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resource project Media and Technology
In every drop of water, down at the scale of atoms and molecules, there is a world that can fascinate anyone - ranging from a non-verbal young science student to an ardent science-phobe. The objective of Learning Science Through Guided Discovery: Liquid Water & Molecular Networks is to use advanced technology to provide a window into this submicroscopic world, and thereby allow students to discover by themselves a new world. We are developing a coordinated two-fold approach in which a cycle of hands-on activities, games, and experimentation is followed by a cycle of computer simulations employing the full power of computer animation to "ZOOM" into the depths of his or her newly- discovered world, an interactive experience surpassing that of an OMNIMAX theater. Pairing laboratory experiments with corresponding simulations challenges students to understand multiple representations of concepts. Answers to student questions, resolution of student misconceptions, and eventual personalized student discoveries are all guided by a clear set of "cues" which we build into the computer display. Moreover, the ability to visualize "real-time" dynamic motions allows for student-controlled animated graphic simulations on the molecular scale and interactive guided lessons superior to those afforded by even the most artful of existing texts. While our general approach could be applied to a variety of topics, we have chosen to focus first on water; later we will test the generality of the approach by exploring macromolecules such as proteins and DNA. The simulation sofware we have been developing embodies a simple molecular interaction model but requires leading edge computing in order to (1) apply the model to large enough systems to yield simple and realistic behavior, and (2) animate the result in real time with advanced graphics. Our ultimate goal in this project is not only to help students learn science, but also to help them learn to think like research scientists. By looking at scientific knowledge as a set of useful models - models that are essentially temporary and will inevitably lead to better ones - they can see that science is not a set of facts, but a method for discovering patterns and predictability in an otherwise disordered and unpredictable world. Through mastery of the simulation software, students will gain the self-confidence to embark on their own missions of discovery.
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TEAM MEMBERS: H. Eugene Stanley
resource project Media and Technology
Digital image processing offers several possible new approaches to the teaching of a variety of mathematical concepts at the middle-school and high-school levels. There is reason to believe that this approach will be successful in reaching some "at-risk" students that other approaches miss. Since digital images can be made to reflect almost any aspect of the real world, some students may have an easier time taking an interest in them than they might with artificial figures or images resulting from other graphics- oriented approaches. Using computer-based tools such as image processing operators, curve-fitting operators, shape analysis operators, and graphical synthesis, students may explore a world of mathematical concepts starting from the psychologically "safe" territory of their own physical and cultural environments. There is reason to hope that this approach will be particularly successful with students from diverse backgrounds, girls and members of minority groups, because the imagery used in experiments can easily be tailored to individual tastes. The work of the project consists of creating detailed designs of the learning modules, implementing them on microcomputers, and evaluating their effectiveness in a variety of ways, using trials with students at Rainier Beach High School, which is an urban public high school having an ethnically diverse student body and a Macintosh computer laboratory.
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TEAM MEMBERS: Steven Tanimoto Michele LeBrasseur James King