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resource project Exhibitions
This project entails the creation of a coordinated colony of robotic bees, RoboBees. Research topics are split between the body, brain, and colony. Each of these research areas is drawn together by the challenges of recreating various functionalities of natural bees. One such example is pollination: Bees coordinate to interact with complex natural systems by using a diversity of sensors, a hierarchy of task delegation, unique communication, and an effective flapping-wing propulsion system. Pollination and other agricultural tasks will serve as challenge thrusts throughout the life of this project. Such tasks require expertise across a broad spectrum of scientific topics. The research team includes experts in biology, computer science, electrical and mechanical engineering, and materials science, assembled to address fundamental challenges in developing RoboBees. An integral part of this program is the development of a museum exhibit, in partnership with the Museum of Science, Boston, which will explore the life of a bee and the technologies required to create RoboBees.
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TEAM MEMBERS: Robert Wood Radhika Nagpal J. Gregory Morrisett Gu-Yeon Wei Joseph Ayers
resource evaluation Media and Technology
The University of Southern California's Institute for Creative Technologies (ICT) and the Museum of Science, Boston (MoS) were awarded an Informal Science Education grant from the National Science Foundation (#0813541) for the project, Responsive Virtual Human Museum Guide. The goal of the project was to use computer-generated character animation, artificial intelligence, and natural language processing to create interactive characters, or virtual humans, that could engage in face-to-face communication with museum visitors. During the three year project, the MOS and ICT project teams created
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TEAM MEMBERS: Susan Foutz Jeanine Ancelet Kara Hershorin Liz Danter University of Southern California Museum of Science
resource project Media and Technology
Informal Community Science Investigators (iCSI) creates a network of four geographically diverse informal science institutions working together on strategies to engage youth ages 10-13 through location based augmented reality (AR) games played on smartphones. These high-interest, kid-friendly games will be used by families visiting the institutions and by youth who enroll in more intensive summer camp programs. Using AR games, participants will engage in playful but scientifically-grounded investigations drawing on each institution's research, exhibits, and natural spaces. For example, a botanical garden might engage young visitors through AR games with themes related to native and invasive species, while a zoo might create a game experience focusing on illegal wildlife trade. Participants in the iCSI summer camp program will have more intensive experiences, including work with the host institution's scientists, opportunities to develop original augmented reality games, and experiences with game-related service learning and citizen science programs. For both target groups (families and campers), the location specific games build understanding of both the institution's mission and the broader realm of scientific research and application. The project will test the notion of participants as "learner hero," the link between game play and the individual's development of competency, autonomy and the relationship to real world experience, in this case through community action on the subject of the game developed. To that end, participants will be encouraged to extend their involvement through related investigations on site and participation in community activities and projects that can be done at home. Social media tools such as Facebook and web sites managed by the host institutions will provide recognition for this extended engagement, helping participants maintain ties to the program. Additionally, program resources provide assistance to adult family members in nurturing and sustaining youth interest in STEM activities and careers. A major effort of the project will be development of a new software infrastructure called TaleBlazer for the augmented reality game that will enable teachers and students to develop their own game that incorporates real data collection and scientific model building. The new platform will enhance the game play platform MITAR developed with NSF funding.
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TEAM MEMBERS: Robert Coulter Eric Klopfer
resource project Public Programs
Laurel Clark Earth Camp was a set of interconnected programs for Middle and High School students and their teachers that help them develop new perspectives on global change. The project was a partnership of the Arizona-Sonora Desert Museum, Arizona Project WET at the University of Arizona, and the Planetary Science Institute in Tucson, Arizona. Project goals were to: I. Engage students in lifelong learning in STEM disciplines to inform their Earth stewardship practices, career decisions and capacity for innovation; II. Provide teachers with tools and experiences to inspire students to discover the real-world relevancy of STEM disciplines and apply this learning to the pursuit of STEM careers and technological innovation; III. Enhance public awareness of environmental change in the southwestern US and the importance of NASA satellites for recording, understanding and predicting these changes. Over four years, Earth Camp served 132 students and 42 teachers. Program participants understand more about Earth System connectivity and are more aware of their impacts on the environment and how to quantify and reduce these impacts. A post-camp online survey of alumni from previous years indicated that 75% of participants were felt that the camp influenced them to be more interested in STEM careers and 80% were more motivated to do well in their science classes. Teachers in the program were able to implement many of the project activities in their classrooms and most of them were exposed to satellite data for the first time; The project also created a public exhibit “Earth Change from Space” at the Arizona-Sonora Desert Museum, and an online tool that allowed students to explore, research and report on global change issues using Google Earth historical imagery.
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TEAM MEMBERS: Debra Colodner
resource research Media and Technology
Poster on NSF grant DRL-1132393 (Cyberlearning Research Summit 2012: Imagining the Future of Learning, Systems, People, and Technology) from the 2012 ISE PI Meeting.
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TEAM MEMBERS: Sherry Hsi
resource project Media and Technology
This planning effort, a collaboration of teams at the University of Maryland, Cornell University, Carnegie Mellon University and the Sciencenter of Ithaca, deals with the development and testing of a unique methodology for educating youth in computer programming. Through a mobile robot that is cleverly disguised as a small animal, participants will learn to manipulate the system by physically moving it as well as setting variables via electronic buttons thereby learning programming and design. The eventual use of this system and methodology is in museum exhibits so preliminary survey data will be gathered from various venues that presently use less capable devices. Iterative testing will be done at the Sciencenter in its exhibits.
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TEAM MEMBERS: Larry Davis Vibha Sazawai
resource project Media and Technology
In this full-scale research and development project, Oregon State University (OSU), Oregon Sea Grant (OSG) and the Hatfield Marine Science Center Visitors Center (HMSCVC) is designing, developing, implementing, researching and evaluating a cyberlaboratory in a museum setting. The cyberlaboratory will provide three earth and marine science learning experiences with research and evaluation interwoven with visitor experiences. The research platform will focus on: 1) a climate change exhibit that will enable research on identity, values and opinion; 2) a wave tank exhibit that will enable research on group dynamics and problem solving in interactive engineering challenges; and 3) remote sensing exhibits that will enable research on visitor interactions through the use of real data and simulations. This project will provide the informal science educaton community with a suite of tools to evaluate learning experiences with emerging technologies using an iterative process. The team will also make available to the informal science community their answers to the following research questions: For the climate change exhibit, "To what extent does customizing content delivery based on real-time visitor input promote learning?" For the wave tank exhibit, "To what extent do opportunities to reflect on and share experiences promote STEM reasoning processes at a build-and-test exhibit?" For the data-sensing exhibit, "Can visitors' abilities to explain or use visualizations be improved by shaping their visual searches of images?" Mixed-methods using interviews, surveys, behavioral instruments, and participant observations will be used to evaluate the overall program. Approximately 60-100 informal science education professionals will discuss and test the viability of the exhibit's evaluation tools. More than 150,000 visitors, along with community members and local middle and high school students, will have the opportunity to participate in the learning experiences at the HMSCVC. This work contributes to the fields of cyberlearning and informal science education. This project provides the informal science education field with important knowledge about learning, customized content delivery and evaluation tools that are used in informal science settings.
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TEAM MEMBERS: Shawn Rowe Nancee Hunter Jenny East
resource project Media and Technology
The objective of this project is to extend the concept of crowdsourcing in citizen science to the interaction design of the organization as well as to data collection. Distributed technologies offer new opportunities for conducting scientific research on a larger scale than ever before by enabling distributed collaboration. Virtual organizations that use distributed technologies in scientific organizations have primarily focused on how dedicated, professional scientists collaborate and communicate. More recently a rapidly increasing number of citizen science virtual organizations are being formed. Citizen scientists participate in scientific endeavors and typically lack formal credentials, do not hold professional positions in scientific institutions, and bring diversity of knowledge and expertise to projects and challenges. They participate in scientific endeavors related to their personal scientific interests and create new challenges for the design of virtual organizations. In terms of intellectual merit, the project will make three specific contributions: a new interaction design for collecting biodiversity data within a nature park, a model for crowdsourcing the design of an social computing approach to citizen science, and an analysis of the impact of crowdsourcing the design on motivating participation in collecting biodiversity data. Interactive tabletop computers will be placed in two nature parks so that the design of the citizen science environment can be embedded in a park experience and engage the public in understanding more about their parks, in data collection, and develop a personal commitment to environmental sustainability issues. In terms of broader impacts, the project provides three types of impact: research training by including graduate students, broad public dissemination to enhance scientific understanding of biodiversity, and benefits to society through association with the Aspen Center for Environmental Studies (ACES) and Encyclopedia of Life (EOL).
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TEAM MEMBERS: Mary Lou Maher Tom Yeh Jennifer Preece