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At least 523 records · Page 29

Representation of Cultural Role-Play for Training

The Department of Defense (000) has successfully applied a number of methods for cultural familiarization training ranging from stand-up classroom training, to face-to-face live role-play, to so-called smart-cards. Recent interest has turned to the use of single and mUlti-player gaming technologies to augment these traditional methods of cultural familiarization. One such system, termed CulturePad, has been designed as a game-based role-play environment suitable for use in training and experimentation involving cultural roleplay scenarios. This paper describes the initial CulturePad effort focused on a literature review regarding the use of role-play for cultural training and a feasibility assessment of using a game-mediated environment for role-play. A small-scale pilot involving cultural experts was conducted to collect qualitative behavioral data comparing live role-play to game-mediated role-play in a multiplayer gaming engine.

Santarelli, Thomas↗

Requirements for Modeling and Simulation for Space Medicine Operations: Preliminary Considerations

The NASA Space Medicine program is now developing plans for more extensive use of high-fidelity medical Simulation systems. The use of simulation is seen as means to more effectively use the limited time available for astronaut medical training. Training systems should be adaptable for use in a variety of training environments, including classrooms or laboratories, space vehicle mockups, analog environments, and in microgravity. Modeling and simulation can also provide the space medicine development program a mechanism for evaluation of other medical technologies under operationally realistic conditions. Systems and procedures need preflight verification with ground-based testing. Traditionally, component testing has been accomplished, but practical means for "human in the loop" verification of patient care systems have been lacking. Medical modeling and simulation technology offer potential means to accomplish such validation work. Initial considerations in the development of functional requirements and design standards for simulation systems for space medicine are discussed.

Dawson, David L.↗

Sun-Earth Day - Teaching Heliophysics Through Education Technology

Sun-Earth Day (SED) is an Education and Outreach program supported by the U.S, National Aeronautics and Space Administration (NASA). The intent of the program is to teach students and the general public about Heliophysics (the science of the study of the Sun, how it varies, and how solar dynamics affect the rest of the solar system, especially the Earth). The program was begun ten years ago. Each year since that time a particular day has been designated as "Sun-Earth Day ,,. Usually the day of the spring equinox (March 20 or 21) is Sun-Earth Day, but other days have been used as well. Each year a theme is chosen relating to Heliophysics and events reflecting that theme are planned not only for Sun-Earth Day, but for the entire year. From the very beginning educational technology was emphasized in the events in order to effectively reach wide audiences with the SED message. The main approach has been to have a "webcast" related to each year's theme, often from a location that supports the theme as well. For example, a webcast took place from the Mayan pyramids at Chichen Itza, Mexico to highlight the theme of "Ancient Observatories, Timeless Knowledge". Webcasts were not the only technology employed, however. Many of the themes centered on the dynamic nature of the Sun and the effects that solar storms can have on interplanetary space and in our day-to-day life on Earth. Activities for tracking when solar storms happen and how they affect the Earth were developed and brought together in an educational package called Space Weather Action Centers. This project is explained in more detail in another presentation in this session being given by Norma Teresinha Oliveira Reis. Recent Sun-Earth Days have utilized "social networking" technologies to reach widespread groups on the internet. Podcasts, Vodcasts, Facebook, Twitter, and Second Life are the types of network technologies being employed now. The NASA Distance learning Network is another method for bringing Sun-Earth Day events and training to widespread educators and classrooms in order to magnify the reach of Sun-Earth Day. Examples of the technologies will be shown along with an assessment of their effectiveness.

Thieman, J.↗

Learning Without Boundaries: A NASA - National Guard Bureau Distance Learning Partnership

With a variety of high-quality live interactive educational programs originating at the Johnson Space Center in Houston, Texas and other space and research centers, the US space agency NASA (National Aeronautics and Space Administration) has a proud track record of connecting with students throughout the world and stimulating their creativity and collaborative skills by teaching them underlying scientific and technological underpinnings of space exploration. However, NASA desires to expand its outreach capability for this type of interactive instruction. In early 2002, NASA and the National Guard Bureau -- using the Guard's nationwide system of state-ofthe-art classrooms and high bandwidth network -- began a collaboration to extend the reach of NASA content and educational programs to more of America's young people. Already, hundreds of elementary, middle, and high school students have visited Guard e-Learning facilities and participated in interactive NASA learning events. Topics have included experimental flight, satellite imagery-interpretation, and Mars exploration. Through this partnership, NASA and the National Guard are enabling local school systems throughout the United States (and, increasingly, the world) to use the excitement of space flight to encourage their students to become passionate about the possibility of one day serving as scientists, mathematicians, technologists, and engineers. At the 54th International Astronautical Conference MAJ Stephan Picard, the guiding visionary behind the Guard's partnership with NASA, and Chris Chilelli, an educator and senior instructional designer at NASA, will share with attendees background on NASA's educational products and the National Guard's distributed learning network; will discuss the unique opportunity this partnership already has provided students and teachers throughout the United States; will offer insights into the formation by government entities of e-Learning partnerships with one another; and will suggest a possible future for the NASA - National Guard Bureau partnership, one potentially to include live multi-party interaction of hundreds of students in several countries with astronauts, scientists, engineers and designers. To inspire the next generation of explorers as only NASA can!

Anderson, Susan H.↗

Virginia Demonstration Project Encouraging Middle School Students in Pursuing STEM Careers

Encouraging students at all grade levels to consider pursuing a career in Science, Technology, Engineering, and Mathematics (STEM) fields i s a national focus. In 2005, the Naval Surface Warfare Center, Dahlgren Division (NSWCDD), a Department of Defense laboratory located in Da hlgren, Virginia, began work on the Virginia Demonstration Project (VDP) with the goal of increasing more student interest in STEM educatio n and pursuing STEM careers. This goal continues as the program enters its sixth year. This project has been successful through the partici pation of NSWCDD's scientists and engineers who are trained as mentor s to work in local middle school classrooms throughout the school year, As an extension of the in-class activities, several STEM summer aca demies have been conducted at NSWCDD, These academies are supported by the Navy through the VDP and the STEM Learning Module Project. These projects are part of more extensive outreach efforts offered by the National Defense Education Program (NDEP), sponsored by the Director, Defense Research and Engineering. The focus of this paper is on the types of activities conducted at the summer academy, an overview of the academy planning process, and recommendations to help support a nati onal plan of integrating modeling and simulation-based engineering and science into all grade levels. based upon the lessons learned

Bachman, Jane T.↗

Protocols for Handling Messages Between Simulation Computers

Practical Simulator Network (PSimNet) is a set of data-communication protocols designed especially for use in handling messages between computers that are engaging cooperatively in real-time or nearly-real-time training simulations. In a typical application, computers that provide individualized training at widely dispersed locations would communicate, by use of PSimNet, with a central host computer that would provide a common computational- simulation environment and common data. Originally intended for use in supporting interfaces between training computers and computers that simulate the responses of spacecraft scientific payloads, PSimNet could be especially well suited for a variety of other applications -- for example, group automobile-driver training in a classroom. Another potential application might lie in networking of automobile-diagnostic computers at repair facilities to a central computer that would compile the expertise of numerous technicians and engineers and act as an expert consulting technician.

Balcerowski, John P.↗

Online Visualization and Analysis of Global Half-Hourly Infrared Satellite Data

nfrared (IR) images (approximately 11-micron channel) recorded by satellite sensors have been widely used in weather forecasting, research, and classroom education since the Nimbus program. Unlike visible images, IR imagery can reveal cloud features without sunlight illumination; therefore, they can be used to monitor weather phenomena day and night. With geostationary satellites deployed around the globe, it is possible to monitor weather events 24/7 at a temporal resolution that polar-orbiting satellites cannot achieve at the present time. When IR data from multiple geostationary satellites are merged to form a single product--also known as a merged product--it allows for observing weather on a global scale. Its high temporal resolution (e.g., every half hour) also makes it an ideal ancillary dataset for supporting other satellite missions, such as the Tropical Rainfall Measuring Mission (TRMM), etc., by providing additional background information about weather system evolution.

Liu, Zhong↗

ISS National Laboratory Education Project: Enhancing and Innovating the ISS as an Educational Venue

The vision is to develop the ISS National Laboratory Education Project (ISS NLE) as a national resource for Science, Technology, Engineering and Mathematics (STEM) education, utilizing the unique educational venue of the International Space Station per the NASA Congressional Authorization Act of 2005. The ISS NLE will serve as an educational resource which enables educational activities onboard the ISS and in the classroom. The ISS NLE will be accessible to educators and students from kindergarten to post-doctoral studies, at primary and secondary schools, colleges and universities. Additionally, the ISS NLE will provide ISS-related STEM education opportunities and resources for learners of all ages via informal educational institutions and venues Though U.S. Congressional direction emphasized the involvement of U.S. students, many ISS-based educational activities have international student and educator participation Over 31 million students around the world have participated in several ISS-related education activities.

Melvin, Leland D.↗

Project KEWL: Kinect Engineering With Learning

Project KEWL is a joint project between NASA/JPL and NASA/JSC to stimulate interest of children in Science, Technology, Engineering and Math (STEM) and bring the NASA space exploration experience to the classroom, museum and ultimately the living room. Using the Kinect game controller KEWL allows children to engage in NASA s missions in a fundamentally new way. KEWL allows children to experiment with gravity on Mars and the Moon; navigate through the International Space Station; fix a torn solar array on the ISS; drive a robot on Mars; visit an Asteroid; learn about the differences in gravity on different planets and control Robonaut 2 using their body as the input device. Project KEWL complements NASA s outreach investments in television, mobile platforms and the web by engaging the public through the rapidly expanding medium of console gaming. In 2008, 97% of teenagers played video games and 86% played on a home gaming console. (source: http://pewresearch.org/pubs/953/) As of March 2011, there have been more than 10 million Kinects sold. (source: http://www.itproportal.com/2011/03/10/kinect-record-breaking-sales-figures-top-10-million/) Project KEWL interacts with children on a platform on which they spend much of their time and teaches them information about NASA while they are having fun. Project KEWL progressed from completely custom C++ code written in house to using a commercial game engine. The art work and 3D geometry models come from existing engineering work or are created by the KEWL development team. Six different KEWL applications have been demonstrated at nine different venues including schools, museums, conferences, and NASA outreach events. These demonstrations have allowed the developers the chance to interact with players and observe the gameplay mechanics in action. The lessons learned were then incorporated into the subsequent versions of the applications.

Norris, Jeff↗

Information Systems Coordinate Emergency Management

The rescue crews have been searching for the woman for nearly a week. Hurricane Katrina devastated Hancock County, the southernmost point in Mississippi, and the woman had stayed through the storm in her beach house. There is little hope of finding her alive; the search teams know she is gone because the house is gone. Late at night in the art classroom of the school that is serving as the county s emergency operations center, Craig Harvey is discussing the search with the center s commander. Harvey is the Chief Operating Officer of a unique company called NVision Solutions Inc., based at NASA s Stennis Space Center in Bay St. Louis, only a couple of miles away. He and his entire staff have set up a volunteer operation in the art room, supporting the emergency management efforts using technology and capabilities the company developed through its NASA partnerships. As he talks to the commander, Harvey feels an idea taking shape that might lead them to the woman s location. Working with surface elevation data and hydrological principles, Harvey creates a map showing how the floodwaters from the storm would have flowed along the topography of the region around the woman s former home. Using the map, search crews find the woman s body in 15 minutes. Recovering individuals who have been lost is a sad reality of emergency management in the wake of a disaster like Hurricane Katrina in 2005. But the sooner answers can be provided, the sooner a community s overall recovery can take place. When damage is extensive, resources are scattered, and people are in dire need of food, shelter, and medical assistance, the speed and efficiency of emergency operations can be the key to limiting the impact of a disaster and speeding the process of recovery. And a key to quick and effective emergency planning and response is geographic information. With a host of Earth-observing satellites orbiting the globe at all times, NASA generates an unmatched wealth of data about our ever-changing planet. This information can be captured, analyzed, and visualized by geographic information systems (GIS) to produce maps, charts, and other tools that can reveal information essential to a wide variety of applications including emergency management. Knowing precise, real-time information about the size, location, environmental conditions, and resulting damage of an event like a flood or wildfire as well as the location and numbers of emergency responders and other resources contributes directly to the effectiveness of disaster mitigation. The need for such information is also evident when responding to homeland security threats, such as a terrorist attack. Recognizing the value of its geospatial information resources for this and other purposes, in 1998 Stennis and the state of Mississippi partnered to form what became the Enterprise for Innovative Geospatial Solutions (EIGS) industry cluster, supporting the growth of remote sensing and GIS-based research and business. As part of EIGS, several companies partnered with NASA through dual use and Small Business Innovation Research (SBIR) contracts. Among those was NVision.

Source record↗

The International Space Station (ISS) Education Accomplishments and Opportunities

The International Space Station (ISS) has the unique ability to capture the imaginations of both students and teachers worldwide and thus stands as an invaluable learning platform for the advancement of proficiency in research and development and education. The presence of humans on board ISS for the past ten years has provided a foundation for numerous educational activities aimed at capturing that interest and motivating study in the sciences, technology, engineering and mathematics (STEM) disciplines which will lead to an increase in quality of teachers, advancements in research and development, an increase in the global reputation for intellectual achievement, and an expanded ability to pursue unchartered avenues towards a brighter future. Over 41 million students around the world have participated in ISS-related activities since the year 2000. Projects such as the Amateur Radio on International Space Station (ARISS) and Earth Knowledge Acquired by Middle School Students (EarthKAM), among others, have allowed for global student, teacher, and public access to space through radio contacts with crewmembers and student image acquisition respectively. . With planned ISS operations at least until 2020, projects like the aforementioned and their accompanying educational materials will be available to enable increased STEM literacy around the world. Since the launch of the first ISS element, a wide range of student experiments and educational activities have been performed by each of the international partner agencies: National Aeronautics and Space Administration (NASA), Canadian Space Agency (CSA), European Space Agency (ESA), Japan Aerospace Exploration Agency (JAXA) and Russian Federal Space Agency (Roscosmos). Additionally, a number of non-participating countries, some under commercial agreements, have also participated in Station-related activities. Many of these programs still continue while others are being developed and added to the station crewmembers tasks on a regular basis. These diverse student experiments and programs fall into one of the following categories: student-developed experiments; students performing classroom versions of ISS experiments; students participating in ISS investigator experiments; students participating in ISS engineering education; education demonstrations and cultural activities. This paper summarizes some of the main student experiments and educational activities that have been conducted on the ISS. It also highlights some upcoming projects.

Alleyne, Camille W.↗

Vernon Bermuda Workshop: A Course in Sub-tropical Island Ecology

More than 30 years ago, educators in central Connecticut developed the Vernon Bermuda Workshop as a means of introducing middle- and high-school students to subtropical island ecology. Each year, after months of classroom preparation, approximately 20 top students spend one week at the Bermuda Institute of Ocean Sciences (St. George's, Bermuda) studying the local flora and fauna in both the field and laboratory. The curriculum includes an additional array of activities, ranging from historical and ecological tours to spelunking, and culminates in a series of field-observation-related presentations. I am responsible for the meteorological and oceanographic components of the curriculum. In the field, my students collect time-series of biophysical variables over the course of a day, which they use to interpret diurnal patterns and interactions amongst the variables. I also add remote-sensing and phytoplankton biology components to the curriculum - in previous years, my students have studied time-series of Sea WIFS imagery collected at Bermuda during our trip. I have been an Instructor for this Workshop since 2003. The Workshop provides an outreach activity for GSFC Code 616.

Werdell, P. Jeremy↗

STEM Careers Are Out of This World--No Need to Fear Science, Technology, Engineering, or Math

At NASA, we fully support the President's Educate to Innovate Program in the hopes that American students move from the middle of the pack to the top in the next decade; and that we are expanding STEM education and career opportunities for underrepresented groups, including minorities and females. The first goal we have implemented to help accomplish this is to Strengthen NASA and the Nation's future workforce - Many of you in the audience could be our potential workforce, and the co-op and intern program at NASA is helping students like you. The second goal is to Attract and retain students in STEM disciplines-To compete effectively for the minds, imaginations and career ambitions of young people like you, throughout NASA, we regularly send educators and NASA speakers into classrooms to work directly with you, encouraging you to follow in the footsteps of NASA engineers and scientists. The Third goal is to Engage Americans in NASA's mission- To get young people involved in NASA's mission, we have many exciting programs for college students like the Lunabotics Mining Competition and the Cubes Satellites sent to space

Griffin, Amanda↗

Overcoming the Critical Shortage of STEM - Prepared Secondary Students Through Modeling and Simulation

In developing understanding of technological systems - modeling and simulation tools aid significantly in the learning and visualization processes. In design courses we sketch , extrude, shape, refine and animate with virtual tools in 3D. Final designs are built using a 3D printer. Aspiring architects create spaces with realistic materials and lighting schemes rendered on model surfaces to create breathtaking walk-throughs of virtual spaces. Digital Electronics students design systems that address real-world needs. Designs are simulated in virtual circuits to provide proof of concept before physical construction. This vastly increases students' ability to design and build complex systems. We find students using modeling and simulation in the learning process, assimilate information at a much faster pace and engage more deeply in learning. As Pre-Engineering educators within the Career and Technical Education program at our school division's Technology Academy our task is to help learners in their quest to develop deep understanding of complex technological systems in a variety of engineering disciplines. Today's young learners have vast opportunities to learn with tools that many of us only dreamed about a decade or so ago when we were engaged in engineering and other technical studies. Today's learner paints with a virtual brush - scenes that can aid significantly in the learning and visualization processes. Modeling and simulation systems have become the new standard tool set in the technical classroom [1-5]. Modeling and simulation systems are now applied as feedback loops in the learning environment. Much of the study of behavior change through the use of feedback loops can be attributed to Stanford Psychologist Alfred Bandura. "Drawing on several education experiments involving children, Bandura observed that giving individuals a clear goal and a means to evaluate their progress toward that goal greatly increased the likelihood that they would achieve it."

Spencer, Thomas↗

Decision Making Training in the Mission Operations Directorate

At JSC, we train our new flight controllers on a set of team skills that we call Space Flight Resource Management (SFRM). SFRM is akin to Crew Resource Management for the airlines and trains flight controllers to work as an effective team to reduce errors and improve safety. We have developed this training over the years with the assistance of Ames Research Center, Wyle Labs and University of Central Florida. One of the skills we teach is decision making/ problem solving (DM/PS). We teach DM/PS first in several classroom sessions, reinforce it in several part task training environments, and finally practice it in full-mission, full-team simulations. What I am proposing to talk about is this training flow: its content and how we teach it.

O'Keefe, William S.↗

Educational Experiences of Embry-Riddle Students through NASA Research Collaboration

NASA's educational. programs benefit students and faculty while increasing the overall productivity of the organization. The NASA Graduate Student Research Program (GSRP) awards fellowships for graduate study leading to both masters and doctoral degrees in several technical fields. GSRP participants have the option to utilize NASA Centers andlor university research facilities. In addition, GSRP students can serve as mentors for undergrad students to provide a truly unique learning experience. NASA's Cooperative Education Program allows undergraduate students the chance to gain "real-world" work experience in the field. It also gives NASA a no risk capability to evaluate the true performance of a prospective new hire without relying solely on a "paper resume" while providing the students with a greater hiring potential upon graduation, at NASA or elsewhere. University faculty can also benefit by participating in the NASA Faculty Fellowship Program (NFFP). This program gives the faculty an opportunity to work with NASA peers. The Mission Analysis Branch of the Expendable Launch Vehicles Division at NASA Kennedy Space Center has utilized these two programs with students from Embry-Riddle Aeronautical University (ERAU) to conduct research in modeling and developing a parameter estimation method for spacecraft fuel slosh using simple pendulum analogs. Simple pendulum models are used to understand complicated spacecraft fuel slosh behavior. A robust parameter estimation process will help to identif' the parameters that will predict the response fairly accurately during the initial stages of design. These programs provide students with a unique opportunity to work on "real-world" aerospace problems, like spacecraft fuel slosh,. This in turn reinforces their problem solving abilities and their communication skills such as interviewing, resume writing, technical writing, and presentation. Faculty benefits by applying what they have learned to the classroom. Through university collaborations with NASA and industry help students to acquire skills that are vital for their success upon entering the workforce.

Schlee, Keith↗

Exploring the Solid Rocket Boosters and Properties of Matter

I worked for the United Space Alliance, LLC (USA) with the Solid Rocket Booster (SRB) Materials and Process engineers (M&P). I was assigned a project in which I needed to research and collect chemical and physical properties information, material safety data sheets (MSDS), and other product information from the vendor's websites and existing "inhouse" files for a select group of materials used in building and refurbishing the SRBs. This information was then compiled in a report that summarized the information collected. My work site was at the Kennedy Space Center (KSC). This allowed for many opportunities to visit and tour sites operated by NASA, by USA, and by the Air Force. This included the vehicle assembly building (VAB), orbital processing facilities (OPF), the crawler with the mobile launch pad (MLP), and the SRB assembly and refurbishment facility (ARF), to name a few. In addition, the launch, of STS- 117 took place within the first week of employment allowing a day by day following of that mission including post flight operations for the SRBs. Two Delta II rockets were also launched during these 7 weeks. The sights were incredible and the operations witnessed were amazing. I learned so many things I never knew about the entire program and the shuttle itself. The entire experience, especially my work with the SRB materials, inspired my plan for implementation into the classroom.

Moffett, Amy↗