Evaluating Geologic Mapping Tools for the Undergraduate Curriculum

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Awarded Grant: $10,000 Principal Investigator: Martha Growdon, Oneonta This project will determine the most student-accessible, cost-effective yet reliable digital field mapping system by conducting the first digital field-mapping evaluation, comparing available tablet computers and Geographic Information Systems (GIS) in side-by-side field tests, with the broad goal of training students to produce new 1:24000-scale geologic maps of New York State (NYS). This is particularly relevant due to potential horizontal drilling and hydraulic fracturing (“hydrofracking”) for natural gas in the Marcellus and Utica Shales. We will recommend the best system to other SUNY colleges, so they may undertake regional mapping with students, and will offer training in the use of digital mapping tools. Co-PI’s and Key Partners: Dr. Leslie Hasbargen, SUNY Oneonta Reports and Resources: Slide show presentation of our project at SUNY CIT Conference in May, 2013. It contains student reviews of the tablets, a comparison of the data quality derived from tablets for geologic mapping purposes, and summary of costs for tablets and apps: Powerpoint presentation Smartphones: Powerful Tools for Geoscience Education by Zachary Johnson and David Johnston: http://onlinelibrary.wiley.com/doi/10.1002/2013EO470001/abstract Project outcomes report Creative Commons License:

Development of an Interactive Case Study Capability

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Awarded Grant: $14,960 Principal Investigator: Christopher Urban, SUNYIT The SUNY IITGrant will be used to develop and implement an online interactive prototype case study. The case study will consist of modules that simulate real-world situations and place the student in a decision-making role that requires the use of scientific data and knowledge. The prototype will facilitate learning theories and concepts related to energy and engineering. The student will make realistic real-time decisions concerning design and operation of a regional electrical grid. The expectation is to build on this prototype in the future to create additional case study modules that cover a range of topics and student levels. Co-PI’s and Key Partners: Glenn E. Van Knowe, Ph.D., MESO, Inc. Kenneth T. Waight, Ph. D., Sun Dog Science, LLC Reports and Resources: Presentation given at the 2013 CIT workshop on the interactive cases study project Project website Grid Operator Exercise About the Project Project outcomes report Creative Commons License:

SUNY Co-laboratory on Immersive Virtual Environments for STEM Learning

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There is a well documented need for, and national resources to support, innovative instruction to prepare the youth of our country for careers in Science, Technology, Engineering, and Mathematics (STEM) fields. There is also a growing recognition that games and other immersive environments hold great promise for engaging students, eliciting sustained interaction, and supporting deep learning. This project seeks to explore the opportunities for leveraging the Power of SUNY to create an innovative academic program through which students and faculty across a range of disciplines and SUNY colleges collaborate to create engaging and pedagogically sound video games that enhance k-12 student interest and learning of STEM content.

Enviropedia: A Serious Game about Beverage Container Choices

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The trouble with introductory science and engineering courses is that students often don’t see how what they are learning is relevant to their lives. The proposed project addresses this by leveraging the team’s past efforts to develop an innovative web-based game situated within an online science learning community. This system, Enviropedia, will emphasize the connections between science and society by focusing on a simple decision that people make every day: what beverage containers to use. For this effort, Enviropedia will be developed and pilot tested in two freshman seminar courses at Stony Brook, demonstrating applicability to other campuses.