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resource project Media and Technology
This cooperative agreement will support the Tech Museum of Innovation (The Tech) in San Jose, California in acquiring SOS-related hardware and software, as well as providing the technical support to facilitate the installation of SOS in The Tech's Exploration Gallery in 2005-2006. Science On a Sphere will be the focal point of The Tech Museum's newly renovated Explorations gallery. The dramatic sphere will draw visitors to the center of the 8,000 square-foot space. Hands-on experiences around the sphere will engage visitors in meaningful explorations of NOAA data. The Tech Museum will apply its exhibit and program development expertise to make SOS accessible to people of all ages, backgrounds, and educational levels. All panel text, audio, and captions will be presented in both English and Spanish to allow greater accessibility for local audiences. The Tech's SOS system will focus on three topics of great interest to Californians: Earthquakes, Ocean, Space. NOAA data will enable us to showcase the technology that is used to measure, monitor, and track environmental changes in our world. We hope to further address the potential of data modeling to aid in predicting the future state of the environment based on our actions. The Tech is also opening a new environment exhibition, Green By Design (GBD) in 2006. This exhibit focuses on how sustainable design and technological innovation offer potential solutions to many of our global environmental challenges. SOS will provide a compelling centerpiece to support the educational purpose of this gallery as it effectively illustrates how data collected with remote sensing technologies are helping us understand and make predictions about our dynamic environment and the future of our planet. SOS will illustrate how these data collecting technologies assist us in developing our knowledge about our planet and its solar system.
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TEAM MEMBERS: Greg Brown
resource research Media and Technology
The management of health risks related to scientific and technological innovations has been the focus of a heated debate for a few years now. In some cases, like the campaigns against the use of GMOs in agriculture, this debate has degenerated into a political and social dispute. Even risk analysis studies, which appeared in the 1970s in the fields of nuclear physics and engineering and were later developed by social sciences as well, have given completely different, and at times contradictory, interpretations that, in turn, have given rise to bitter controversies.
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TEAM MEMBERS: Giancarlo Sturloni
resource research Media and Technology
Before analysing the role of the mediators in relation to scientific education, I deem it important to provide a short overview on how scientific museums evolved from the early curiosity cabinets to the modern web cast. Although the term “museum” is no longer adapted to the new structures employed for the diffusion of scientific and technical culture, the evolution of the means of presentation has indeed led to several forms of human mediation. This is of course the main topic we are going to take into consideration today, as it is an important element for the impact our exhibitions may have
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TEAM MEMBERS: Brigitte Zana
resource research Media and Technology
In October 2005, the National Science Foundation brought members of its nanoscale science and engineering education (NSEE) projects to Arlington, VA for a 2-day workshop to explore the status of on-going efforts and to forge collaborations at the national level that would facilitate future efforts. NSF currently funds NSEE projects through the Division of Elementary, Secondary, and Informal Education (ESIE), the Directorate for Engineering as part of the Nanoscale Science and Engineering Centers (NSEC), National Nanotechnology Infrastructure Network (NNIN), the Network for Computational
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TEAM MEMBERS: National Science Foundation
resource evaluation Media and Technology
Given its ongoing commitment to universal design and the integration of technologies into the museum experience, the Museum of Science decided to employ a handheld Multimedia Tour to accompany Star Wars: Where Science Meets Imagination, an exhibition about the real world meeting Star Wars technologies. With the help of leading tour guide developer, Antenna Audio, a 22-stop tour was produced featuring narration, Behind the Scenes interviews with individuals who had worked on the films, Star Wars film clips, still photos and the ability to send information home. An American Sign Language version
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TEAM MEMBERS: Elissa Chin Christine Reich Museum of Science
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
WGBH is producing a new PBS television show with accompanying Web and outreach activities for 9- to 12-year-olds, to inspire a generation of budding engineers. "Design Squad" (working title) will be a 13-part television series, which combines the appeal of a game show with the drama of real-world challenges to engender enthusiasm and promote understanding of, and interest in, engineering and technology. Behind all the fun that this lively show envisions lays a serious educational purpose -- to get kids to think like engineers and understand how to use science and technology to solve real-life problems. The television programs will be complemented with materials and training for engineers to mount "Design Squad" events in public venues and run workshops in schools, afterschool programs and libraries, and an extensive companion web site. "Design Squad 's" three intended strategic impacts are to: (1) address a critical need in engineering education and children's television, (2) increase students' knowledge of engineering and the design process and (3) improve the public image of engineering, especially among girls and minorities. The WGBH production team will be lead by Brigid Sullivan and Kate Taylor. The Series Content Director is Dr. Daniel Frey of MIT. Goodman Research Group, Inc. will conduct the evaluation of the project.
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TEAM MEMBERS: Brigid Sullivan Marisa Wolsky
resource project Media and Technology
Thinking SMART is a comprehensive five-year program that will encourage young women to pursue careers in science, mathematics and technology. The project focuses on girls ages 12-18, and will especially target those who are underserved and underrepresented in the sciences, including girls from diverse backgrounds and persons with disabilities. Key elements include four science/engineering module options, a two-tiered mentoring component, training, resource materials, online activities and an awards program. The modules (Material Girls, Eco Girls, Galactic Girls, Net Girls), focus on engineering, ecology, physics and computer science respectively, and will be aligned with national standards. The modules are implemented during the school year and include weekly programming, a summer camp and a spring "Women in Science and Engineering" conference organized by girls. Weekly meetings are augmented by online activities, in which girls interact with other participants and mentors, publish reports and obtain career information. Additionally, participants who complete all four modules are eligible to become paid mentors for younger participants. Five publications will be produced to support the program, including manuals for mentors (both adults and youth), module activities, a parent guide and a guide for implementation sites on community partnerships. Thinking SMART materials will be developed and piloted tested at eight sites in conjunction with Girls, Inc. affiliates in Nashua, NH, Worcester, MA, Oakridge, TN and Shelbyville, IN, with input from the Society of Women Engineers. Extensive training will also be provided for pilot programs and future dissemination. Finally the E3 Awards Program will motivate implementation sites to create high quality local programs. It is anticipated that more than 1,500 Girls, Inc. affiliates will adopt "Thinking SMART."
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TEAM MEMBERS: Brenda Stegall Janet Stanton Heather Johnston Nicholson Shalonda Murray Joe Martinez
resource project Media and Technology
The University of California, Berkeley is developing "Windows on Research," a two-year experimental exhibit project at the Lawrence Hall of Science focused on engaging and informing the public about current scientific research. The project will develop and evaluate different media to translate the leading edge of nanotechnology research for the science center audience by featuring live demonstrations and presentations, physical- and technology-based exhibits, and Internet-based exhibits. Formative evaluation of all products, including ongoing public focus groups and surveys, will be used to establish which of the several media, alone or combined, work best to communicate research content. The project team also is developing new assessment tools to test usability and effectiveness of the artificial intelligence and technology-based components in conveying content. The results of this prototype effort to present ongoing research in a museum setting will be disseminated to the informal science education field. The PI, Marco Molinaro, and the team from the Lawrence Hall of Science will work closely with scientists representing research in a number of nanotechnology fields. These scientists bring expertise in the areas of materials science, chemistry, education, bioengineering, mechanical engineering, molecular and cell biology, geochronology and isotope geochemistry, and psychology.
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TEAM MEMBERS: Marco Molinaro University of California-Berkeley Darrell Porcello
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
WGBH is developing LAZYBONES (working title), a new television series for 10- to 14-year-olds, that is an engineering game show. Each week LAZYBONES' eight players, aged 17-21, engineer easy solutions to life's arduous tasks. The aim of the program is to use humor and irony to hook its target audience and turn them onto the creativity and productivity of engineering. The purpose of the project is to (1) teach kids to learn about engineering by using science and technology to solve real-life problems; (2) help bridge the critical years for keeping kids interested in science and math, and; (3) improve the public image of engineering, especially among girls and minorities. This grant is for the Test Video Development Phase of the project. During this phase, WGBH will produce a test video in order to further evaluate and refine the concept, appeal and educational content of the show and outreach materials. Note: This project led to the series "FETCH! With Ruff Ruffman."
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TEAM MEMBERS: 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