Advanced Broadband Applications
For many public and private schools, access to expensive lab equipment just isn't possible. Enter iLabCentral, a one shop stop for remotely accessed scientific instruments. Utilizing iLabCentral students and educators can access a host of scientific instruments such as inductively coupled plasma-optical emission spectrometers, geiger counters, heat exchangers, shake tables, and neutron spectrometers.
To gain access to these amazing instruments for your students visit http://ilabcentral.org/.
Pisgah Astronomical Research Institute
Pisgah Astronomical Research Institute (PARI), a radio telescope facility connected to the internet2 backbone, offers teachers the opportunity to remotely control their 4.6 meter radio telescope.
Teachers can integrate this tool into their curriculum using a host of teacher labs found at (http://www.pari.edu/programs/teachers/smiley/Labs/index_html). Most of the lessons have to do with the transfer of energy by waves. These lessons are particularly relevant for Astronomy, Earth and Space Science, Environmental Systems, Integrated Physics and
Chemistry, and Physics classes.To learn more about PARI and its offerings visit http://www.pari.edu/.
The Bugscope project provides free interactive access to a scanning electron microscope (SEM) so that students anywhere in the world can explore the microscopic world of insects. This educational outreach program from the Beckman Institute'sImaging Technology Group at the University of Illinois supports K-16 classrooms worldwide.
Bugscope allows teachers everywhere to provide students with the opportunity to become microscopists themselves—the kids propose experiments, explore insect specimens at high-magnification, and discuss what they see with our scientists—all from a regular web browser over a standard broadband internet connection.
How does it work?
Teachers sign up, ask your students to find some bugs, and mail them to us. Bugscope accepts your application, schedules your session, and prepares the bugs for insertion into the electron microscope. When your session time arrives, Bugscope staff puts the bug(s) into the microscope and sets it up for your classroom. Then teachers and students login over the web and control the microscope. Bugscope staff will be there via chat to guide you and answer the kids' questions.
For more information on how to sign up and participate in this unique opportunity visit http://bugscope.beckman.uiuc.edu/.
Content from the Bugcope Project website http://bugscope.beckman.uiuc.edu/
NASA - Station Spacewalk Game
Explore the International Space Station in this web based gaming platform, based on real missions. Help astronauts, perform vital maintenance, and repair damage to the space station in this exciting 1st person simulated spacewalk experience. But watch your oxygen. If it gets too low, you are in trouble!
To connect and play visit http://www.nasa.gov/multimedia/3d_resources/station_spacewalk_game.html
The Center for Educational Technologies® at Wheeling Jesuit University created theSelene online game to see how organizations like NASA could best use videogames to introduce important science concepts.
Named after the Greek lunar goddess, Selene challenges players to learn the major geologic processes scientists believe formed the modern Moon. Players create their own moon and then pepper it with impact craters and flood it with lava. It's a great opportunity for students to learn about lunar geology while helping researchers study some key videogame design principles.
To learn more about Selene and play the game visit http://selene.cet.edu/.
Content from the http://selene.cet.edu/ website
In the VELscience project, we are developing a series of six modules that immerse middle school students in virtual environments for learning (VELs), such as a base on Mars, an international space station, or a research vessel in the Pacific. Students take on the role of a scientist engaged in a complex task. The virtual settings presented in the VELs support students in designing and carrying out their own investigations. Students use virtual scientific instruments that resemble those used by scientists in the real world, but scaled to suit their age level.
The VELscience project is a collaboration of researchers at Texas A&M University and the University of Louisiana at Lafayette.
To learn more about VELscience and retrieve a login to their virtual worlds visit their website at http://velscience.com.
Content from the http://velscience.com website
CREO: Game for Science
Today’s young people are part of the digital generation: they grew up with a keyboard and computer screen in front of them. Most entertain themselves with video games several times per week.
Video games are also vehicles of learning, and virtual worlds are extraordinary tools for experimenting, exploring and simulating. CREO designers know that a combination of entertaining mediums and educational content makes a winning strategy for helping young people learn about the world they live in.
In other words, with CREO productions, young people learn while having fun playing serious games. CREO Studios has built an enviable reputation in recent years for designing and producing a number of serious games. These games are as popular with players as they are with the institutional content partners involved in their development. The games can take several different forms, such as virtual worlds, quest games, simulators, strategy games, puzzles, and experiments.
To learn more about CREO productions and the serious games they produce visit http://www.creo.ca/en/projects/serious-games/.
Content from the http://www.creo.ca/en/projects/serious-games/ website