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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 evaluation Media and Technology
Focus groups with parents of third and fourth graders were implemented to help support the revision and expansion of the current Cyberchase website for parents. This study focused on the following research questions: (1) How do parents understand their role in helping their children with learning in math? (a) Do parents see their role as motivational? (b) Do parents see their role as helping their child with math difficulties? (c) Do parents see their role as collaborating with their child in learning math? (2) What are parents' concerns or anxieties about their role in supporting math
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TEAM MEMBERS: Barbara Flagg Thirteen/WNET
resource evaluation Media and Technology
To gain insight into the Cyberchase audience, a Web survey was conducted with parents through the PBS Web site during June and July, 2005. Participants were 94 parents of children who were current or past users of at least one Cyberchase media component (e.g., TV, Web site, outreach materials, etc.). Roughly equal numbers of boys and girls were represented, and one-third of the children were identified as minorities. Parents were recruited through the Cyberchase Web site and online mailings, and were asked to complete the online survey. Rather than being representative of U.S. parents as a
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TEAM MEMBERS: Shalom Fisch Thirteen/WNET
resource project Media and Technology
The Education Development Center, Incorporated, requests $2,081,018 to create informal learning opportunities in science, mathematics, engineering and technology utilizing the study of the ancient African civilization of Nubia as context. Educational activities and resources will be developed based on the extensive ongoing archeological research on historical Nubia. The two main components of the project are a traveling exhibit with related educational materials and a website that will provide the target audience an opportunity to access extensive on-line resources and activities. The project will provide community outreach and professional development for educators in museums, community groups, schools and libraries. The project is designed for thirty-six months' duration. In year one, a network of collaborators in the Boston area will focus on research and development; in year two, project materials will be piloted and evaluated in six cities, and on-line professional development programs will be conducted; and in year three, project materials will be disseminated directly to 60 sites and more broadly via the internet.
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TEAM MEMBERS: Kristen bjork Ronald Bailey
resource project Media and Technology
Thirteen/WNET New York will develop and produce ten new episodes for a fourth season of "Cyberchase." Now in its third production season and second year of daily PBS broadcast, "Cyberchase" has helped millions of children acquire a stronger foundation in mathematics. The new programs will enrich the series' content by emphasizing science-mathematics connections and financial literacy. Ancillary materials, outreach and a highly popular Website extend the learning and help make "Cyberchase" the sole mathematics media project available for young audiences. Plans for season four include enhancing the Website, building the inventory of multi-media outreach activities, strengthening the show's presence in after-school programs and launching a new relationship with the museum community.
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TEAM MEMBERS: Sandra Sheppard Carey Bolster Michael Templeton Barbara Flagg
resource project Media and Technology
WGBH Educational Foundation is requesting funds to produce 20 new shows and new outreach and Web activities for "ZOOM," which will be renamed "Hot Seat." "Hot Seat" is a daily half-hour PBS television series targeted to kids ages 8 to 11. Uniquely by and for kids, the program gives its viewers a chance to explore, to experiment and to share their creativity. The series, along with its far-reaching outreach, offers its audience an innovative curriculum that promotes the acquisition of basic math and science knowledge and the development of problem solving skills called "Habits of Mind." The intended impacts are to: (1) establish a project that uniquely integrates television, the Web and outreach as a model for how media can teach science and math; (2) engage kids and teach them science and math content and process skills; (3) provide curriculum and professional development to organizational partners. Innovation includes developing three new content areas for the series -- Invention, Space Science and Earth Science -- and evolving the project design by incorporating new production techniques that enhance the "reality factor" of the science programming. Outreach for the project will include printed materials for kids, families and educators. A new collaborative partnership is being developed with the American Library Association to help distribute the new afterschool curricula to librarians across the country. "Hot Seat" will support the existing network of "ZOOM" outreach partners and convert the museum "ZOOMzones" to "Hot Seat Spots." "ZOOM" currently is carried by 269 public broadcasting stations and is viewed by 4 million children each week.
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TEAM MEMBERS: Kate Taylor
resource project Media and Technology
The ZOOM children's television series, which reaches over 5.4 million children each week, teaches viewers the scientific processes as well as delivering science and mathematics content. The outreach materials and activities provide viewers with opportunities to explore, experiment and share their creativity. WGBH is requesting $1,303,776 of a total budget of $3,977,936 to produce 20 new shows for the ZOOM series. There also will be a new ZOOM campaign, the ZOOMsci Club, which will provide a unique way for kids to deepen their science and math knowledge while engaged in ZOOM's hands-on activities. The campaign includes: the new television programs, new print materials and outreach activities, and a new area of the ZOOM website that includes an on-line forum for kids to share results of their experimentation. ZOOM has been chosen by PBS as the first children's "local/national" show. This PBS initiative capitalizes on the strength of local public television stations and provides the opportunity for stations to customize ZOOM to serve the needs of their local markets. The stations can produce and insert segments that honor local kids for their volunteer activities and feature local kids answering questions. Stations also can localize outreach activities, producing their own local ZOOM websites and launching ZOOM Into Action campaigns to motivate kids to volunteer.
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TEAM MEMBERS: Brigid Sullivan Kate Taylor
resource project Media and Technology
This 12-month planning grant will create the foundation for a project based on meaningful, online, game-based learning. Specifically, it will enable the proposer to develop and validate story lines and game characters with middle-school aged children in two summer design institutes. In addition, the proposer will build partnerships with museums and informal learning institutions and develop a plan to work with these partners for the dissemination, promotion, use and evaluation of the future games. Intellectual Merit: The project will develop standards-linked design specifications for play scenarios, game characters and real-world, problem-based activities across STEM domains. These design specifications should be of significant value for future educational game development. Children will serve as "informants" during game design, providing input where most effective. This involvement in the planning process is critical to the success of the games, and should ensure the desired "kid appeal." Broader Impact: The strategy of involving advisory groups of children, including those at-risk, will allow the project to factor in ways to engage audiences underrepresented in the sciences by tailoring characters and activities that ensure broad appeal. In addition, the approach of solving puzzle-like problems embedded in a game's story narrative should appeal to both boys and girls. This project will generate a report for publication on the design process and resulting specifications.
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TEAM MEMBERS: M Kinzie
resource project Media and Technology
Educational Broadcasting Corporation (WNET New York) is producing twelve new programs for the third season of Cyberchase, the first national math series for children in over a decade. The daily, half-hour programs currently are viewed by over 1.5 million viewers for each broadcast. The associated website has had over 140 million page views. Summative evaluation of previous seasons has determined that Cyberchase increases children's positive attitudes about mathematics as well as their content comprehension and confidence in their problem-solving skills. In the third season the content of Cyberchase will be enriched by the addition of more complex mathematics concepts. Grouped by their related NCTM standard, these include: Number & Operations: Percent, Zero, Mixed Number Fractions, Factoring Geometry: Circles, Perspective, Tessellations, Navigation: Angles and Distance Algebra: Body Math (Ratio & Proportion); Mathematical Modeling Data Analysis and Probability: Experimental Probability, Stem & Leaf Plots Reasoning & Proof: Reasoning Representation: Drawing to Scale During the third season WNET also will upgrade the web site to offer more math challenges to frequent visitors and will create math games with varying levels of complexity and challenge to provide more learning opportunities and to bring children back online more often. In addition, WNET will intensify the project outreach to key constituencies through an integrated campaign of community outreach, materials and promotion.
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TEAM MEMBERS: Sandra Sheppard Carey Bolster Michael Templeton Barbara Flagg
resource project Media and Technology
WGBH Educational Foundation is requesting $1,261,934, or 33% of a total project budget of $3,835,236, to produce 20 new shows and new outreach and Web activities for" ZOOM." Targeted to kids ages 8 to 11, "ZOOM" is a daily, half-hour PBS series featuring an assortment of games, riddles, investigations, recipes and poems -- all based on materials sent in by its young viewers. Uniquely by and for kids," ZOOM" gives its viewers a chance to explore, experiment and share their creativity. "ZOOM's" science and math segments (30% of each half-hour show) give kids opportunities to explore scientific and mathematical ideas, concepts and phenomena. The goals for Season VI are to: (1) expand "ZOOM's" engineering curriculum; (2) develop two new content areas--Sports Science, and Perception and Sensation; (3) create new partnerships with FIRST LEGO League and Girl Scouts of USA; and, (4) conduct summative evaluation to continue to gauge "ZOOM's" effectiveness at teaching math and science to targeted audiences. Outreach for the project will include print materials for kids, families and educators. "ZOOM"-related activities at community-based organization include 590 ClubZOOM science afterschool programs and 21 ZOOMzone science museum exhibits. The 2,400-page interactive web site is updated weekly. "ZOOM" currently is carried by 170 public broadcasting stations and is viewed by close to 6 million children per week. The program receives 24,000 letters and e-mails per week; the web site attracts an average of 14,000 visitors per month.
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TEAM MEMBERS: Kate Taylor