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At least 19 records

Teacher in Space Program - The challenge to education in the space age

An account is given of the significant events which occurred in the Teacher in Space Program following the Challenger Space Shuttle accident on January 28, 1986. The analysis indicates that the accident has not prevented the continuing effective implementation of the three educational goals of the Teacher in Space Program which are to: (1) raise the prestige of the teaching profession, (2) increase the awareness in the education community of the impact of technology and science on this country's future in preparing students for the future, and (3) use aeronautics and space as a catalyst to enhance all subject areas and grade levels of U.S. education systems.

Brown, R. W.↗

Mission X: Train Like an Astronaut Pilot Study

Mission X: Train Like an Astronaut is an international educational challenge focusing on fitness and nutrition as we encourage students to "train like an astronaut." Teams of students (aged 8-12) learn principles of healthy eating and exercise, compete for points by finishing training modules, and get excited about their future as "fit explorers." The 18 core exercises (targeting strength, endurance, coordination, balance, spatial awareness, and more) involve the same types of skills that astronauts learn in their training and use in spaceflight. This first-of-its-kind cooperative outreach program has allowed 14 space agencies and various partner institutions to work together to address quality health/fitness education, challenge students to be more physically active, increase awareness of the importance of lifelong health and fitness, teach students how fitness plays a vital role in human performance for exploration, and inspire and motivate students to pursue careers in STEM fields. The project was initiated in 2009 in response to a request by the International Space Life Sciences Working Group. USA, Netherlands, Italy, France, Germany, Austria, Colombia, Spain, and United Kingdom hosted teams for the pilot this past spring, and Japan held a modified version of the challenge. Several more agencies provided input into the preparations. Competing on 131 teams, more than 3700 students from 40 cities worldwide participated in the first round of Mission X. OUTCOMES AND BEST PRACTICES Members of the Mission X core team will highlight the outcomes of this international educational outreach pilot project, show video highlights of the challenge, provide the working group s initial assessment of the project and discuss the future potential of the effort. The team will also discuss ideas and best practices for international partnership in education outreach efforts from various agency perspectives and experiences

Lloyd, Charles W.↗

Constellation Program Design Challenges as Opportunities for Educational Outreach- Lessons Learned

The Texas Space Grant Consortium (TSGC) and the NASA Exploration Systems Mission Directorate (ESMD) Education Office both have programs that present design challenges for university senior design classes that offer great opportunities for educational outreach and workforce development. These design challenges have been identified by NASA engineers and scientists as actual design problems faced by the Constellation Program in its exploration missions and architecture. Student teams formed in their senior design class select and then work on a design challenge for one or two semesters. The senior design class follows the requirements set by their university, but it must also comply with the Accreditation Board for Engineering and Technology (ABET) in order to meet the class academic requirements. Based on a one year fellowship at a TSGC university under the NASA Administrator's Fellowship Program (NAFP) and several years of experience, lessons learned are presented on the NASA Design Challenge Program.

Trevino, Robert C.↗

Constellation Program Design Challenges as Opportunities for Educational Outreach and Workforce Development for Senior Design Classes

The Texas Space Grant Consortium (TSGC) and the Exploration Systems Mission Directorate (ESMD) both have programs that present design challenges for university senior design classes that offer great opportunities for educational outreach and workforce development. These design challenges have been identified by NASA engineers and researchers as real design problems faced by the Constellation Program in its exploration missions and architecture. Student teams formed in their senior design class select and then work on a design challenge for one or two semesters. The senior design class follows the requirements set by their university, but it must also comply with the Accreditation Board for Engineering and Technology (ABET) in order to meet the class academic requirements. Based on a one year fellowship at a TSGC university under the NASA Administrator's Fellowship Program (NAFP) and several years of experience, results and metrics are presented on the NASA Design Challenge Program.

Trevino, Robert C.↗

NASA GIBS and Worldview: Visualizing NASA's Earth Science Data for All to Explore

For more than 20 years, the NASA Earth Observing System (EOS) has operated dozens of remote sensing satellites collecting nearly 15 Petabytes of data that span thousands of science parameters. Within these observations are keys the Earth Scientists have used to unlock many discoveries that we now understand about our planet. Also contained within these observations are a myriad of opportunities for learning and education. The challenge is making them accessible to educators and students in intuitive and simple ways so that effort can be spent on lesson enrichment and not overcoming technical hurdles. The NASA Global Imagery Browse Services (GIBS) system and NASA Worldview website provide a unique view into EOS data through daily full resolution visualizations of hundreds of earth science parameters. For many of these parameters, visualizations are available within hours of acquisition from the satellite. For others, visualizations are available for the entire mission of the satellite. Accompanying the visualizations are visual aids such as color legends, place names, and orbit tracks. By using these visualizations, educators and students can observe natural phenomena that enrich a scientific education.

Cechini, Matthew↗

NASA GIBS and Worldview: Visualizing NASA's Earth Science Data for All to Explore

For more than 20 years, the NASA Earth Observing System (EOS) has operated dozens of remote sensing satellites collecting nearly 15 Petabytes of data that span thousands of science parameters. Within these observations are keys the Earth Scientists have used to unlock many discoveries that we now understand about our planet. Also contained within these observations are a myriad of opportunities for learning and education. The challenge is making them accessible to educators and students in intuitive and simple ways so that effort can be spent on lesson enrichment and not overcoming technical hurdles.The NASA Global Imagery Browse Services (GIBS) system and NASA Worldview interactive mapping site provide a unique view into EOS data through daily full resolution visualizations of hundreds of Earth science parameters. For many of these parameters, visualizations are available within hours of acquisition from the satellite. For others, visualizations are available for the entire mission of the satellite. Accompanying the visualizations are visual aids such as color legends, place names, and orbit tracks. By using these visualizations, educators and students can observe natural phenomena that enrich a scientific education.This presentation will provide an overview of the visualizations available in NASA GIBS and Worldview and how they are accessed. Specific attention will be given to the newer capabilities and accomplishments, including: Support for geostationary sub-daily visualizations, Enhanced support for vector-based visualizations, Improved Worldview tour and snapshot capabilities, New imagery products across a growing set of scientific areas.

Cechini, Matthew↗

Virtual reality in medical education and assessment

The NASA Johnson Space Center (JSC)/LinCom Corporation, the University of Texas Medical Branch at Galveston (UTMB), and the Galveston Independent School District (GISD) have teamed up to develop a virtual visual environment display (VIVED) that provides a unique educational experience using virtual reality (VR) technologies. The VIVED end product will be a self-contained educational experience allowing students a new method of learning as they interact with the subject matter through VR. This type of interface is intuitive and utilizes spatial and psychomotor abilities which are now constrained or reduced by the current two dimensional terminals and keyboards. The perpetual challenge to educators remains the identification and development of methodologies which conform the learners abilities and preferences. The unique aspects of VR provide an opportunity to explore a new educational experience. Endowing medical students with an understanding of the human body poses some difficulty challenges. One of the most difficult is to convey the three dimensional nature of anatomical structures. The ideal environment for addressing this problem would be one that allows students to become small enough to enter the body and travel through it - much like a person walks through a building. By using VR technology, this effect can be achieved; when VR is combined with multimedia technologies, the effect can be spectacular.

Sprague, Laurie A.↗

Knowledge acquisition and interface design for learning on demand systems

The rapid changes in our world precipitated by technology have created new problems and new challenges for education and training. A knowledge 'explosion' is occurring as our society moves toward a service oriented economy that relies on information as the major resource. Complex computer systems are beginning to dominate the workplace, causing alarming growth and change in many fields. The rapidly changing nature of the workplace, especially in fields related to information technology, requires that our knowledge be updated constantly. This characteristic of modern society poses seemingly unsolvable instructional problems involving coverage and obsolescence. The sheer amount of information to be learned is rapidly increasing, while at the same time some information becomes obsolete in light of new information. Education, therefore, must become a lifelong process that features learning of new material and skills as needed in relation to the job to be done. Because of the problems cited above, the current model of learning in advance may no longer be feasible in our high-technology world. In many cases, learning in advance is impossible because there are simply too many things to learn. In addition, learning in advance can be time consuming, and often results in decontextualized knowledge that does not readily transfer to the work environment. The large and growing discrepancy between the amount of potentially relevant knowledge available and the amount a person can know and remember makes learning on demand an important alternative to current instructional practices. Learning on demand takes place whenever an individual must learn something new in order to perform a task or make a decision. Learning on demand is a promising approach for addressing the problems of coverage and obsolescence because learning is contextualized and integrated into the task environment rather than being relegated to a separate phase that precedes work. Learning on demand allows learners to see for themselves the usefulness of new knowledge for actual problem situations, thereby increasing the motivation for learning new information. Finally, learning on demand makes new information relevant to the task at hand, leading to more informed decision making, better quality products, and improved performance.

Nelson, Wayne A.↗

Exploring Space on the Computer

For the past year Dennis Stocker has been in the process of developing pencil and paper games, which are fun, challenging, and educational for middle school and high school students. The latest version of these pencil and paper games is Spaceship Commander. The objective of the game is to earn points by plotting the flight path of a spaceship so astronauts can perform microgravity experiments, and make short-range measurements of other planets. During my ten weeks here at the GRC my goal is to create a computer based version of Spaceship commander. During the development of this game the primary focus has been on making it as educational and fun for the student as possible. The main educational objective of this game is to give students an understanding of forces and motion, including gravity. This is done by incorporating Newton's laws into the game. For example a spacecraft in the video game experiences a gravitational force applied to it by planets. The software I am using to create this game is a freeware application called Game Maker. Game Maker allows novice computer programmers like me to create arcade style games using a visual drag and drop interface. By using functions provided by Game Maker and a few I have written myself, I have been able to create a few simple computer games. Currently the computer game allows the student to navigate a space ship around planets, and asteroids by using the arrow keys on the numeric keypad. Each time an arrow key is pressed by the student the corresponding acceleration of the space ship is seen on the screen. Points are earned by navigating the space ship close enough to planets to gather scientific data. However the game encourages the student to plan his or her course carefully, because if the student gets too close to a planet they may not be able to escape the planet s gravity, and crash into the planet. The next step in the game development is to include a launch sequence which allows the student to launch from their home planet at a speed and direction determined by the student. Additional information is included in the original extended abstract.

Bozym, Patrick↗

Conjunction Assessment at NASA

The number of objects in orbit is growing exponentially The space environment today is very different from a decade ago and continues to evolve very rapidly - Historically, space operations were domain of large governmental entities. - Commercial space operators are becoming commonplace and have different business models than government actors - CubeSats are cost effective and accessible for everyone, even down to elementary schools - Challenge in educating new space actors on best practices and availability of data and tools Technology enabling this access has rapidly evolved, while no regulatory framework has been established to ensure that space can be used safely by all.

Conjunction Assessment↗

Plants in Space & Space Crop Production

A short video presentation on space crop production research and challenges for educators attending the 2024 Space Exploration Educators Conference at Space Center Houston.

Gioia Massa↗

Space Suits and Crew Survival Systems Branch Education and Public Outreach Support of NASA's Strategic Goals in Fiscal Year 2012

As NASA plans to send people beyond low Earth orbit, it is important to educate and inspire the next generation of astronauts, engineers, scientist, and general public. This is so important to NASA future that it is one of the agencies strategic goals. The Space Suits and Crew Survival Systems Branch at Johnson Space Center (JSC) is actively involved in helping to achieve this goal by sharing our hardware and technical experts with students, educators, and the general public and educating them about the challenges of human space flight, with Education and Public Outreach (EPO). This paper summarizes the Space Suit and Crew Survival Systems Branch EPO efforts throughout fiscal year 2012.

Jennings, Mallory A.↗

Space Suits and Crew Survival Systems Branch Education and Public Outreach Support of NASA's Strategic Goals in Fiscal Year 2012

As NASA plans to send people beyond low Earth orbit, it is important to educate and inspire the next generation of astronauts, engineers, scientists, and the general public. This is so important to NASA s future that it is one of the agency s strategic goals. The Space Suits and Crew Survival Systems Branch at Johnson Space Center (JSC) is actively involved in achieving this goal by sharing our hardware and technical experts with students, educators, and the general public and educating them about the challenges of human space flight, with Education and Public Outreach (EPO). This paper summarizes the Space Suit and Crew Survival Systems Branch EPO efforts throughout fiscal year 2012.

Jennings, Mallory A.↗