Feeds:
Posts
Comments

Posts Tagged ‘constructivism’

A 3D model of Tyrian purple, the ancient Phoenician dye extracted from murex sea snails.

This blog is the script for a final video project for my Educational Technology class as a doctoral candidate at the University of Northern Colorado. The final video can be viewed at: https://youtu.be/jimJqjsetNM.

Introduction

3D modeling and printing are taking the Do-it-Yourself world by storm as makerspaces spring up in many schools. Considered to be an innovative way of learning next-generation skills, 3D modeling and printing are fun hobbies, but are they effective educational tools? Is 3D technology worth the cost and the time it takes to learn? Will a 3D printer merely sit in the corner and collect dust, or will it be frequently and effectively used to teach class concepts? Is 3D printing just another new toy or is it a pedagogically sound method for deep learning?

My name is David Black and I have taught media design and science classes for 30 years at the secondary level. I have developed multi-disciplinary projects that combine science with 3D modeling, but I lacked a theoretical framework. This video explores the history and innovation of 3D modeling and printing within a theoretical framework of constructivism and a project-based learning pedagogy to effectively teach science concepts. We will look at the diffusion of this new technology, how it works as a medium to convey learning, the basic steps and history of producing 3D models and prints, and provide examples of 3D technology use in science classrooms.

A photo gallery interface for the AM to FM project. Designed as a scrapbook, the animation zoomed into the pages and each item became a category for different images that could be viewed interactively. The entire interface was programmed in Macromedia Director.

A Theoretical Framework

When students create their own science educational content, or learner-generated digital media (LGDM), they achieve a deeper understanding of the science. Researchers have found that students not only learn science content well through media creation, they also develop marketable media design and 21st century skills of collaboration, communication, critical thinking, and creativity (Hoban, Nielsen, & Shepherd, 2013; Orus, et al., 2016; Reyna, 2021).

Reyna and Meier (2018) conducted a literature review of studies that use learner-generated digital media to teach science concepts. They concluded that previous studies were limited because they lacked theoretical frameworks or sound pedagogy. These researchers assumed that the participating students already knew how to use media design technology tools since they were so-called “digital natives.” According to Reyna and Meier, just because students grow up using computers and digital devices doesn’t mean they have ever developed media creation skills such as video editing or 3D modeling. In a follow up study, Reyna scaffolded media design skills training through smaller partial projects embedded in a theoretical framework of constructivism and a project-based learning (Reyna & Meier, 2018; Reyna, 2021). As an example, a teacher might have a student team create a short Public Service Announcement (PSA) as a practice project to gain skills in using cameras, lighting, and microphones and to learn the entire video creation process or workflow before tackling the final project.

A final (?) version of my model of constructivism, with students as explorers, teachers, content creators, makers, designers, coders, engineers, scientists, critical thinkers, collaborators, communicators, and problem-solvers. My model suggests that students need to move from being passive learners to becoming active and creative learners.

Constructivist theory proposes that learning is a socially mediated cognitive process whereby learners experience a subject and construct their own meanings for it. They create mind maps or schema that tie previous learning, emotions, and social reinforcement together with their new knowledge. Schema develop through the processes of assimilation, where the new knowledge is placed into existing categories, and accommodation, where the schema are revised to acknowledge divergent information. Constructivism acknowledges that the learner is at the center of the process.

3D modeling is inherently a constructivist activity, as creating the models literally requires constructing one polygon or primitive at a time. That the model exists only in virtual space does not mean it is any less a constructed medium. By 3D printing the virtual model, the printer builds an actual model one layer at a time. If properly planned and conceived, students can also construct science knowledge through 3D modeling and animation. Instead of consuming scientific content, students become producers of content. They become the experts and the teachers, and learning occurs as a natural byproduct of the process.

Lev Vygotsky was a pioneer of constructivist theory. He also developed the concept of the Zone of Proximal Development shown in the image at right.

Constructivist theory can be traced all the way back to Socrates, who said, “Education is the kindling of a flame, not the filling of a vessel.” John Dewey proposed that students learn by doing, that is, in an active, creative process where they construct their own meanings through discovery with the teacher as a guide on the side, not the sage on the stage (Brau, 2020). It is the opposite of objectivism, where teachers are the center of the process and must somehow pour their knowledge into their students’ brains. Lev Vygotsky added that learning is socially mediated through interpersonal interactions, language, and culture and that students learn within their zone of proximal development; as students learn more, what they can do with help (the ZPD) expands (Brau, 2020). Jean Piaget developed cognitive constructivism where children develop naturally through various stages from concrete to abstract, with each stage of cognitive growth affecting the construction of learning (Brau, 2020). Seymour Papert developed his constructionist theory where students construct learning through making. He saw computers as a tool for learning and invention where students learn through doing and experimentation, including the use of computer programming and media design. Today’s makerspaces are based on his theories.

The characteristics of gold-standard project-based learning, as developed by PBLworks, formerly the Buck Institute for Education.

Project-Based Learning Pedagogy

Project-based learning is a natural fit as a pedagogy for media design creation. It usually occurs in teams and the conclusion is a public product. According to PBLworks, formerly the Buck Institute for Education, gold-standard PBL includes seven characteristics (https://www.pblworks.org/):

(1) A challenging, meaningful question or problem to address; (2) Student inquiry using authentic data or sources where they discover the learning for themselves as a natural outgrowth of the initial question; (3) Student voice and choice in the type of project chosen and how it will be accomplished; (4) Collaboration and communication as students actively participate and work through issues creatively; (5) Frequent opportunities for critique and formative feedback, with revision; (6) A public presentation of the final product; and (7) Student reflection on what they have accomplished and learned.

Each project ends with a presentation before a public audience, usually at some type of back-to-school night with feedback and suggestions from the audience. Knowing that their work will have a public audience motivates students to deliver a high quality product and helps to actively engage them in the process of learning. As John Spencer, a well-known PBL guru, explains:

Students who engage in authentic project-based learning have increased agency and ownership. They’re often more excited and engaged in their learning. When this happens, they retain the information for a longer amount of time while also learning vital technology skills like digital citizenship and media literacy. However, they also learn vital soft skills, such as collaboration, communication, curation, and problem-solving. As they work through iterations and revise their work, they develop a growth mindset. Often, they learn how to seek out constructive feedback. This connection to the community can help them develop empathy (Spencer, 2021).

Marshall McLuhan invented the concept of the global village and was famous for saying that “the medium is the message.”

The Message and the Medium

In the early 1960s, Marshall McLuhan created the concept of the global village, which predicting the interconnectivity of the World Wide Web, and famously stated that “the medium is the message.” Such technologies as print and movable type have a profound effect on the human psyche and cultural understandings. Humans re-invent themselves and how they communicate with the invention of each new medium (McLuhan, 1962). Richard Clark argued conversely in the 1990s that the medium of a message was unimportant to the learning process and that cost-effectiveness was the only consideration in choosing one medium over another in instructional design (Clark, 1994). If more than one form of media can be used for a particular learning task, then they are replaceable with each other and the medium does not influence the message. Robert Kozma (1994) takes a middle ground, similar to Kalantzis and Cope (2012), where the medium conveys or mediates the message, influencing the message because of the medium’s unique affordances (advantages, disadvantages, limitations, conventions, etc.). Learning from a video with its linear format is qualitatively different than learning from interactive media such a website or a CD-ROM-based multimedia title. Learning from printed text alone is different than learning from text with images, or moving text and images in the form of a video.

A simple chart can show a great deal of data, such as this one showing the growth of STEM related jobs from 2012 to 2020.

3D modeling and animation has its own affordances that allow it to present a unique learning experience unlike other media. It can visualize large datasets, allowing patterns and inter-relations between data to be understood that purely numeric data tables cannot. A chart of the stock market can lay out several indices together for comparison over time, representing over 80,000 different data points in one infographic, which would be impossible to interpret as raw data but is easily accessible visually (Krum, 2013). If the data represents values in a two-dimensional grid, then a 3D graph is the best way to visualize and understand the data, as in the example of the voltage data I will talk about later. The medium chosen to convey learning is therefore an essential part of the learning experience. This agrees most closely with Kozma’s middle ground stand on the Clark-McLuhan continuum (Kozma, 1994).

With this in mind, let us now turn to an examination of the history of 3D modeling and printing as an innovative technology and how it can be used in science classrooms.

The movie Tron by Disney broke new ground by including scenes that were completely made of 3D animations.

History of 3D Modeling

The first experiments with 3D computer modeling began in the 1970s using mainframe computers, the only ones that could handle the millions of calculations necessary. A group at the University of Utah’s computer lab led by Ed Catmull developed a process to build smoothly polygonal models with accurate reflections called raytracing. As microprocessors improved and computer speeds and power increased, the first entertainment applications appeared. By the early 1980s movie studios were experimenting with computer graphic inserts for special effects. Disney’s Tron brought complete scenes designed and rendered in 3D, followed by even more photorealistic effects in The Last Starfighter with complete Codon Armadas including spaceships, planets, and asteroids.

A still frame from Robert Abel & Associates’ “sexy robot” commercial during the 1984 Super Bowl. It was an advertisement for canned food . . . By the way, this was the same Super Bowl where the infamous “Big Brother” commercial introduced the Apple Macintosh computer.

Meanwhile, some of the artists that started with Tron founded their own studios, including Robert Abel and Associates, who created a number of iconic and Clio Award-winning TV commercials including the famous 1984 Super Bowl sexy robot commercial that introduced innovative motion capture technology (Art of Computer Animation, n.d.). Lucas Films and Industrial Light and Magic experimented with completely 3D animated short movies. When Steve Jobs left Apple Computers and invested in the studio, they became Pixar Animation Studios and created the groundbreaking Luxo, Jr. animation. Jobs encouraged John Lasseter to create a full-length 3D movie; the result was Toy Story in 1995 and the rest is history.

History of 3D Printing

In 1981, Hideo Kodama of Nagoya Municipal Industrial Research Institute published a description of a liquid resin-based photopolymer that becomes solid by hardening each layer with focused ultraviolet light, but he did not file a patent (Goldberg, 2018). In 1984, Charles Hull invented a similar system called a stereolithography apparatus (SLA). Refinements continued, including building up layers by sending UV light in cross-sections. In 1992, the first Selective Laser Sintering (SLS) device was invented, which uses a laser beam to sinter or weld together a powder into layers.

The original MakerBot Thing-o-Matic, one of the first commercial 3D printers for home or school use.

Although both of these techniques are still used in high-end industry, the type of 3D printing most familiar in schools is the Fused Deposition Modeling (FDM) technique where a plastic filament on a spool is fed into the printer by a motor, melted by a heated nozzle, and deposited in layers continuously to make cross-sections (3Dsourced.com, 2019). For each layer, the build plate is moved down. It is also called Fused Filament Fabrication. This type of printing was first developed in the late 1980s by F. Scott Crump who went on to found Stratisys in 1990 as the first company to build FDM printers and plastic filament.

Altogether, these technologies are referred to as additive manufacturing because the models are built up, or added, layer by layer. By comparison, a 3D milling machine or CNC router uses subtractive manufacturing because it starts with a larger blank and carves away parts.

By 2009, when the first FDM patents expired, new companies entered the market with lower cost desktop 3D printing machines such as MakerBot, FlashForge, Prusa, Ultimaker, Dremmel, and others. Various types of plastic filament became available, including Polylactic Acid (PLA), Acrylonitrile Butadiene Styrene (ABS), and even flexible nylon filaments, fused metallic filaments, and water dissolvable filaments for printing supports. Filaments come in many colors and finishes, including filaments that change color as they spool into the printer. A new development is 3D printing in full color, however these printers cost $3500 or more. To print in color, 4-process color (CMYK) dyes are added to a base color filament as it extrudes.

The 3D process begins with primitive objects such as cylinders and spheres assembled in 3-dimensional space, as shown here in TinkerCAD. Boolean commands can use one object to cut holes in other objects.

The Process: From Model to Print

Many 3D models are available for free on Thingiverse (https://www.thingiverse.com/) and other sites, but ultimately the fun of 3D modeling is to do it yourself. Complicated by working in three-dimensional space on a two-dimensional computer screen, in 3D modeling primitive objects such as spheres, cubes, and cylinders are given textures and composed into scenes. They can be combined to add, cut, or intersect other objects using Boolean commands. Other objects are created using a polygonal mesh like chicken wire. Meshes act as three-dimensional vectors and can be modeled from equations and deformed using envelopes. Grayscale images can be converted into terrain objects with light areas as mountains and dark areas as valleys.

Primitive objects are shown as a wireframe model, sized and moved into a complete composition such as this Greek temple.

To create complete scenes, the objects are aligned and composed, the camera positioned, lighting and atmospherics provided along with other procedural effects, then rendered out through ray tracing as if the scene were being photographed by bouncing a beam of light out from the camera. To animate objects, a timeline is added and the objects are given hierarchical links from parent to child, a process called forward kinematics. The pieces can be moved, rotated, and otherwise changed over time by adding keyframes on the timeline. The computer then renders out an animation frame by frame, creating all the in-between frames itself. Complex characters can be rigged with bones and joints or morph targets to deform the polygonal structure over time.

Learning 3D animation is traditionally a difficult and time-consuming process, with each step from modeling to rigging to texturing to animating done by different teams of specialists for a major CGI-based motion picture. Teaching students how to do all of these steps competently can take several weeks of class time, if not years, which few teachers or subjects can afford to do. However, new tools are simplifying the process.

This model of a dinosaur has had bones and joints added, which can be rotated and animated to distort the wireframe model. This model can walk, thrash its tail, turn its neck and head, and eat unsuspecting time travelers.

TinkerCAD is a browser-based modeling tool that has a range of primitive objects and simple textures that can be combined into more complex models, which can then be exported and printed with a 3D printer. It is not set up to do complex polygonal modeling or animation, but is a good introduction to working in three-dimensional space. SculptGL is another browser-based modeling tool. It does create complex meshes, but instead of subdividing polygons one at a time, the tool works as a ball of virtual clay that can be pushed and pulled. The model can be colored with paintbrushes and the final models and textures exported as .OBJ files for use in more sophisticated animation software. I have not yet found a browser-based tool that can assemble complete scenes, add keyframes, rig bones and morph targets, and render out animations. There are full-scale downloadable programs available for free or as educational licenses, including Blender and Autodesk Maya. Many tutorials exist online for how to use these programs.

Once a 3D model is completed it is saved as an .OBJ or .STL file, then imported into a 3D printer’s slicing software which provides the G-code directions for moving the print nozzle across the build plane while extruding the melted filament. Where overhangs occur, supports must be built in (which can be done automatically or by hand). Once the model begins to print, it can take several hours to complete a moderately large print. The print must then be removed from the build plate and the raft and supports snapped off and sanded.

The benzene molecule, shown above in TinkerCAD, now printing out on my 3D printer.

Subject Integration and Adoption of 3D Modeling and Printing in Schools

Reyna’s 2018 literature review concluded that most previous research in learner-generated digital media lacks theoretical frameworks or solid pedagogy. This agrees with the TPACK model of technology integration (Rodgers, 2018), where the affordances and workflow of the technology, the appropriate pedagogy for teaching, and how students learn the content knowledge through the technology or medium must be considered to successfully integrate technology into the classroom. By using a constructivist/constructionist framework and the pedagogy of project-based learning and by training students how to create the media as they develop their own science-related content, we are following the TPACK model.

For 3D modeling, we cannot assume that even digital natives know how to use the conventions of modeling in three-dimensional space on a two-dimensional surface. It is a challenging innovation to learn, and many problems can occur in the modeling and printing process. Students do not naturally know how to subdivide polygons, use Boolean commands to cut holes, create procedural UV texture maps, create the lighting and atmospherics needed for a scene, or set up a 3D object for a successful print. This is highly technical work, and requires practice and scaffolding with simpler projects before large-scale media projects can be undertaken. Time must be set aside for training and practice either in class or using a flipped classroom model. The purpose of the 3D modeling – to learn a science concept – must be carefully considered and needs to be worth the time and effort and cannot be adequately taught through any other medium.

For adopting new technology, there is always a balance of risk and certainty. Some people and organizations are willing to accept risk to stay ahead of the curve, others, such as most schools, are risk-averse and will not adopt new technology until it has been widely accepted. This puts them behind the curve as laggards or late adopters.

Because of these challenges, 3D modeling and printing have been slow technologies to truly take hold in schools. Although 3D printers are popular now, most schools and teachers have little idea how to use them effectively. If we use Everett Roger’s model of technology adoption (Legris, Ingham, & Collerette, 2003), schools are usually in the late adopter or laggard phase for adopting 3D technologies. They do not want to waste the time or dollars to invest in a 3D printer just because it is the newest shiny thing. Some individual teachers may be ahead of the curve and ready to adopt, but they will need to learn how to use 3D technologies on their own; there is little to no professional development training available through school districts unless provided by teacher associations.

Using 3D Modeling and Printing in Science Classes

Because of the time and challenge required to do 3D modeling, printing, and animation there should be a compelling reason for using this medium in a science classroom; the 3D model or animation must convey a scientific concept more effectively than other forms of media. Some possible applications include modeling and animating scientific processes or principles, modeling complex authentic data where it cannot be visualized in any other way, and creating accurate models of science-related objects that can be examined.

To demonstrate how data can be visualized in 3D, my chemistry students this week studied electrochemistry by comparing the voltages of different combinations of metal electrodes, recording the data in a two-dimensional grid separated by commas. We used a free program from the National Institutes of Health called ImageJ to convert the raw numbers into a grayscale image, with higher values represented as lighter shades of gray and lower numbers as darker shades. This image can be converted into a 3D object by Adobe Photoshop. Finally, an altitude sensitive texture is applied and text added and the scene rendered as an image or animation. Patterns in the data that are difficult to notice as raw numbers become readily apparent as a visual image. Students can easily see that magnesium is the most reactive metal and has the highest voltages. 3D visualization has great advantages over trying to understand a grid of numbers.

The SOFIA airplane, as modeled by my 6th grade Creative Computing Class.

As an example of building models to illustrate concepts and objects, in 2004, my media design students began work on a video documentary for KUED, Salt Lake City’s PBS station, on the history of AM radio in Utah. They created animations of transistor radios as part of the title sequences of each segment based on photographs of actual radios. They modeled interfaces for an interactive DVD of our final video and for an accompanying CD-ROM programmed with Macromedia Director. Students in my 6th grade Creative Computing class each modeled a part of the SOFIA aircraft, or Stratospheric Observatory For Infrared Astronomy, and my high school students assembled, textured, and animated the final model. It was used to demonstrate how the telescope works for a video we made about my flight on SOFIA in 2013.

A diner modeled for the AM to FM project. The animation zoomed in on the jukebox, which acted as an interface for the history of AM radio.

My media design students created models and animations of Mars space probes for an interactive CD-ROM on Mars Exploration which they presented at a student symposium at Arizona State University. They learned how to access and model 3D terrain data of Mars from the MOLA instrument on the Mars Global Surveyor probe to analyze possible landing sites on Mars which we then printed out using color-changing PLA filament. Other students collaborated with the NASA Lunar Science Institute to study selenographic features and create a 3D animation of the Big Impact Theory of lunar formation.

My biology students use TinkerCAD or SculptGL to model and print viruses for a unit on microbiology. To visualize the periodic properties of the elements, my chemistry students create a grid of data points and convert it to 3D models using ImageJ and Photoshop. My eighth grade physical science students created a 3D animated video with greenscreen narration showing a possible habitat that astronauts can live in on their way to Mars. To represent land forms on Earth, my students access EarthExplorer by the United States Geological Survey (https://earthexplorer.usgs.gov/), which allows grayscale heightmaps from the Shuttle Radar Topography Mission to be downloaded and converted into highly accurate 3D models.

A viral mini-museum. My biology students recently chose a virus, then modeled and printed it in 3D and created a display poster on its infection vector, parts, symptoms, and treatment.

All of these examples took time to learn and execute, so we needed to have compelling reasons for using 3D modeling that were worth the opportunity cost of time and the steep learning curve. In each case, using 3D enabled us to present authentic data more completely and helped us visualize important scientific concepts more effectively than other types of media.

Using 3D modeling has benefits for students. Visualization of big data sets has become a growth career, as has 3D printing of everything from prosthetic limbs to cars to rocket parts. It allows for rapid prototyping and has become a necessary component for engineers. My students have used these techniques to create visuals for winning science fair projects, such as this one that determined whether surface features on Mercury were caused by impacts or volcanism. As part of the Mars Exploration Student Data Team program, my media design students downloaded Mars dust opacity data from December 2003 to January 2004 and converted it into animations showing how a dust storm arose over the Tharsis Plateau, blew across the equator, and spread globally just as the Mars Exploration Rovers were approaching. My current physics students are using altitude data from the Lunar Reconnaissance Orbiter’s LOLA instrument, turning grayscale heightmaps of the Moon into 3D models, then mapping spectroscopic data from Moon Mineralogical Mapper instrument to show where different commercially viable minerals might be located according to surface landmarks as shown here (Fa & Jin, 2007). They are creating a poster of their results for the ExMASS program to compete with students from nine other schools.

The alchemist in his lab. As part of a project to teach students chemistry lab equipment, I had them create their own versions of florence flasks, and other equipment, new and ancient, as well as models of various minerals. We put these together into this scene for fun.

Conclusion

In this paper I have described many 3D modeling and animation projects created by my students. They have learned many positive things about STEAM careers and processes along the way, but of most importance, they learned science concepts more deeply through 3D modeling than through any other method. Although 3D modeling can be rewarding in its own right, it has additional benefits for students including teaching marketable skills and providing them with opportunities to collaborate, communicate, solve problems, and enhance their creativity. Given our limited time as teachers and the high opportunity cost, we have to be very sure that 3D modeling also enhances science learning in ways that other options can’t achieve. In my own experience, the projects are well worth their time. Other teachers will have to look at their own situations and determine whether or not it is worth investing the time to learn and use 3D modeling in their own science classrooms.

Thanks for reading this. I hope it provided some ideas into how and why to use 3D modeling and printing in your science classroom.

References

3Dsourced.com (2019). Fused deposition modeling: Everything you need to know about FDM 3D printing. Retrieved 3/18/21 from: https://www.3dsourced.com/guides/fused-deposition-modeling-fdm/.

Art of computer animation (n.d.). Retrieved from: https://youtu.be/5xwLFRdewgE.

Brau, B. (2020) Constructivism. In R. Kimmons & S. Caskurlu (Eds.), The Students’ Guide to Learning Design and Research, EdTech Books. https://edtechbooks.org/studentguide/constructivism.

Clark, R. E. (1994). Media will never influence learning. Educational Technology Research and Development, 42(2), 21-29.

Center for Educational Innovation, (n.d.). Constructivism. Center for Educational Innovation, University of Buffalo. Retrieved from: http://www.buffalo.edu/ubcei/enhance/learning/constructivism.html

Edutechwiki,(n.d.). The media debate. Retrieved 4/18/21 from: http://edutechwiki.unige.ch/en/The_media_debate

Fa, W. & Jin, Y. (2007). Quantitative estimation of helium-3 spatial distribution in the lunar regolith layer. Icarus, 190 (2007), 15-23.

Goldberg, D. (2018). History of 3D printing: It’s older than you are (that is, if you’re under 30). Retrieved 4/18/21 from: https://redshift.autodesk.com/history-of-3d-printing/

Hoban, G., Nielsen, W., & Shepherd, A. (2013). Explaining and communicating science using student- created blended media. Teaching Science, 59(1), 33-35.

Kalantzis, M. & Cope, B. (2012). Literacies. Cambridge University Press: New York, NY

Kozma, R. B. (1994), The Influence of Media on Learning: The Debate Continues, School Library Media Research, Volume 22, Number 4, Summer 1994.

Krum, R. (2013). Infographics: Effective communication with data visualization and design. John Wiley & Sons: Hoboken, NJ.

Legris, P., Ingham, J. & Collerette, P. (2003). Why do people use information technology? A critical review of the technology acceptance model. Information & Management, 40 (2003), 191-24.

McLuhan, M. (1962). The Gutenberg galaxy: The making of typographic man. University of Toronto Press: Toronto, Canada.

Orus, et al. (2016). The effects of learner-generated videos for YouTube on learning outcomes and satisfaction. Computers & Education, 95 (2016), 254-269.

Reyna, J. (2021). Digital media assignments in undergraduate science education: An evidence-based approach. Research in Learning Technology, 29 (2021), 1-19.

Reyna, J. & Meier, P. (2018). Learner-generated digital media (LGDM) as an assessment tool in tertiary science education: A review of literature. IAFOR Journal of Education, 6(3), 93-109.

Rodgers, D. (2018). The TPACK framework explained (with classroom examples). SchoolologyExchange. Retrieved from: https://www.schoology.com/blog/tpack-framework- explained.

Spencer, J. (2021). PBL for all. Retrieved from: https://spencerauthor.com/pbl-for-all/

A still from an animation showing a dust storm on Mars forming above the Tharsis Plateau in December, 2003 just as the Mars Exploration Rovers were approaching. The data from for this animation was downloaded from the atmosphere opacity measurements of the Mars Global Surveyor space probe.

Read Full Post »

Starting out at a new school, I decided it was time to re-examine my personal philosophy of teaching and education.

Over the last several years, as I have been reporting my experiences in these blogs, I have paid attention to how effective I am as a teacher and what sorts of activities and lessons seem to resonate with students and provide memorable learning opportunities for them. From this I have developed my own model of education, which I have shared at conferences and workshop sessions. I will be starting a Doctorate of Education (EdD) program this fall at the University of Northern Colorado, specializing in Innovation and Education Reform. This will be a means for backing my theories up with empirical research, not just the anecdotal evidence I have now. I already know what I want to do for my doctoral thesis.

This is my revised model so far, with examples from my teaching experiences:

Creative Classroom Diagram v3-s

This is my revised model of education, what could also be called the Levels of Engagement model. The purpose of education, in my experience, is to move students from ignorance (no knowledge of a subject) through passive learning (sitting and watching or listening) to active learning (hands-on, experiential) and beyond to creative learning (students as explorers, teachers, and innovators). Students move from being consumers of educational content to interacting with content to creating new educational content or new science, engineering, art, math, or technology. The students become makers, designers, programmers, engineers, scientists, artists, and problem solvers.

I call this the Creative Classroom model, as the goal is to move students from Ignorance (lack of knowledge or experience with a subject) through the stages of being a Passive Learner (sitting and listening to the teacher or a video and consuming content) through being an Active Learner (students interacting with content through cookbook style labs) to becoming a Creative Learner (students creating new content as innovators: teachers, makers, programmers, designers, engineers, and scientists). Let’s look at these levels in more detail. It could also be titled the Levels of Engagement model, as moving to the right in my model signifies deeper student engagement with their learning.

Level 0: Ignorance

Ignorance is the state of not having basic knowledge of a subject. This isn’t a bad thing, as we all start out in this state, as long as we recognize our ignorance and do something about it. What our society needs are more creative and innovative people, not people who are passive or even willfully ignorant.

Ignorance is not bliss. What a person doesn’t know may indeed hurt him or her – if, for example, you don’t know that mixing bleach with ammonia will produce chlorine gas, you could wind up with severe respiratory problems. A basic literacy for science and engineering concepts is necessary for any informed citizen, since we live in a technological age with problems that need solving and can only be solved through science and technology.

If you do not understand science and technology, you can be controlled by those who do. How many people actually understand the technology behind the cell phones they use every day? They leave themselves vulnerable to control by the telecom companies that do understand and control this technology. If you don’t understand the importance of Internet privacy and share personal information on a website or Facebook page, you leave yourself vulnerable to people or corporations that can track your web searches or even stalk you online (or worse). I am fairly ignorant of the basic techniques for repairing my car. This leaves me vulnerable to paying the high prices (and the possible poor service) of a local mechanic, when I could save lots of money and ensure quality if I only knew how to do it myself.

As teachers our first responsibility is to lead students away from a state of ignorance. This seems simple enough, but anyone who teachers teenagers (and even some so-called adults) will know that some of them insist on remaining willfully ignorant, usually because they mistakenly think that they already know everything they need to know, which is never true of anyone. As the Tao Te Ching says: “To know what you know, and what you do not know, is the foundation of true wisdom.” So the first step to becoming a creative learner is to delineate, define, and accept our areas of ignorance.

Most Likely to Succeed quote

A quote from the introduction of “Most Likely to Succeed” by Toni Wagner and Ted Dintersmith. How long will it take before education systems realize that the old factory model of education is no longer working?

Level 1: Passive Learning

When people start learning a subject they are usually not sufficiently self-motivated to learn it on their own – but we hope they will reach that point eventually. Most inexperienced learners are passive. They wait for their teachers to lead the lesson, sitting in their seats listening to lectures or watching a movie or otherwise absorbing and consuming educational content. The focus in such classes is to complete individual assignments that usually involve only lower order thinking skills such as recall and identification. This is the level described in the quote above from Most Likely to Succeed by Toni Wagner and Ted Dintersmith.

At this level, teachers emphasize mastering the facts and basic concepts of a subject. Students are consumers of educational content, but do not interact with it or create new content. Common classroom activities include listening to lectures and taking notes or answering basic questions, watching a video or demonstration, completing worksheets, or reading a text. Student motivation is usually external, based on the desires of parents or teachers and the fear of negative consequences (poor grades, etc.).

Education at this level is all about efficiency but isn’t very effective, since less than 10% of what teachers share in lectures is retained by students beyond the next test. Evaluation is based on standards, not skills. There is always a need for students to learn facts and concepts, but it is better to provide engaging projects where the students will find out the facts on their own as a natural part of completing the project.

Level 2: Active Learning

At this phase, students start developing internal motivation as they engage and interact with content. Students are beginning to explore, but usually through activities that are fairly structured although more student centered than before. These activities are hands-on; students are doing and acting, not sitting and listening.

Common classroom activities would be “cook-book” style labs, with step-by-step instructions and pre-determined outcomes. Students begin to learn observation and inquiry skills, with some data collection in a controlled environment along with data analysis. Teachers still determine if the student has the “right” answer. They start to practice the 21st Century skills of collaboration, communication, and critical thinking. Unfortunately, most science classes stop at this level without moving beyond hands-on to the deepest level.

reasons for using inquiry

Inquiry-based learning shares many of the features of project or problem-based learning, in that it is student centered and empowers student voice and choice, allows a high level of engagement and meaningfulness as students take responsibility and ownership for their learning, and teaches resilience, grit, and perseverance.

Level 3: Creative and Innovative Learning

If the purpose of STEAM education is to teach students how to become scientists, technology experts, engineers, artists, and mathematicians then they must learn the final stages of inquiry: to ask and answer questions, to solve problems, or to design products. The purpose of science is to answer questions whereas engineering has the goal of solving problems through designing and testing prototypes. Both are creative endeavors as the result of learning is something new for society – new knowledge or new products.

In the Creative Classroom, the environment is completely open, without predigested data or predetermined conclusions. Students work on projects where they research a question important to them, develop a methodology, decide how to control variables, make observations, determine methods of analysis, and draw and communicate conclusions. At this level, students become innovators or inventors. They synthesize knowledge and apply it to themselves and teach others through writing blog posts, creating posters or infographics, presenting lessons and demonstrations, and filming and editing videos or other educational media. They become makers and programmers, building products of their own design. The students are creating and contributing to society by making new content, knowledge, and solutions.

Learning at this level is never forgotten but is difficult to evaluate with a multiple-choice test, as the focus is on skill mastery and competency instead of easily regurgitated facts. Overall, this deepest (and most fulfilling, motivational, and engaging) level is entirely student centered and driven, with instructors as mentors. Ultimately, once a student has practiced learning at this level, the teacher is no longer necessary; the students will continue to learn on their own, because they are now entirely internally motivated. These are the people that society will always need.

How This Impacts My Teaching:

As an educator, my goal is to move students toward Level 3 activities and projects. Where I succeed, the projects my students work on are meaningful to them, demand professional excellence, use authentic data, involve real-world applications, are open-ended, and are student-driven. The students are required to create, make, program, build, test, question, teach, and design. They are innovators and engineers; they are creative students.

To give some examples from previous blog posts on my two sites:

Rachmaninoff 430-630-1000-s

Representative color image of the Rachmaninoff Basin area of Mercury, created by my students using narrow band image data from the MESSENGER space probe at 430, 630, and 1000 nm. We stretched the color saturation and image contrast so that we could see differences between volcanic (yellow-orange) and impact (blue-violet) features.

My chemistry and STEAM students created an inquiry lab to study the variables involved in dyeing cloth, including the history, ancient processes, types of cloth, mordants (binders), types of dyes, and other factors. We also explored tie dyeing, ice dyeing, and batik and developed a collection of dyed swatches that we will turn into a school quilt. We also experimented with dyeing yarn with cochineal, indigo, rabbit brush, sandalwood, logwood, etc. and my wife crocheted a sweater from it.

2. My chemistry and STEAM students did a similar inquiry lab to test the variables involved in making iron-gall ink using modern equivalents. We studied the history and artistry of this type of ink (used by Sir Isaac Newton, Leonardo DaVinci, and many more) and tried to determine the ideal formula for making the blackest possible ink. We also created our own watercolor and ink pigments such as Prussian blue, etc. We used the inks/watercolors to make drawings and paintings of the history of chemistry.

3. My astronomy students used accurate data to build a 3D model of the nearby stars out to 13 light years. This lesson was featured in an article in The Science Teacher magazine, including a video of me describing the process.

4. My astronomy students created a video for the MIT BLOSSOMS project showing a lesson plan on how to measure the distance to nearby stars using trigonometric parallax. It is on the BLOSSOMS website and has been translated into Malay, Chinese, and other languages.

5. My earth science students learned how to use Mars MOLA 3D altitude data to create and print out 3D terrains of Mars.

6. My chemistry students created a 12-minute documentary (chocumentary?) on the history and process of making chocolate.

7. My 6th grade Creative Computing class built and animated a 3D model of the SOFIA aircraft prior to my flying on her as an Airborne Astronomy Ambassador.

Kasei_Valles-Mars-2

A 3D render of the Kasei Valles area of Mars, created by students as part of the Mars Exploration Student Data Team project. They learned how to download Mars MOLA data from the NASA PDS website and convert it into 3D models and animations, then created an interactive program on Mars Exploration which they presented at a student symposium at Arizona State University.

8. My science research class collected soil samples from the mining town of Eureka, Utah to see if a Superfund project had truly cleaned up the lead contamination in the soil.

9. My chemistry and media design students toured Novatek in south Provo, Utah and learned about the history and current process for making synthetic diamond drill bits. Another group videotaped a tour of a bronze casting foundry, while others took tours of a glass blowing workshop, a beryllium refinery, and a cement plant.

10. My astronomy students used infrared data from the WISE and Spitzer missions to determine if certain K-giant stars may be consuming their own planets. This was done as part of the NITARP program. They developed a poster of their findings and presented it at the American Astronomical Society conference in 2015 in Seattle.

11. My biology students build working models of the circulatory system, the lungs, the arm, and create stop motion animations of mitosis and meiosis. As I write this, they are learning the engineering design cycle by acting as biomechanical engineers to design and build artificial hands that must have fingers that move independently, an opposable thumb, can pick up small objects, make hand gestures, and grasp and pick up cups with varying amounts of water in them.

12. My computer science students, in order to learn the logic of game design, had to invent their own board games and build a prototype game board and pieces, write up the rules, and have the other teams play the game and make suggestions, then they made revisions. This was an application of the engineering design cycle.

13. My STEAM students designed and built a model of a future Mars colony using repurposed materials (junk), including space port, communications systems, agriculture and air recycling, power production, manufacturing, transportation, and living quarters. They presented this and other Mars related projects at the NASA Lunar and Planetary Science Conference in Houston.

These are just a small sampling of all the projects my students have done over the years. I have reported at greater length in this blog about these and other projects. My intent has always been to move students away from passive learning to active learning to inquiry/innovation. They often create models, build prototypes, collect data, or design a product and it is always open ended and student centered; even if I choose the topic of the project, they have a great deal of freedom to determine their approach and direction. There is never one right answer or a set “cookbook” series of steps, nor a focus on memorizing facts. They learn the facts they need as a natural consequence of learning about their project topics; by completing the project, they automatically demonstrate the required knowledge.

Mars Exploration main interface-s

My students designed, animated, and programmed this interface for their Mars Exploration project, then presented it at a student symposium at Arizona State University as part of the Mars Exploration Student Data Team program. They build 3D models and animations of Mars probes, such as the one of the MER rovers shown. In this interface, the Mars globe spins, and as the main buttons are rolled over, side menus slide out and space probes rotate in the window.

Some groups require considerable training and experience to get to this level of self-motivation and innovation, and some team building, communication, and creativity training may be required. Other groups move along more rapidly and have the motivation to jump right in. This means that managing such projects as a teacher can be challenging because every team is different. I find myself moving from being a teacher at the center of the classroom (a sage on a stage) where all students move along in a lock-step fashion to becoming a mentor or facilitator of learning (a guide on the side) as students move toward higher levels of engagement at their own pace and in their own way.

As classroom activities become more student-centered, I find it natural to tie in the Next Generation Science Standards. If I do an inquiry lab to test the variables that affect dyeing cloth, the answer is not known before nor the methodology. Students have to work out the scientific method or steps needed by asking the right questions and determining how to find the answers, or to design, build, and test a prototype product. Through this method they learn the science and engineering processes that are one dimension of the 3D standards.

Crosscutting concepts can also be explored more effectively through this method. Inquiry leads to observations, which should show patterns, processes, models, scale, proportion, and other such concepts, which are the second dimension of 3D science education.

This leaves the third dimension, which is to teach subject Core Concepts. This is where most of the misguided opposition to Project Based Learning comes from. Teachers feel that projects somehow take time away from “covering” all the standards. But if we want deep learning of the core concepts of a subject, we can’t expect students to learn them by using surface level teaching techniques that emphasize facts without going any deeper. If I do it right, I can involve many standards at once in the same project and not only meet but exceed the standards in all cases. I call this “standards overreach” and I will talk about this in more detail in my next post.

Element posters and virus models

Projects don’t have to be a elaborate and complex as the Mars project shown above. Here, my New HAven students have created models of viruses and mini-posters of chemical elements. The green plastic bottle to the left is a model of a human lung.

Read Full Post »

Magnet activity

Shannon and Kenzie demonstrate magnets

I’ve written before about my views on student engagement and involvement in education; that students learn best when they are most engaged and involved in the educational process (here’s a link to a previous post on the subject). This is all based on 20 years of observation that I am usually the person who learns the most in my own classroom, simply because as I prepare materials to present to my students, I have to learn them very thoroughly myself, and as I teach these materials, I am making a type of commitment to the concepts; staking my own reputation that what I am teaching is correct. The gist of my philosophy is that if I can get students to become teachers themselves and fully commit to the concepts they are teaching then those concepts will never be forgotten. You could compare this to the old often-repeated adage:

Feed a man a fish, and you feed him for a day. Teach him how to fish, and you feed him for a lifetime.

To which I would add: Train a man how to teach others how to fish, and you feed a whole village for eternity.

A number of years ago, while teaching at Juab High School in Nephi, Utah, I began a program to take my advanced physics and Chem II students to the Nephi Elementary School once per month to present lessons to the classes. I worked with the teachers there to come up with lessons that fit into their curricula but also could be easily demonstrated. My students had to practice the demonstration, write up a brief 20-minute lesson plan with a handout, and receive feedback from their peers, myself, and the elementary teachers.

Cael and his vacuum pump

Cael demonstrates his vacuum pump

It wound up being one of the most effective projects I ever developed. My students were always a bit nervous the first time, but after seeing how excited the elementary kids were, they caught the same enthusiasm and soon were asking me when our next visit would be. They also presented these mini-lessons at a back-to-school night at the end of the year for their parents and other students to see. It was a definite win-win activity; both the elementary students and my students benefited greatly and it was worth all the effort we put into it.

Since teaching at Juab High School my teaching assignments have not allowed me to continue this program, although at Mountainland Applied Technology College my multimedia students did participate in the Mars Exploration Student Data Team program and presented at a symposium at Arizona State University in 2004. My students also created a two-hour documentary on the history of AM radio in Utah that aired on KUED, Salt Lake’s PBS station, in 2007. You could say that they were teachers and content creators from these experiences.

Now that I am back at a high school teaching science, I have reinstated the students-as-teachers concept through what I am calling the Walden Elementary Science Demonstration Program. I’ve even written a small grant for the Air Force Association last week to support this. On Friday, Nov. 12, I took my astronomy students down to the elementary classrooms at Walden to present lessons. Just as at Juab Elementary all those years ago, my students picked a topic and a demonstration, practiced it, wrote up a script or lesson outline, and then presented in the classes. I videotaped parts of the presentations and took photos. The elementary students were excited, engaged, actively getting their hands on materials, asking questions, and participating. My students did extremely well for our first time. Here are some of the presentations that they did:

Lunar Crater Activity

Annette and Olivia demonstrate lunar cratering

Shannon and Kenzie presented the properties of magnets and did a demonstration of a gravity assist maneuver using neodymium magnets and steel shot to represent planets and a space probe (I once got two neodymium magnets stuck up my nose while presenting this same demonstration to a group of teachers at the Jet Propulsion Laboratory. It’s a long story . . . .) Shannon and Kenzie had the challenge of adapting their lesson to be understandable for kindergarten students and for 4-6 graders (they presented twice). They demonstrated some large industrial strength iron horseshoe magnets I’ve had all these years and the kids had fun trying to pull them apart.

Cael and Koplin taught about how difficult it is for humans to survive in space, and demonstrated the properties of a vacuum by blowing up marshmallows. Cael’s father helped him construct a homemade vacuum chamber out of a Bell canning jar and a hand pump (very ingenious, actually, as you can see in the photo). Students had fun pumping out the chamber, seeing the marshmallows expand, and then releasing the valve and seeing them suddenly shrink again.

Olivia and Annette demonstrated how the surface of the moon formed using the lunar cratering activity (dropping rocks into a pan of flour and cocoa powder). They also tied it into a map of the moon, and had the kindergarten students repeat back what they had learned to win a prize – a piece of rice krispy treats coated with frosting to look like the moon’s surface.

Inertial scale activity

Scotty and Colman demonstrate the inertial scale

Scotty and Colman taught inertia and momentum by demonstrating the properties of an inertial scale I made a few years ago. It’s basically a metal ruler with a film canister at the end clamped down on a table’s edge. The more heavy a rock you place in the canister, the slower the ruler will vibrate due to the rock’s momentum. They also demonstrated dominoes, yanking a piece of silk out from under an object, etc.

Mars site selection activity

Maxson teaches about Mars landing sites

Maxson talked about the surface of Mars and how hard it is to find a good landing place. His partner wasn’t able to attend that day (he had an activity in another class that went unexpectedly long), but Maxson was able to fill in for his missing partner by having the 4-6 graders look for possible landing sites on maps of Mars.

Alexi and Erika presented the scale of the solar system to 1-3 grade students, showing them various balls that represented the sizes of the sun, Jupiter, Earth, Mars, etc. They also showed GoogleEarth. Then they took the students outside and had them stand in positions of relative distances for the planets. I didn’t get a chance to go outside and photograph that part of the activity, but I heard from the teachers that it went very well.

Scale of the solar system

Alexi and Erika demonstrate planetary scales

For me, the best part of doing these presentations is at the end of class when all my students gather back in my classroom to report on how it went. I wish I had had my camera running. They were telling each other what went right and wrong, what the elementary students had said and done, and I knew at that moment I had achieved my real purpose: my students were excited about science, and this was an experience they will never forget. As for the concepts they had to learn in order to make their presentations, I think it’s safe to say they will never forget them, either. I uploaded the photos I had taken to my laptop and did a slideshow at the end of class so that they could all see what the other teams had done. At the end of the year, we’ll do a video presentation as well.  Not bad considering I hadn’t told them about this until two days before their presentations, so that they had only two days to choose and prepare their lessons. They did great! Now in December my chemistry students get their turn.

Read Full Post »

   For our last two entries I have written about the need and rationale for The Elements Unearthed project. In this post, I would like to present our third and final reasoning behind this project, journeying into the nebulous and contended realm of educational theory to present the conceptual underpinnings of our project.

 

   In the recent (Nov. 2008) issue of The Science Teacher, the editor, Steve Metz, commented on Project-Based Science instruction (PBS): “. . . learning is an active process and students learn most effectively when they are constructing a meaningful product.” He also said that “. . . individuals construct knowledge individually, through active and meaningful interactions with their environment, rather than by passively receiving transmitted information.”

 

   Student learning activities are often charted out on a continuum or dichotomy with Passive on the left and Active on the right. Such activities as taking notes, listening to lectures, and watching a video in class are passive whereas such activities as open-ended labs (inquiry labs) and research projects, simulations, and student presentations are active. I propose that this scale is only partially complete. Beyond hands-on or inquiry activities is a whole other level of student involvement in learning: students as creators, producing their own knowledge or making content for others. As such the spectrum would place Passive activities on the left as before, but now place Active learning in the middle and Creative activities on the right, where the student becomes responsible for creating material for and teaching knowledge to other students. Instead of being consumers of content or even interacters with content, students become the producers of new content. They become the teachers.

 

The Continuum of Constructivism Beyond Hands-On

The Continuum of Constructivism Beyond Hands-On

 

 

 

   In the diagram shown, certain educational models begin to fall into place when compared with this new scale of constructivism. On the left of the continuum, the teacher is the center of the classroom and dispenses knowledge with a focus on efficiency – pouring as many facts into the minds of the students as quickly as possible in assembly line fashion. As we move toward the middle, activities and assignments become more student-centered and involve the student actively, getting them out of their seats and into the lab or participating in a simulation. Instead of rote regurgitation of facts, student assignments become more open-ended and subjective, more imbued with meaning and interpretation; requiring evaluation and comparison on the part of the student. As we move beyond hands-on into the realm of student-created content, the student and the teacher reverse roles. The teacher becomes more of a coach or mentor, a facilitator of learning. This side of the continuum requires self-motivated students willing to dig for their own knowledge; having learned how to learn, they pursue their own lines of inquiry and even create their own experiments to uncover new knowledge. They ask questions and find answers, either through original experimentation or primary source historical research. They become scientists and teachers, training their peers and creating original content for fellow students and even for the general public. They now internalize their learning and own it; they won’t forget it or become uninterested or bored with it because they are fully engaged. Instead of writing a research paper that only the teacher will read, their work is actively critiqued and utilized by others. The focus now becomes quality and effectiveness of learning instead of efficiency.

 

   The effect of students creating their own content and knowledge is profound. Not only do students retain the knowledge they create longer (usually indefinitely) but the motivation and excitement of the students increases. As they see that what they are creating is meaningful and relevant, as they discover the scientist and historian within themselves, not only does their ownership of the knowledge increase but so does the quality and thoroughness of their work.

 

   I first discovered this effect by accident. As a first time teacher of chemistry at a small school in the Sierra Nevada Mountains called Tioga High School, I was presenting a unit on organic molecules and their naming conventions. Instead of lecturing on all the alkanes, alkenes, dienes, and so on I decided to let the students research this on their own and report their findings to the other students. This type of “jigsaw” activity can be useful as it puts responsibility on the students to find their own answers and learn from each other. I was also the computer teacher at this school, so I opened up the lab and had the students create their reports in the form of a Hypercard stack on the Mac Classics we had in the lab. They were required to present the information with graphics and also to create some kind of quiz or game based on their content that the other students would then take to demonstrate their knowledge. As students got into the project, I was amazed to see that instead of complaining about having to do research, they were actually asking me to open the computer lab during lunch so they could work on their Hypercard projects. They became very creative in how they presented their information but even more so on how they structured the quizzes; they wanted to do things that would be funny or surprising to their peers while also presenting accurate information. In the process, they truly learned the material. Their test scores were much higher on this unit than before.

 

   At other schools where I have taught I have instituted some form of student-created content made with the intent of teaching other students (instead of just the instructor). At Juab High School in central Utah, students in my chemistry and physics classes created demonstrations and mini-lesson plans on the chemical elements and principles of physics to present to each other for feedback, then perfect and present to students at two local elementary schools and to the public at a back-to-school science night. At Mountainland Applied Technology College, students have been required to look up tutorials on software packages such as Adobe Photoshop, practice them, write up their own lesson plan, and then present it to the other students. In each case student motivation and retention has been excellent. The only drawback is that such activities take more time than traditional rote learning so not as much content can be “covered.” But when the focus shifts from coverage to quality, I find that less is indeed more.

 

   Now I am not trying to say that the activities and types of assignments on the left are bad. There are times when a great deal of facts must be covered quickly and a lecture with note-taking is simply the best way of presenting the information. For students who are less self-motivated or less mature, the activities on the left and center are effective, and there are times when teachers need to have more control over the content and the direction of students. As students gain more experience and take more control of their own learning, they should naturally start moving toward the right side of the continuum.

 

   Even in the teaching profession we see this – teachers in training gain facts first in content area courseware, then go through various stages of methods courses and lesson plan development practice before presenting lessons to fellow teachers. They eventually move up to teaching a single class of students for a limited time, then move on to full scope student teaching for a whole semester under the direction of a mentor teacher, then finally gain their credential and full-time employment. If we expect our teachers to follow this process, then why not our students as well? They can become apprentices of knowledge, progressing to journeymen students who create their own content and conduct their own research, eventually progressing to masters who are now totally in charge of their own learning.

 

   This is what we propose for The Elements Unearthed Project. Student teams will progress from being researchers to scriptwriters to video editors, at each stage trained and mentored by experienced media professionals and local scientists and historians. Not only will they become producers of content, they will also learn to evaluate and present that content in an aesthetically pleasing and factually accurate way. Although the content they produce will be of benefit to many students and teachers worldwide, it is the student/community teams that will gain the most. Local museums will receive high quality media content that they can display in their museums and on the Internet. Local chemical plants and refineries will gain valuable public relations exposure by telling their stories to the wider community. Team members (students and mentor teachers) will gain video editing and scriptwriting skills, as well as the chance to do primary historical research. Communities will gain from increased public awareness of the history and environment of the town. In short, everyone benefits.

 

   It is our hope that you will support this project by becoming involved directly as a sponsoring organization (a refinery, chemical plant, or museum) or by creating a team of your own to document the history of your area. You can also contribute to this project financially and receive sponsorship credits in the final podcasts and on this blog. Next week we will discuss the timeline and phases of this project and more on how you can get involved.

Read Full Post »