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A Wide Spectrum of Solar Science for After School Astronomy Club

After School Astronomy clubs are an important method of exposing students to astronomy at the critical middle school age when sparking an interest can inspire a lifelong career or hobby. We know that teachers complain that they can spend little time on astronomy in the classroom since they must teach to the test and the curriculum requirements do not have very extensive astronomy coverage. We also know that space is a very popular subject with students that can motivate them to join an after school club. One of the problems with after school astronomy clubs is that they don't often have a chance to observe the night sky. We propose to train club mentors on how to do daytime solar observing so students fulfill the IYA goal of looking through a telescope. We propose to provide a half day workshop for elementary and middle school teachers on starting and maintaining After School Astronomy clubs with special emphasis on observing the Sun not only in the visible spectrum but with radio waves and other parts of the spectrum as well. We will use NASA-oriented or NASA-funded educational materials and websites to bring a variety of ideas to the mentors and a broad knowledge of astronomy to the students. Attendees will be given an overview of the science of the Sun and how it can affect us on the Earth. They will be shown the dynamic nature of the Sun and what to look for to track the events happening there. The educators will be shown simple approaches to directly observing the Sun such as pinhole cameras, use of projection techniques with telescopes or binoculars, etc. They will be acquainted with sunspotter scopes and the advantages and disadvantages (such as expense) they pose for getting students involved. We will also point out the possibilities of using regular telescopes with solar filters and the specialized solar viewing telescopes such as the Coronado. Once the educators are comfortable with the simple approaches to viewing the Sun we will expose them to advanced topics such as remotely viewing the Sun using telescopes available on the web. Resources such as the Sun-Earth Viewer will allow them to study near real-time images of the Sun in multiple wavelengths. They will also be shown how they can monitor the Sun at radio wavelengths via remote telescopes or even how to purchase and build their own radio telescopes for hands-on monitoring of the Sun and other radio sources. We will conduct a brief evaluation of the participants knowledge of the Sun as they come into the workshop. We will also ask them to complete a brief knowledge survey at the end to determine if their knowledge and comfort level with solar science has improved significantly.

Mayo, Lou↗

Population Simulation, AKA: Grahz, Rahbitz and Fawkzes

In an effort to give students a more visceral experience of science and instill a deeper working knowledge of concepts, activities that utilize hands-on, laboratory and simulated experiences are recommended because these activities have a greater impact on student learning, especially for Native American students. Because it is not usually feasible to take large and/or multiple classes of high school science students into the field to count numbers of organisms of a particular species, especially over a long period of time and covering a large area of an environment, the population simulation presented in this paper was created to aid students in understanding population dynamics by working with a simulated environment, which can be done in the classroom. Students create an environment and populate the environment with imaginary species. Then, using a sequence of "rules" that allow organisms to eat, reproduce, move and age, students see how the population of a species changes over time. In particular, students practice collecting data, summarizing information, plotting graphs, and interpreting graphs for such information as carrying capacity, predator prey relationships, and how specific species factors impact population and the environment. Students draw conclusions from their results and suggest further research, which may involve changes in simulation parameters, prediction of outcomes, and testing predictions. The population Simulation has demonstrated success in the above student activities using a "board game" version of the population simulation. A computer version of the population simulation needs more testing, but preliminary runs are promising. A second - and more complicated - computer simulation will simulate the same things and will add simulated population genetics.

Bangert, Tyler R.↗

Commercial Generic Bioprocessing Apparatus Science Insert - 03

Commercial Generic Bioprocessing Apparatus Science Insert - 03 (CSI-03) is the third set of investigations in the CSI program series. The CSI program provides the K-12 community opportunities to utilize the unique microgravity environment of the International Space Station as part of the regular classroom to encourage learning and interest in science, technology, engineering and math. CSI-03 will examine the complete life cycle of the painted lady butterfly and the ability of an orb weaving spider to spin a web, eat and remain healthy in space.

Moreno, Nancy↗

Earth Knowledge Acquired by Middle School Students

Earth Knowledge Acquired by Middle School Students (EarthKAM), an education activity, allows middle school students to program a digital camera on board the International Space Station to photograph a variety of geographical targets for study in the classroom. Photos are made available on the web for viewing and study by participating schools around the world. Educators use the images for projects involving Earth Science, geography, physics, and social science.

Ride, Sally↗

NASA's Student Launch Projects: A Government Education Program for Science and Engineering

Among the many NASA education activities, the Student Launch projects are examples of how one agency has been working with students to inspire math, science and engineering interest. There are two Student Launch projects: Student Launch Initiative (SLI) for middle and high school students and the University Student Launch Initiative (USLI) for college students. The programs are described and website links are provided for further information. This document presents an example of how an agency can work with its unique resources in partnership with schools and communities to bring excitement to the classroom.

Shepherd, Christena C.↗

Human Factors in Training - Space Flight Resource Management Training

Accidents and incidents show that high workload-induced stress and poor teamwork skills lead to performance decrements and errors. Research on teamwork shows that effective teams are able to adapt to stressful situations, and to reduce workload by using successful strategies for communication and decision making, and through dynamic redistribution of tasks among team members. Furthermore, superior teams are able to recognize signs and symptoms of workload-induced stress early, and to adapt their coordination and communication strategies to the high workload, or stress conditions. Mission Control Center (MCC) teams often face demanding situations in which they must operate as an effective team to solve problems with crew and vehicle during onorbit operations. To be successful as a team, flight controllers (FCers) must learn effective teamwork strategies. Such strategies are the focus of Space Flight Resource Management (SFRM) training. SFRM training in MOD has been structured to include some classroom presentations of basic concepts and case studies, with the assumption that skill development happens in mission simulation. Integrated mission simulations do provide excellent opportunities for FCers to practice teamwork, but also require extensive technical knowledge of vehicle systems, mission operations, and crew actions. Such technical knowledge requires lengthy training. When SFRM training is relegated to integrated simulations, FCers can only practice SFRM after they have already mastered the technical knowledge necessary for these simulations. Given the centrality of teamwork to the success of MCC, holding SFRM training till late in the flow is inefficient. But to be able to train SFRM earlier in the flow, the training cannot rely on extensive mission-specific technical knowledge. Hence, the need for a generic SFRM training framework that would allow FCers to develop basic teamwork skills which are mission relevant, but without the required mission knowledge. Work on SFRM training has been conducted in collaboration with the Expedition Vehicle Division at the Mission Operations Directorate (MOD) and with United Space Alliance (USA) which provides training to Flight Controllers. The space flight resource management training work is part of the Human Factors in Training Directed Research Project (DRP) of the Space Human Factors Engineering (SHFE) Project under the Space Human Factors and Habitability (SHFH) Element of the Human Research Program (HRP). Human factors researchers at the Ames Research Center have been investigating team work and distributed decision making processes to develop a generic SFRM training framework for flight controllers. The work proposed for FY10 continues to build on this strong collaboration with MOD and the USA Training Group as well as previous research in relevant domains such as aviation. In FY10, the work focuses on documenting and analyzing problem solving strategies and decision making processes used in MCC by experienced FCers.

Bryne, Vicky↗

Blended Training for Combat Medics

Bleeding from extremity wounds is the number one cause of preventable death on the battlefield and current research stresses the importance of training in preparing every Soldier to use tourniquets. HapMed is designed to provide tourniquet application training to combat medics and Soldiers using a blended training solution encompassing information, demonstration, practice, and feedback. The system combines an instrumented manikin arm, PDA, and computer. The manikin arm provides several training options including stand-alone, hands-on skills training in which soldiers can experience the actual torque required to staunch bleeding from an extremity wound and be timed on tourniquet application. This is more realistic than using a block of wood to act as a limb, which is often how training is conducted today. Combining the manikin arm with the PDA allows instructors to provide scenario based training. In a classroom or field setting, an instructor can specify wound variables such as location, casualty size, and whether the wound is a tough bleed. The PDA also allows more detailed feedback to be provided. Finally, combining the manikin arm with game-based technologies, the third component, provides opportunities to build knowledge and to practice battlefield decision making. Not only do soldiers learn how to apply a tourniquet, but when to apply a tourniquet in combat. The purpose of the paper is to describe the learning science underlying the design of HapMed, illustrate the training system and ways it is being expanded to encompass other critical life-saving tasks, and report on feedback received from instructors and trainees at military training and simulation centers.

Fowlkes, Jennifer↗

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.

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