standing programs.
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TEAM MEMBERS: Keith Braafladt Kristen Murray Mary Ann Steiner
resource evaluation Media and Technology
The purposes of the STUDIO 3D evaluation were to collect information about the impact upon student learning as a result of participating in the STUDIO 3D Project, as well as to elicit information for program improvement. Areas of inquiry include recruiting and retention, impact on project participants, tracking student impacts, and the project as a whole.
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TEAM MEMBERS: Boris Volkov Jean King
resource research Media and Technology
This article describes the Multimedia Arts Education Program (MAEP), an ongoing, intensive after school computer-mediated art technology program begun in 1996 by the Tucson Pima Arts Council (TPAC) in Tucson, Arizona. This five-semester program targets at-risk middle school youth from disadvantaged families. Students worked with professional artist/teachers, learning to do computer graphics and publishing, language arts and word processing, computer animation and video production.
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TEAM MEMBERS: J. David Betts
resource project Media and Technology
This collaborative project aims to establish a national computational resource to move the research community much closer to the realization of the goal of the Tree of Life initiative, namely, to reconstruct the evolutionary history of all organisms. This goal is the computational Grand Challenge of evolutionary biology. Current methods are limited to problems several orders of magnitude smaller, and they fail to provide sufficient accuracy at the high end of their range. The planned resource will be designed as an incubator to promote the development of new ideas for this enormously challenging computational task; it will create a forum for experimentalists, computational biologists, and computer scientists to share data, compare methods, and analyze results, thereby speeding up tool development while also sustaining current biological research projects. The resource will be composed of a large computational platform, a collection of interoperable high-performance software for phylogenetic analysis, and a large database of datasets, both real and simulated, and their analyses; it will be accessible through any Web browser by developers, researchers, and educators. The software, freely available in source form, will be usable on scales varying from laptops to high-performance, Grid-enabled, compute engines such as this project's platform, and will be packaged to be compatible with current popular tools. In order to build this resource, this collaborative project will support research programs in phyloinformatics (databases to store multilevel data with detailed annotations and to support complex, tree-oriented queries), in optimization algorithms, Bayesian inference, and symbolic manipulation for phylogeny reconstruction, and in simulation of branching evolution at the genomic level, all within the context of a virtual collaborative center. Biology, and phylogeny in particular, have been almost completely redefined by modern information technology, both in terms of data acquisition and in terms of analysis. Phylogeneticists have formulated specific models and questions that can now be addressed using recent advances in database technology and optimization algorithms. The time is thus exactly right for a close collaboration of biologists and computer scientists to address the IT issues in phylogenetics, many of which call for novel approaches, due to a combination of combinatorial difficulty and overall scale. The project research team includes computer scientists working in databases, algorithm design, algorithm engineering, and high-performance computing, evolutionary biologists and systematists, bioinformaticians, and biostatisticians, with a history of successful collaboration and a record of fundamental contributions, to provide the required breadth and depth. This project will bring together researchers from many areas and foster new types of collaborations and new styles of research in computational biology; moreover, the interaction of algorithms, databases, modeling, and biology will give new impetus and new directions in each area. It will help create the computational infrastructure that the research community will use over the next decades, as more whole genomes are sequenced and enough data are collected to attempt the inference of the Tree of Life. The project will help evolutionary biologists understand the mechanisms of evolution, the relationships among evolution, structure, and function of biomolecules, and a host of other research problems in biology, eventually leading to major progress in ecology, pharmaceutics, forensics, and security. The project will publicize evolution, genomics, and bioinformatics through informal education programs at museum partners of the collaborating institutions. It also will motivate high-school students and college undergraduates to pursue careers in bioinformatics. The project provides an extraordinary opportunity to train students, both undergraduate and graduate, as well as postdoctoral researchers, in one of the most exciting interdisciplinary areas in science. The collaborating institutions serve a large number of underrepresented groups and are committed to increasing their participation in research.
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TEAM MEMBERS: Tandy Warnow David Hillis Lauren Meyers Daniel Miranker Warren Hunt, Jr.
resource project Informal/Formal Connections
The "Salmon Research Team: A Native American Technology, Research and Science Career Exposure Program" is a three-year, youth-based ITEST project submitted by the Oregon Museum of Science and Industry. The project seeks to provide advanced information technology and natural science career exposure and training to 180 middle level and high school students. Mostly first-generation college-bound students, the target audience represents the Native American community and those with Native American affiliations in reservation, rural and urban areas. Students will investigate computer modeling of complex ecological, hydrological and geological problems associated with salmon recovery efforts. Field experiences will be provided in three states: Oregon, Washington and northern California. The participation of elders and tribal researchers will serve as a bridge between advanced scientific technology and traditional ecological knowledge to explore sustainable land management strategies. Students will work closely with Native American and other scientists and resource managers throughout the Northwest who use advanced technologies in salmon recovery efforts. Student participation in IT-dependent science enrichment and research activities involving natural science fields of investigation will occur year round. Middle school students are expected to receive at least 330 contact hours including a one-week summer research experience, a one-week spring break program, and seven weekends of residential programs during the school year. The high school component consists of 460 contact hours reflecting one additional week for the summer research experience. In addition to watershed and salmon recovery related research, students will be involved in other ancillary research projects. A vast array of partners are positioned to support the field research experience including, for example, the U.S. Department of the Interior, Redwood National State Park, College of Natural Resources and Sciences at Humboldt State University, Confederated Tribes of the Warm Springs, University of Oregon Institute of Marine Biology, University of Washington Columbia Basin Research project, the Northwest Center for Sustainable Resources at Chemeketa Community College and the Integrated Natural Resource Technology program at Mt. Hood Community College. The project is intended to serve as a model for IT-based youth science programs that address national and state education standards and are relevant to the cultural experience of Native American students. Two mentors will provide continued support to students: an academic mentor at the student's schools and a professional mentor from a local university or natural resource agency. Incentives will be provided for student participation including stipends and internships. Career exposure and work-related skills are integrated throughout the project activities and every program component. Creative strategies are used to encourage family involvement including, for example, salmon bakes and museum discounts.
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TEAM MEMBERS: Travis Southworth-Neumeyer Daniel Calvert
resource project Public Programs
The "Environmental Science Information Technology Activities (ESITA)" based at the Lawrence Hall of Science (LHS) at UC-Berkeley is a three-year, youth-based proposal that seeks to engage 144 inner-city ninth and tenth graders in learning experiences involving environmental science and information technology. The goal of the project is to develop, field-test, and disseminate an effective student-centered, project-based model for increasing understanding and interest in information technology. Program components included an afterschool program, summer enrichment and an internship program. An extensive partnership involving community based agencies, environmental science organizations, a local high school and industry support the project by serving as host sites for the afterschool program and internship component. Student participation in project-based, IT-dependent research activities related to environmental science will occur year round. Students will research air and water quality in their local communities and study attitudes toward -- and use of -- information technology among their peers. The focus of the research activities is based on the results of a students-needs assessment. Students participate in the program over a two-year period and are expected to receive at least 240 total contact hours. The afterschool program serves as the project's principal mechanism for content delivery. The five-month afterschool program consists of inquiry-based mini-courses on the following topics: Information Technology tools and concepts, earth and physical science, data compilation and modeling, and publication of research results. The summer enrichment component encompasses a series of workshops at LHS; excursions to IT-related exhibits, environmental facilities, and IT-based companies; and an annual student robotics fair. During the second year of program participation students will complete 12-month internships to support the application of concepts and skills learned the first year. The LHS Student Geoscience Research Opportunities program will serve as a model host site for the program. Stipends are provided throughout the program to encourage student participation and retention.
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TEAM MEMBERS: Kevin Cuff Marco Molinaro
resource project Public Programs
The New York Hall of Science will develop "Connections," a 3,500-sq. ft. interactive exhibition and related learning resources that will introduce visitors to the fundamental technology of networks. "Connections" will offer diverse audiences opportunities to explore networks, both natural and human-designed. The exhibition will highlight the fundamental characteristics of networks such as their structure, function and adaptability. The project will also produce supporting educational resources for families, after-school programs, community groups, students and teachers. Audio-tours will be produced for general visitors and for visitors with visual impairments. The Connections Discovery Lab, a 750-sq. ft. enclosed space adjacent to the exhibition, will offer scheduled workshops and drop-in programs.
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TEAM MEMBERS: Alan Friedman
resource project Media and Technology
The Tech Museum of Innovation is producing a 3,000 square-foot permanent exhibition, complementary online acitivities, and a Design Challenge curriculum to engage visitors in the exploration of Internet techologies. The goals of the project are to enhance the technological literacy of middle school students, provide the general public with tools, experience, and confidence to participate in shaping the future of the internet, and advance the informal science education community through applied research in networked exhibit technology. Two distinct features of the exhibit are: 1) The Smart Museum, a computer network linking gallery and online expereinces, and 2) "dynamic content," a set of strategies for rapid exhibit updates that will mirror the changing Internet for the life of the exhibition. The Design Challenge curriculum will be used at the museum, in outreach to classrooms and community centers, and in training sessions for science educators. The summative research will be shared with the science education community via The Tech's web site as well as professional seminars, publications and conferences.
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TEAM MEMBERS: Peggy Monahan Rachel Hellenga Greg Brown Craig Baker
resource project Exhibitions
The Oregon Museum of Science and Industry (OMSI) will design, develop, evaluate and install "Technoquest," a permanent 6,000 square foot interactive technology exhibition for families, underrepresented groups, school groups and OMSI's general audience. "Technoquest" will fill OMSI's Technology Hall with a suite of highly interactive, exciting and engaging hands-on educational exhibits, computer simulations, audio and video components, text, graphics and artifacts. The exhibition hall will be divided into five thematic areas: industrial technology (robotics), medical technology, transportation technology, computer technology and communications technology. Other experiences will include a quick-change area for rapidly exhibiting emerging technologies and a Technology Lab where activities conveying a deeper understanding of the general principles of technology will be presented. Ancillary educational materials will be disseminated to the general public and to educators via print, the exhibition website, teacher workshops and professional development workshops for informal science educators. Content of the exhibition and ancillary materials will focus on general educational principles established by the International Technology Education Association (ITEA) that emphasize the processes common to all forms of technology and that align with state and national science standards. Principal concepts include The Nature of Technology, Technology and Society, Design, Abilities in a Technological World, and The Designed World. These principles will be reinforced throughout the exhibition. Each thematic area will highlight all five key principles of technology as defined by the ITEA.
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TEAM MEMBERS: Raymond Vandiver Jan Dabrowski Benjamin Fleskes
resource project Media and Technology
The Educational Broadcasting Corporation (WNET in New York) is developing and producing a new public television project exploring cutting-edge technology. The project consists of an eight-part hourly broadcast component; six 60-second "mini-programs;" a World Wide Web component; and extensive educational outreach targeted to adults aged 25-39 and older. The topics for the eight programs in season one are: Replacements - prosthetic devices and biologically electronic artificial body parts In Search of Eve - the race to decode the human genome Light of the 21st Century - Fiber Optics Nanotechnology - molecular manipulation of materials Technospy - technologies used to gain information Sports Technology - the pursuit of better equipment and training regimes Artificial Intelligence - efforts to create computers the mimic human intelligence Appropriate Technologies - technologies that use local, inexpensive material Beth Hoppe, WNET's Director of Science Programs will serve as Executive Producer for the series. Each of the programs would be produced by an independent producer selected by WNET. Content advisors include: Angela Christiano, Departments of Dermatology, Genetics and Development, Columbia University; Sheila Sen Jasanoff, Harvard University JFK School of Government; Horace Freeland Judson, Center for History of Recent Science, George Washington University; Michio Kaku, theoretical physicist, CUNY and host, Explorations radio series; Wilfred Pinfold, Microprocessor Research Labs, Intel Corp.; and Barbara Wilson, chief technologist, NASA's Jet Propulsion Laboratory
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TEAM MEMBERS: Beth Hoppe Tamara Robinson William Grant Barbara Flagg