An Undergraduate Research Experience: Using technology to Monitor Japanese Beetles Related to Changing Climate Conditions, Across New York State

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Our project uses a citizen science project model to engage students in science and sustainability. Students gather scientific data from their local environment and contribute to the development of a virtual map of Japanese beetles across the state. Through observations of their local environment, students examine the interconnectedness of species and climate and consider ways environmental change may alter species distributions. With assistance from the IITG, we will share and support the Beetle Project learning module and the open source code to the Citizen Science Project Template. We will provide and environment for the exchange of ideas and will generate interest in the development of other citizen science projects across SUNY by hosting a SUNY Citizen Science Conference.

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.