SlideShare una empresa de Scribd logo
1 de 27
Exploration
          Unknown


      Adventure


White Paper
Creating Digital Design Challenges




SimChallenge
                                     TM




Design. Build. Explore.
SimChallenge
                    Design. Build. Explore.




                    Acknowledgments

                    While I crafted this work from the perspective of
                    the Department of Defense, I wanted to create a
                    solution that had broad appeal to a consortia of
                    interests. I was very fortunate to have been able to
                    draw upon leading minds across a number of disci-
                    plines and agencies. The result is a synthesis of
                    insights and conversations with educators, gamers,
                    students, engineers, scientists and politicians.

                    I am deeply grateful to William H. Davis, founder of
                    America's Army Future Applications, engineer,
                    artist, space exploration enthusiast, and twenty-
                    three year veteran of DoD simulations. Bill was the
                    intellectual bridge between the worlds of modeling
                    and simulation and video games. His guidance was
                    invaluable. To Dr. Shelley Canright for being an
                    incredible leader during my tenure at the NASA
                    Sponsored Classroom of the Future. As one of
                    NASA's leading minds in education, Shelley
                    afforded me the opportunity to work on NASA's
                    education mission, participate in NASA's Centen-
                    nial Challenge Workshop and understand how
                    NASA creates research consortia. As Director of the
                    National     Academies     Government-University-
                    Industry Research Roundtable, Dr. Merrilea Mayo's
SOLAR SAIL VESSEL
                    candor and forthright appraisals of ideas shaped
                    the direction of my work. I am forever indebted for
                    the opportunity of a lifetime. I presented a science
                    and engineering game idea to an esteemed audi-
                    ence at the National Academies. Until Sharon Welch
                    of NASA Langley's Innovation Institute enlightened
                    me, the phrase quot;simulation-based educationquot; was
                    unknown. Thanks for some great conversations
                    regarding gaming and including me in the Hamp-
                    ton Serious Games Group. To Keith Thompson for
                    helping me understand the science, technology,
                    engineering and mathematics (STEM) education
                    needs of the DoD. Prior to his presentation, I saw
                    STEM education as the domain of the science agen-
                    cies, not realizing the vastness of the DoD labora-
                    tory system. To Joseph Saulter and Nichol Bradford
                    for helping me understand the power of diversity
                    and how investments in our at-risk youth generate
                    returns for all of us.
SimChallenge
                    Design. Build. Explore.




                    Summar y

                    Our nation faces a critical challenge: we must grow
                    the ranks of scientists and engineers to remain at
                    the international forefront of scientific discovery.
                    This white paper sets forth the concept of using
                    digital design challenges to advance science, tech-
                    nology, engineering and mathematics (STEM)
                    education. Today, scientific challenges are ushering
                    in a new era of innovation. SimChallenge is the
                    educational version of DARPA's Grand Challenge,
                    NASA's Centennial Challenge, X Prize and other
                    national challenges. Transforming STEM education
                    requires us to integrate systems, tools and practices
                    to create a new educational experience.

                    By combining the competitive advantage of video
                    game, simulation and modeling technologies with
                    the magic of entertainment, digital design chal-
                    lenges offer students the platform to work on
                    team-based, cutting-edge engineering and scien-
                    tific projects. SimChallenge is a learning system
                    that couples the use of real-world engineering
                    tools, such as Pro/Engineer and Matlab, with a novel
                    Mini-Game Architecture. Using these tools,
                    students design and build engineered solutions.
                    Then they quot;playquot; with their creations. Each themati-
SOLAR SAIL VESSEL
                    cally linked Mini-Game is a unique, synthetic quot;prov-
                    ingquot; ground: a small laboratory where students can
                    take risks and explore possible outcomes.

                    Imagine countless challenges being built across
                    various entertainment themes that embrace the
                    realism of authentic science as well as the fantasy
                    of science fiction. Entertainment themes include
                    Moon, Mars & Beyond, Deep Ocean Quest, Human
                    Machine, Amazon Rainforest, U.S Military Power and
                    Defend America. While working on a challenge,
                    students quot;becomequot; astrophysicists, biomedical
                    engineers, nanotechnologists, etc. In essence, the
                    quot;professionsquot; become models for education
                    (Shaffer 2004). quot;Authentic Professionalismquot; is our
                    cornerstone concept, which underpins all chal-
                    lenge activities (Gee 2006). Ultimately, it is our goal
                    to create a new breed of scientist and engineer for
                    the nation.
SimC h a l l e n g e

Contents


                                                                          1
Objective
                                                                          1
Situation
                                                                          2
Opportunity
                                                                          4
Solution
                                                                          4
| Business Model
                                                                          5
| Underlying Magic
                                                                          6
| Marketing & Distribution
                                                                          7
| Financing Strategy
                                                                          7
| Growth Strategy
Conclusion                                                                8


Appendices

                                                                          10
A: Leveraging the Convergence of Simulation and Video Game Technologies
                                                                          11
B: SimChallenge Theme Descriptions
                                                                          12
C: SimChallenge Themes and Critical DoD Sciences and Engineering Matrix
                                                                          13
D: SimChallenge Mini-Game Modular Architecture
                                                                          14
E: SimChallenge Web-based System
                                                                          15
G: SimChallenge Career Development Model
                                                                          16
F: SimChallenge Program Evaluation
                                                                          17
H: SimChallenge Consortium Organizational Model
                                                                          18
I: SimChallenge Consortium Members Working List


                                                                          20
Bibliography




Author

Todd J. Borghesani, Esq.


Copyright © 2006 by Todd J. Borghesani

All rights reserved, including the right of reproduction
in whole or in part in any form. SimChallenge is a trademark
of Todd J. Borghesani.



September 30, 2006
SimChallenge

OBJECTIVE
We seek to advance the learning and career development of science, technology, engineering
and mathematics domains (STEM) using a vanguard educational solution that combines real-
world simulation tools with video game technologies. Specifically, our purpose is to create digital
design challenges where students design and build models and simulations and then quot;playquot; and
quot;competequot; with their creations in thematically linked, adventure mini-games. Our short-term goals
include the development of a prototype based on the theme of space exploration as well as the
analysis of the technical and business framework. Our growth and product development
strategies embrace a consortium approach, which is open to other agencies, industry and
universities with the DoD as the coordinating agency.




SITUATION
The bedrock of America’s competitiveness is a well-educated and skilled workforce. America's
economic strength and global leadership depend in large measure upon our Nation’s ability to
generate and harness the latest in scientific and technological developments and to apply these
developments to real world applications. Increasingly, worldwide socioeconomic trends and
educational developments will challenge the preeminence of the United States in science,
technology and engineering; and challenge its economic strength. Because other nations also
recognize the importance of a highly skilled workforce for sustained economic growth, there is
fierce international competition.

The pace of change and international competition is exemplified by the rise of China and how it
now challenges America and the world as the next superpower. China today is visible
everywhere: in the news, in the economic pressures battering America, in the workplace, and in
every trip to the store. China has more speakers of English as a second language than America
has native English speakers. It has more than 300 biotech firms. There are 186 MBA programs in
China. General Motors expects the Chinese automobile market to be bigger than the U.S. market
by 2025. Some 74 million Chinese families can now afford to buy cars. What could happen when
China will be able to manufacture nearly everything—computers, cars, jumbo jets, and
pharmaceuticals—that the United States and Europe can, at perhaps half the cost?

The rapid upward spiral of student achievement in foreign countries—like China—only
exacerbates our downward spiral in domestic STEM achievement. In the United States
approximately 50% of prospective engineers are “weeded out” in large lecture courses their very
first year in college. The work of Seymour and Hewett shows that this “weeding out” is not on the
basis of ability (GPAs of those who stay and leave the discipline are the same), but on the basis
of student’s willingness to “put up with” the unpalatable pedagogical experience of those first year
lecture classes. Hence, students are leaving because they are not engaged in the content. We




                                                 1
are losing the international STEM workforce battle because we are failing to inspire, educate and
lead our greatest strategic asset: our Nation's youth.

U.S. industries and our federal agencies with science agendas are suffering, and the DoD is no
exception. The attrition in DoD labs alone is estimated at 13,000 science and engineering
departures within the next 10 years. The number of quot;clearablequot; students pursuing defense-related
quot;critical skillsquot; degrees is small and declining. Yet, the projected U.S. demand for scientists and
engineers will be up 10% by 2010. Across the DoD, there are approximately 200,000 workers
engaged in science and engineering jobs. This represents 45% of the total DoD workforce, but in
some disciplines it is as high as 80% of total employment. Today, 40% of those individuals are
eligible for retirement. In a 1999-2002 NSF study on government employed scientists and
engineers (across all agencies and their major occupational groups) the DoD employed over 43%
of the total scientists and engineers. Out of all the federal agencies, the DoD has the most to lose
through attrition of future science workers during college coupled with aging of current
employees.

To meet these coming scientific and technological challenges, STEM education will require
transformation from elementary school through post-graduate training. Convergence of previously
separate scientific disciplines and fields of engineering cannot take place without the emergence
of a new workforce that understands multiple fields in depth and can intelligently integrate them.
We must implement new multidisciplinary programs and organizations that leverage advanced
learning technologies–simulation and video game technologies–to provide rigorous, multifaceted
STEM education.

Simulation tools are, in effect, the quot;calculatorsquot; of next-generation engineers and scientists. The
use of simulation-based engineering and science must become a discipline, an engineering tool,
and a life-long learning endeavor. At the end of the 20th Century we witnessed the convergence
of natural and physical sciences. This convergence of scientific domains refers to the synergistic
combination of four major provinces of science and technology, each of which is currently
progressing at a rapid rate: nanoscience and nanotechnology; biotechnology and biomedicine,
including genetic engineering; information technology, including advanced computing; and
cognitive science. To succeed as scientists and engineers of the next generation, students must
acquire substantial depth in computational and applied mathematics, as well as in their specific
engineering or scientific disciplines. Graduate students, moreover, must be able to build
foundations that allow them to access quantum and molecular science; statistical and continuum
mechanics; biological science and chemistry; applied and computational mathematics; computer
science and scientific computing; and imaging, geometry, and visualization.

However, as of today, sophisticated simulation tools have not been introduced into STEM
education in an engaging and systematic manner. Moreover, traditional science teaching at the
undergraduate level continues to focus on rote learning instruction and is firmly limited to its own
disciplinary domain. Future scientists will need to understand more than their first discipline (like
their first language) and be able to use interdisciplinary inquiry and discourse to understand
complex systems, communicate these ideas to their peers, and deduce testable hypotheses. We
not only must grow the ranks of scientists and engineers to remain at the international forefront of
scientific discovery, we must create a new breed of scientist and engineer.




OPPORTUNITY
Further emphasizing the need for STEM education transformation, the President has proposed
doubling over the next 10 years the budgets of key science agencies, including NSF, as part of
his new American Competitiveness Initiative (ACI). Supporting the ACI, on March 10, 2006, top



                                                 2
officials from the National Science Foundation (NSF), National Aeronautics and Space
Administration (NASA), National Oceanic and Atmospheric Administration (NOAA), and the
Department of Energy (DoE) outlined their efforts in testimony before the House Science
Committee. This historic hearing marked the first time each of the science education agencies
appeared together before Congress. These key science agencies have formed the Academic
Competitiveness Council to foster inter-agency cooperation. It is now recognized that inter-
agency cooperation is necessary to catalyze this critical educational transformation.

We are at a unique place in history where we have the advanced learning technologies to support
quot;convergentquot; or multidisciplinary STEM education. As an advanced learning technology, it is
video game technologies that offer the most promise for reaching, engaging and instructing our
future scientists and engineers; our convergent thinkers. Video games are the prevalent and
expanding means of entertainment for young people. There is little doubt that in the last thirty
years, video games have become one of the most pervasive forms of entertainment, both in the
Unites States and throughout the world. One in every four American households owned a Sony
Playstation by 2000. Moreover, early games such as Pokemon, Pac-Man and The Mario Brothers
have evolved as cultural phenomena. And more recent games, such as Halo 2, made over $120
million on their first day of release, exceeding major motion pictures' first day sales. For this
reason, educators have begun to take seriously the notion that video games have the potential to
reach and engage unprecedented numbers of learners, particularly with the advent of the
Internet.

The convergence of education and gaming technologies represents an evolution of learning.
Games teach by encouraging competition, experimentation, exploration, and innovation.
Moreover, Squire and Jenkins argue that games contain rules that constrain action, force players
to make choices and experience the consequences of those actions, and can be an effective
vehicle to encourage learners to form hypotheses and then test them against actual outcomes in
the simulated world. Video games foster critical thinking by requiring players to solve problems. In
addition, games that involve multiple players have the potential to foster communities, where
knowledge is constructed and shared among members. In team-based video games learning
efficiency is measurably improved. Games also typically include natural provisions for clear goals,
challenge and feedback, all features that are typically associated with effective instructional
design.

Interestingly, there is a strong connection between video game technologies and simulation tools,
which have a natural technical synergy. Today, the serious games market–the use of game
technologies for purposes beyond pure entertainment–is the locus of this convergence (See
Appendix A). As such, because of their incredibly high appeal to our youth, video games offer the
bridge between simulation and modeling tools, and their use to advance STEM education and
simulation-based engineering and science. The combination of these technologies provides a
rich, new and scalable educational environment in which students from middle school through
undergraduate can collaborate on interdisciplinary engineering and science teams.

While these advanced learning technologies exist, how may we deploy them in a team-based
educational setting? Nothing inspires teamwork like a great challenge. From cars and math to
faster genome sequencing, more fuel-efficient automobiles and a new lunar lander, today
challenges are sparking creativity. For instance, the $10M privately funded X-Prize went to Burt
Rutan, the designer of the first practical suborbital tourist spacecraft. When Peter Diamandis
awarded the $10 Million Ansari X Prize to the SpaceShipOne crew in 2004, he did more than
build excitement about private space travel. He reignited one of the most potent tools for fostering
innovation and philanthropy: the challenge. Now, a variety of privately sponsored national
engineering and scientific challenges with sizeable cash prizes are in the offing.

    DARPA's Grand Challenge sponsored DoD to build an autonomous vehicle that can cross
•
    130 miles of desert. Stanford University, the winner, was awarded $2 million.
    Centennial Challenges sponsored by NASA to create better space technologies, from
•


                                                 3
vehicles to space gloves. Each prize offers $250,000.
    Grand Challenges in Global Health sponsored by the Bill & Melinda Gates Foundation for
•
    new research in medicine $436.6 million.
    Millennium Prize Problems sponsored by the Clay Mathematics Institute for solving math
•
    problems such as the Reimann hypothesis. Each prize is $1 million.
    Methuselah Mouse Prize sponsored by Methuselah Foundation for new technologies for anti-
•
    aging. Each prize is $3 million.
    America's Space Prize sponsored by Robert Bigelow for a five-person Reusable Rocket that
•
    can orbit earth and dock with a Space Station. The prize is $50 million.
    House Bill HR 5143, H-Prize Act of 2006, for technological breakthroughs to transition to a
•
    hydrogen economy. The prize scales up to $100 million.
    eCybermission sponsored by U.S Army is a web-based science, math and technology
•
    competition for 6th, 7th, 8th and 9th grade teams. $3000 EE Savings Bonds are awarded for
    regional 1st and 2nd place winners.

These challenges were created to inspire innovation across science and engineering. Yet, there
are only limited science and engineering education challenges, and none of them leverage
simulation, modeling and video game technologies to scale into a national phenomenon. While
other worthy efforts are taking place, they are addressing too few people and are not strategically
integrated across the critical engineering and science disciplines. Now is the time to create a
solution that facilitates this unprecedented federal cooperation while systematically addressing
the crisis-level shortfall of American student achievement in STEM education.




SOLUTION
The DoD is the ideal steward to advance a national STEM education and workforce development
Challenge effort because national defense needs touch on all areas of STEM education.
Moreover, the growing shortfall in our national science and engineering talent pool directly affects
our defense capabilities. Additionally, the DoD is our foremost pioneer in the use of
simulation/modeling tools and video game technologies. As such, the DoD is well suited to face
this national threat and lead a federal multi-agency (National Academies, NSF, NASA, NIH, DoE
and NOAA) approach for advanced STEM education and career development.

Using quot;SimChallengequot; as the unifying concept, we seek to establish a technical, political and
funding framework for the systematic inclusion of simulation tools and video game technologies
into the DoD STEM education and workforce development Initiatives. The term of art
quot;SimChallengequot; emphasizes the STEM basis for this educational endeavor, its link to simulation-
based engineering and science, and acts as the quot;brandquot; for the effort. Having prioritized STEM
education initiatives, the Department of Defense (DoD), through the Director of Defense
Research and Engineering (DDR&E), may offer a series of digital design challenges as a way to
begin addressing the STEM education problem on a national scale.



Business Model

As noted above, there is ample precedence for the use of the quot;challenge business model,quot; which
couples prize incentives with defined objectives to inspire people to find solutions to difficult
problems. To achieve the SimChallenge Business Model we synergize two successful solutions
being offered for DoD STEM education and DoD U.S Army outreach, education and training.
First, we leverage and expand on the quot;physical design kitquot; challenge model of the DoD Materials
World Modules (MWM) Program by creating a quot;digital design kit.quot; Second, we combine this digital



                                                 4
design kit with key game design aspects of the U.S. Army's wildly successful quot;America's Army,
The Official Army Game.quot;

The Materials World Module Program addresses the question: How can we as educators provide
the skills–in science, math, and technology–that our students need to understand the materials
they use and the impact materials have on society? Modules for biodegradable materials,
biosensors, ceramics, composites, infrastructure materials, materials and environment, material
design, polymers, smart sensors, and sports materials supplement existing high school
curriculum, fostering inquiry skills as students cooperatively design, implement, and evaluate
creative solutions to real-world design challenges.

The modules have been field-tested by thousands of Middle and High School students. MWM is
designed to meet the goals and standards of the National Council of Teachers of Mathematics,
American Association for the Advancement of Science Project 2061, and the National Research
Council. The DoD is deploying MWM to all Middle and High Schools in Maryland during Fall
2006 and New Mexico will follow the subsequent year.

The America's Army game offers the conceptual model for our development. Using thematically
linked content the game places the player in a multi-player military context of quot;being a Soldier.quot;
The America's Army Game quot;Platformquot; has placed the Army recruiting program in the enviable
position of a direct beneficiary of technology advances created by the demand for video game
entertainment. Over the last four years, it has become the hub for a community of interest in the
U.S Army. As one of the four or five most popular online PC action games in the world, America's
Army has drawn a very loyal following and player base that has doubled each year. Currently,
there are over 6 million registered users who assume various roles and receive education on
military careers.

Each SimChallenge is designed to conjoin content, careers and context using a variety of
quot;themes.quot; SimChallenge uniquely combines the use of real world simulation and modeling tools—
such as Pro/Engineer and Matlab—with thematically linked adventure quot;mini-games.quot; With themes
focused on Space Exploration, Life Sciences, Earth Sciences, Homeland Security and the U.S.
Military we can create a set of thematically linked educational challenges that cover all the DoD
Critical STEM Domains (See Appendices B & C). Additionally, these themes offer other federal
agencies, institutions and corporations wishing to take part in the DoD SimChallenge effort a
focused way to address their STEM education agendas, while working within our organizational
and community framework.



Underlying Magic

A SimChallenge consists of two major components: thematically linked adventure mini-game(s)
and their related simulation and modeling tools. Each SimChallenge is, at its core, played as a
team-based game requiring team members to select a role and solve the engineering and/or
scientific objectives associated with that role. This combination of roles and engineering and/or
scientific objectives offers extensive re-playability. Each interdisciplinary team of students design
and build their ideas using real-world simulation tools such as PTC's Pro/Engineer and
Mathwork's Matlab. Teams complete a series of hands-on, inquiry-based activities. Then they
bring their creations to life in a game-based environment: the adventure mini-game. Students
simulate the work of scientists (through activities that foster inquiry) and engineers (through
activities that emphasize design).

The cornerstone of the experience is the thematically linked adventure mini-game. It is this part
that offers the key differentiator from other design challenges and creates the brand loyalty that
will be necessary to achieve widespread adoption and a measurable difference in STEM
education achievement. Imagine mini-games with digital adventure environments that are visually


                                                 5
rich and highly interactive, where students must use their engineered creations to unravel the
mysteries and puzzles of scientific phenomena. Similar to the physical proving grounds used by
NASA or the test tracks of Daimler Chrysler these adventure mini-games offer environments
modeled after our solar system, the human body, the Amazon's rainforest, deep ocean, and
amazing military hardware in theaters of war.

The collection of SimChallenges runs on a modular mini-game architecture (See Appendices D &
E). Team members log into their project space to use the SimChallenge quot;Kitquot; assets. Assets are
simulation tools, mini-game(s), authentic scientific data, engineered models, sample software
code, texture maps, wikipedia, etc. The project space is designed as a cross between a project
based learning interface and the U.S. Army's America's Army Community website. It offers a
browser-based, digital place where teams collaboratively work through the engineering design
process, recording their work in journals, and getting advice from an industry coach as well as
their science teacher. Applying MySpace-like functionality, students create their social network,
linking to other teams/individuals of interest, sharing ideas and designs. Using a project based
learning approach embodied in an engineering design process each SimChallenge quot;themequot; offers
authentic scientific and engineering problems across numerous scientific and engineering
domains.

SimChallenges act as inspirational tools designed to attract interest in specific science and
engineering careers–segueing student interest into simulation and real-world learning adventures
(See Appendix F). Additionally, they offer scalable, design-based, curriculum-mapped content. In
Middle School, simulation design tools are embedded in the mini-game itself. Students design,
build, and quot;play to learnquot; science and engineering in adventures mapped to the above-mentioned
themes. In High School, SimChallenges couple the use of real-world simulation tools with the
adventure mini-game. Student teams solve quot;authenticquot; science and engineering problems (e.g.
students build key parts of the Mars Reconnaissance Orbiter). Scaling the complexity of the
SimChallenge further, undergraduates work on digital design challenges to create new
knowledge (e.g. design a real Mars space suit) and test the design in a mini-game with more
complex game mechanics, physics, etc. As SimChallenges scale up through higher education the
educational scaffolding is increasingly removed. Through solid program evaluation we can
understand how to continually evolve the effort (See Appendix G).



Marketing & Distribution

The objective of a brand awareness and marketing strategy is to provide the least friction towards
large-scale adoption for at-home and in-classroom use. SimChallenges may be marketed three
ways. Schools can use them as standalone quot;kitsquot; either as a substitute for, or adjunct to, lecture-
based instruction. Students can use them at home, in a similar fashion to when we of past
generations used to build and play with plastic and balsa wood models. Then there is the quot;Official
SimChallenge Leaguequot; where a school fields a student team to compete at school, city, state and
national levels for cash and prizes. The League is modeled after popular video gaming leagues,
such as the Global Gaming League.

Each SimChallenge can be promoted similar to video games, where pre-released visual designs
and imaginative writing (trailers) builds the excitement for the upcoming kit. Back stories for a
SimChallenge are crafted to set the stage for a unique and exciting adventure into the unknown.
The back story may be created using a comic book-like interface and acts like an quot;episodequot; within
the overarching Theme, giving context to the use of the tools and adventure mini-game. The back
story is accessible to everyone via the Web.

To foster a national SimChallenge Community we will host the SimChallenge Conference. The
conference will focus on using video game technologies, simulation and modeling tools for the
advancement of STEM education and workforce development. Professional Development


                                                6
workshops will be offered for teachers. Students will be spotlighted as our next generation
scientists and publicly rewarded. There will be onsite corporate-sponsored (e.g. WIRED, X Prize
and Lockheed Martin) SimChallenges for middle school, high school and undergraduates. These
are time-delimited challenges, similar to tournament chess. Additionally, the conference will act
as a national forum for the research-based advancement of SimChallenges. The SimChallenge
Conference may be a conference within the growing family of Serious Games conferences such
as the Games for Health, Games for Social Change, Serious Games Australia, Japan and the
Serious Games Europe Conferences.

Distribution of SimChallenges may be achieved through the same online channels as video
games. We can achieve a high level of awareness through the constituencies of educational,
engineering and scientific associations to reach a target audience of parents, students, teachers,
and school district administrators. Parent and teacher workshops can be conducted in key cities
across the United States serving as outreach and professional development.



Financing Strategy

Initially, we seek to develop a DoD Program Objective Memorandum (POM) wedge. The POM
will establish the core funding for this endeavor. We will use the POM for specific developments
in Materials Science, synergizing with Material World Modules and other DoD-identified critical
education/technology areas. Additionally, we will use these funds to develop the formal
organizational and technical structure for the effort. Moreover, this funding will provide the
impetus for coordinated, official and accepted developments for specific statewide educational
simulation and game-based learning programs. Finally, SimChallenge funding will demonstrate to
other agencies DoD’s commitment to STEM education and workforce development.

To make the effort sustainable, we envision a more extensive funding strategy that leverages the
DoD investment with funding from other government agencies, educational institutions, scientific
and engineering establishments, academia and numerous industry partners. With development
costs of each SimChallenge ranging from an estimated 50K to 250K, additional funding may be
acquired from other federal sources and corporate sponsorships. Additionally, with the
incorporation of commercial properties some SimChallenges may be sold. The licensing of assets
to private developers may generate revenue, as well. Increasingly, the effort achieves economies
of scale by reusing and repurposing digital assets, sharing technology licenses (e.g. game engine
licensing), and co-marketing.



Growth Strategy

Using an interplay of cross-sector partnerships, we envision developing the SimChallenge
Consortium with the DoD as a key player and coordinating force (See Appendix H). The DoD is
the only federal agency that has the mission, funding and long-term commitment to address
STEM education and workforce development in a comprehensive manner, nationwide. Founders
of this initiative may be DoD, NASA, the National Academies (GUIRR & CASEE) and PTC.
Consortium members would come from government, industry and academia. The Consortium is
designed to manage the ongoing development of SimChallenges, conduct industry and
government liaison work, sponsor academic research and program evaluation, and host
SimChallenge Conferences. The founding members, key agencies and organizations are listed in
Appendix I.

The Consortium is the owner of the SimChallenge suite of intellectual properties. Central to these
properties will be the SimChallenge model, built around game technology, simulation/modeling
tools and real-world activities. A comprehensive IP strategy is necessary because we do not seek


                                                7
to tie ourselves to a single game or simulation technology. We will rely on appropriate
technologies and leverage each of their strengths to achieve the necessary learning outcomes,
game aesthetics and mechanics. We envision granting rights to participating private developers
for the repurposing of licensed assets in non-competing commercial ventures or for commercial
quot;tie-inquot; efforts. Regarding the latter, in cases where the DoD may elect to leverage the imprimatur
of a popular commercial game, DoD rights will be more limited and will have to be negotiated
individually.




CONCLUSION
There is a general perception that now is the time for a coordinated effort involving government,
industry and academia to advance video game and simulation/modeling technologies for learning.
By applying resources to video game technologies, we achieve a gateway into
simulation/modeling technologies and real-world/hands-on science and engineering activities,
reaping several benefits. We use a technology whose overall advancements are funded by the
public’s appetite for video games. Game technologies synergize naturally with the various high-
tech initiatives needed to invigorate interest in STEM education and careers. Using digital media,
we gain a large development-to-deployment cost ratio benefit over traditional methods and there
are significant opportunities for leveraging costs and repurposing assets. Finally, a unique
sponsorship and development model may attract our quot;creative classquot; of developers as well as
investors.

Games are part of our social and cultural environment: children grow up playing video games and
continue the practice throughout college. Although the appeal of games is “fun,” there are deeper
elements that may provide a new tool for educators. For students who are experiential learners,
social and multi-taskers, games provide a fresh approach and motivation to their studies.
SimChallenge leverages this social phenomenon and lays the foundation to inspire, educate and
create the next generation of engineers, entrepreneurs, educators, innovators and scientists.




                                                8
SimC h a l l e n g e

Appendices

                                                                        10
A: Leveraging the Convergence of Video Game & Simulation Technologies
                                                                        11
B: SimChallenge Theme Descriptions
                                                                        12
C: SimChallenge Themes and Critical DoD STEM Domains Matrix
                                                                        13
D: SimChallenge Mini-Game Modular Architecture
                                                                        14
E: SimChallenge Web-based System
                                                                        15
F: SimChallenge Career Development Model
                                                                        16
G: SimChallenge Program Evaluation
                                                                        17
H: SimChallenge Consortium Organizational Model
                                                                        18
I: SimChallenge Consortium Members Working List
Appendix A
Leveraging the Convergence of Video Game & Simulation/Modeling Technologies




                                                 DOL
                    Department of Labor
                     $54 Billion Budget


                                          DHS
 Department of Homeland Security
        $41 Billion Budget

                                    NASA
       National Aeronautics &
       Space Administration
                                                                            SimChallenge
         $16 Billion Budget

                              NOAA
   National Oceanic &
                                                                                                     Entertainment Video
Atmospheric Administration
                                                                                                        Games Market
   $3.6 Billion Budget
                                   DOE                                          Serious                  $13 Billion
     Department of Energy                                                     Games Market
       $20 Billion Budget                                                      $50 Million

                                    NIH
    National Institute of Health
        $28 Billion Budget


                                           ACI
            American Competitiveness
                    Initiative
              $134 Billion Budget
                                                       DOD
                         Department of Defense
                          $500 Billion Budget




Understanding The Serious Games Market

Serious Games are video games that are intended to not only entertain users, but also have additional purposes such as
education and training. The fact that Serious Games are meant to be entertaining encourages re-use. Serious Games can be
of any genre. The potential of games to engage is often an important aspect of the choice to use games as a teaching tool.
While the largest users of Serious Games are the U.S. government and medical professionals, other commercial and educa-
tional sectors are beginning to investigate the benefits and are actively seeking their own development initiatives.

Long before the term quot;Serious Gamequot; came into wide use with the launch of the Serious Games Initiative in 2000 by the
Woodrow Wilson International Center for Scholars in Washington D.C., games were being developed for non-
entertainment purposes. The continued failure of the quot;edu-tainmentquot; space to prove profitable, plus the growing technical
sophistication of games to provide realistic settings and multi-player experiences led to a re-examination of the concept of
“video games for learning” in the late 1990s. During this time, a number of scholars began to examine the utility of video
games for other purposes, including early work by Henry Jenkins at MIT, and books such as Janet Murray's quot;Hamlet on the
Holodeck.quot; These works, among others, contributed to the growing interest in applying video games to new purposes.
(Adapted from Serious Games Wikipedia)

                                                             10
Appendix B
                      Our product development strategy is designed to support inter-agency and cross-industry cooperation by
SimChallenge          using a series of thematically linked adventure mini-games and their simulation tools. Federal agencies and
                      their related industry sectors can support the overall effort or support a theme that serves their specialized
Theme Descriptions
                      needs. Themes are designed to bring STEM learning and careers to life in an immersive and highly interac-
                      tive, team-based environment.


MOON, MARS & BEYOND Lead Humankind into Space.
                      The destination of humankind is space. If we are to survive and grow as a species we must explore beyond
                      the comfortable cradle of earth. You and your team of elite astronauts will lead NASA's new human and
                      robotic exploration efforts. On the moon you will search for water ice and set up a helium-3 extraction
                      system. On Mars you will explore for life while working with future nanotechnology-based space technolo-
                      gies. Beyond, you will mine asteroids and search Jupiter's moon, Europa, for life.


                      Unravel the Mysteries of Life.
HUMAN MACHINE
                      From the encoding of DNA to the complexity of cellular life, our bodies hold mysteries yet to be unraveled.
                      Research in biology, chemistry, physics and neuroscience contain unmistakable hints about how we can
                      cure almost any disease and fix any human deficiency. You and your team of advanced medical researchers
                      and biotechnology engineers will solve today's medical problems with tomorrow's biotechnology
                      advancements. You will use quot;miraclequot; drugs and treatments to eliminate cancer, diabetes, AIDS and
                      Alzheimer's. Only your accurate diagnosis, design and intervention will save your patients' lives.


                      Adventure into Unexplored Depths.
DEEP OCEAN QUEST
                      The ocean is a vast, expansive puzzle. An alien world where 95% of its depths remain unexplored. You are on
                      the verge of making the most stunning discovery in the history of humankind. You and your team of
                      scientists and engineers are specialists in neurology, marine biology, flight simulation, evolution, and deep-
                      sea geology. Together you setoff for the bottom of the ocean using robotic vehicles and advanced deep
                      ocean technologies. In your quest for answers, you encounter a host of fascinating and dangerous marine
                      animals and undersea phenomena.


                      Save the Human Race.
AMAZON RAINFOREST
                      As the tropical wilderness of the Amazon is destroyed previously unknown viruses that have lived
                      undetected for eons have entered the human population. Thought to originate from a remote jungle cave
                      festering with a lethal virus, the world faces a pandemic that threatens to wipe out the population. As the
                      death toll rises across America, you and your team must enter the Amazon and find the cure. You must
                      navigate through the dangers of poisonous species and the geography, acquiring insight into the ecosys-
                      tem, ecology and botany of the rainforest. Your goal is to uncover the elusive pharmacological substance
                      which can save the human race.


                      You are the Tip of the Spear.
U.S. MILITARY POWER
                      Our military laboratories have produced technologies that have made use the most powerful nation on
                      earth. As new superpowers arise and global balance teeters, future technologies will protect our interests.
                      You and your team of elite scientists and engineers operate under the cloak of DARPA—our most top secret
                      military laboratory. You will face missions that require the reverse engineering of Chinese subs, Russian
                      tanks as well as our own battleships. Your team will design future combat medical vehicles, armed robotic
                      vehicles, unmanned reconnaissance and surveillance aircraft, and other classified technologies. You will test
                      them in authentic, simulated theaters of war. The lives of our marines, soldiers, sailors and pilots depend on
                      your ingenuity.


                      Freedom has a Price.
DEFEND AMERICA
                      We face the most elusive and dangerous enemy yet: terrorism. Driven by ideology alien to our way of life,
                      terrorists threaten our cities and our families. Their array of weapons and tactics is evolving; and to fight
                      them we must out think them. You and your team work for the Department of Homeland Security's Science
                      and Technology Directorate. You will design, develop and explore advanced solutions across agricultural,
                      chemical, biological, nuclear and radiological, explosive and cyber terrorism to detect and prevent the
                      inevitable: the next attack.

                                                       11
Appendix C
SimChallenge Themes & Critical DoD STEM Domains Matrix

Each of our SimChallenge Themes is designed to cover numerous critical science and engineering domains, and in turn
cover a wide array of STEM learning subject matter. Each theme is a tapestry woven together with fascinating quot;science
fiction-likequot; storytelling, thematically linked adventure mini-games, simulation/modeling design, national STEM standards,
as well as learning and career development content (Appendix F).

     Aeronautical and Astronautical Engineering

                                     Biosciences

                           Chemical Engineering

                                     Chemistry

                               Clinical Medicine

                               Civil Engineering

      Cognitive, Neural, and Behavioral Sciences

         Computer and Computational Sciences

                         Ecology & Environment

                           Electrical Engineering

                                   Geosciences

                                    Immunology

               Materials Science and Engineering

                                   Mathematics

                         Mechanical Engineering

                                   Microbiology

                  Molecular Biology & Genetics

     Naval Architecture and Ocean Engineering

                               Nanotechnology
                                  Neuroscience
                                 Oceanography

                                  Pharmacology

                         Plant & Animal Science

                                         Physics

                     Space & Planetary Sciences
                                                         D




                                                                                          A




                                                                                                                                  E
                                                                    ER




                                                                                                                                 T
                                                                                                        T
                                                        N




                                                                                                                    IN




                                                                                                                               ES
                                                                                      IC




                                                                                                       ES
                                                                   W
                                                       O




                                                                                                                              R
                                                                                                   U
                                                                                      R
                                                     EY




                                                                                                                    H
                                                                 PO




                                                                                                                            FO
                                                                                                   Q
                                                                                  E




                                                                                                                C
                                                    B




                                                                                  M




                                                                                                                A




                                                                                                                          IN
                                                                RY




                                                                                               N
                                                   &




                                                                              A




                                                                                                            M
                                                                                              EA




                                                                                                                         A
                                          S




                                                               A
                                         R




                                                                                                                        R
                                                                              D
                                                             IT




                                                                                                            N
                                                                                          C
                                        A




                                                                                                                     N
                                                                          N
                                                           IL




                                                                                          O




                                                                                                        A
                                      ,M




                                                                                                                    O
                                                                     E
                                                          M




                                                                                                       M
                                                                                      P




                                                                                                                   Z
                                                                     F
                                     N




                                                                                  EE
                                                           .




                                                                                                   U




                                                                                                                  A
                                                                     E
                                                        .S
                                    O




                                                                                                                 M
                                                                 D




                                                                                                   H
                                                       U




                                                                                  D
                                   O




                                                                                                                A
                                  M




                                                                         12
Appendix D
SimChallenge Mini-Game Architecture




                                                                                     Real-World Simulation Tools
                                                                                            Adventure Mini-Game

                                                                                     Embedded Simulation Tools
                                                                                         Adventure Mini-Game




                              Mini-Game Challenge Types

                                          Middle School             High School                       Undergraduate
                              Career


                                               2                         3                                   4
       Complexity Levels       1

Challenge Team
                 Roboticist

           Astrophysicist

                 Geologist

          Medical Officer

       Electrical Engineer


                                                            SimChallenge Web-based System




Understanding The SimChallenge Mini-Game Architecture

The Mini-Game Modular Architecture is a career-driven, thematically linked, game framework comprised of discrete “mini-
games.” A Web-based System (Appendix E) acts as the gateway to each of the mini-games, linking them together through
each team's project-based learning quot;project space.quot;

Mini-games are self-contained, 3D interactive, adventure microworlds that offer a first person player experience. Each
design kit and its mini-game can be downloaded and played “on-demand” by students. The characteristics that define a
mini-game are the time it takes to play, complexity of game mechanics or rules of play; and complexity of dynamics or game
experience. Mini-games can be both single player and online multiplayer.

Mini-games are friendly to an iterative and episodic development approach. Each are linked to a SimChallenge Theme and
has its own back story and challenges (Appendix B). When mini-games are taken together, they form the Theme's overarch-
ing story, communicating a wide range of STEM related learning content and careers opportunities (Appendix F) across
numerous critical DoD STEM domains (Appendix C).



                                                            13
Appendix E
SimChallenge Web-based System




            Interface layer
                                        Project & Portfolio Management                                                                                                                                                                                              Mini-Games | Browsers | Simulation Tools

        User Control Layer
                                     Content Management                                                                                                                                                                                                                                                  Students | Teachers | Parents

 System Intelligence Layer
                                     Challenge System Engine (Inquiry Question Driven)                                                                                                                                                                                                                                               SCORM Standards

Modular Applications Layer
                              Project Based Learning System



                                                              Live Scientist Feed Reservation System


                                                                                                       Mini-Games Engine (s) API



                                                                                                                                   Social Network


                                                                                                                                                         Multimedia Asset, Tools & Best Practices Wiki



                                                                                                                                                                                                         Game-based Assessment Engine



                                                                                                                                                                                                                                        Online Competition Engine



                                                                                                                                                                                                                                                                     Career & Skill Exploration System



                                                                                                                                                                                                                                                                                                         Program Evaluation System




                                                                                                                                                                                                                                                                                                                                                                 Online Payment System
                                                                                                                                                                                                                                                                                                                                       National STEM Standards
Distributed Database Layer
                                  Learning Data Repository




Understanding The SimChallenge Web-based System

The central component of the Web-based system is the project-based learning interface. It offers student [team] project
and career portfolio management features while providing different levels of content management (authorship permis-
sions) for students, parents and teachers. Each SimChallenge is designed as an inquiry-driven adventure, and as such, a
student's performance assessment will be based on that learning paradigm and the applicable national science standards.
All data is SCORM compliant so that it may be sharable and reusable.

Each of the supporting applications provides key features accessed via the project-based learning interface. The Live Scien-
tist Feed offers a human link to real scientists for student/scientist audio video conversations. The Mini-Game Application
Programming Interface (API) allows for numerous game engines to run within the Mini-Game Modular Architecture
(Appendix D). A Social Network application provides student teams with the ability to link to other students who share
common interests. Each team has access to a library of assets, tools and best practices. When the Official SimChallenge
League hosts a national challenge the competition engine manages the quot;ladder,quot; allowing players to move through school,
city, state and national levels, winning prizes and gaining national acclaim as they go. As students and teachers use the
system, key program evaluation data is stored for real-time retrieval and periodic evaluations. While some SimChallenge
Kits may be freely available others may be purchased via the online payment system built into the interface.




                                                                                                                                                    14
Appendix F
SimChallenge Career Development Model




                                                  Experience Requirements

                                                           Training
                                                         Experience
                                                          Licensing

                     Worker Requirements                                         Occupation Requirements
                          Basic Skills                                          Generalized Work Activities
                    Cross-Functional Skills                                           Work Context
                     General Knowledge                                           Organizational Context
                          Education

                                                      DoD Critical Skills
                                                        STEM Career


                                                                                    Occupation Specific
                    Worker Characteristics
                                                                                 Occupational Knowledge,
                            Abilities                                                  Skills, Tasks
                  Interest and Worker Values                                     Armed Services Vocational
                         Worker Styles                                              Apptitude Battery

                                                 Occupational Characteristics

                                                  Labor Market Information
                                                    Occupational Outlook
                                                          Wages




Applying The SimChallenge Career Development Model

When playing a SimChallenge a student selects a role, which has the incumbent skills and associated career characteristics.
The student may continue to build that career across numerous SimChallenges. In effect, careers are a persistent part of the
student's portfolio. Achievement in each of the SimChallenges is stored in the Web-based System (Appendix D) providing
a logical framework for the pursuit of one or several of the critical STEM careers across the STEM domains (Appendix C).

The Career Development Model provides a framework that identifies the most important types of information about STEM
Careers and integrates them into a theoretically and empirically sound system. It embodies a view that reflects the charac-
ter of STEM careers. The Model allows career information to be applied across careers, sectors or industries, and within
careers.

The Model was derived from the work of the National O*NET Consortium. The Consortium was organized to develop the
Occupational Information Network and its related products for the U.S. Department of Labor, Employment and Training
Administration. The O*NET Consortium develops the database every state uses for its workforce development and career
information system efforts.



                                                              15
Appendix G
Framework for SimChallenge Program Evaluation
The SimChallenge Program Evaluation provides a crucial link between standards and accountability measures. Clearly,
knowing how effective the SimChallenge Program is, and for whom and under what conditions it is effective, represents a
valuable and irreplaceable source of information to decision makers, whether they are classroom teachers, parents, district
curriculum specialists, school boards, state adoption boards, curriculum writers and evaluators, or national policymakers.
The Evaluation Framework has three major components that will be examined as part of its ongoing evaluation: (1) the
program materials and design principles; (2) the quality, extent, and means of implementation; and (3) the quality, breadth,
type, and distribution of student learning outcomes over time.

                                                      Articulation of SimChallenge Theory

                               Program Components                                       Secondary Components
                                                                                            Systemic Factors
                               SimChallenge Content
                                                                                         Intervention Strategies
                                PBL Design Elements
                                                                                        Unanticipated Influences

                                                            Implementation Components
                                                                    Resources
                                                                    Processes
                                                               Contextual Influences



                                                               Student Outcomes
                                                               Multiple Assessments
                                                                 Usage Patterns
                                                                     Attitudes




                                                              Methodogical Choices(s)



                                                                    Comparative
                         Content
                                                                                                             Case Study
                                                                      Analysis
                         Analysis



                                                                                            Quasi-
                                             Experimental                                Experimental



                                                                  Critical Decisions




                                                             Comparative Analysis
                                                                                                                   Case Study
                                                                  Type of Design
                Content Analysis
                                                     Method for Compatibility Across Groups                    Define the Case
          Clarity & Comprehensiveness                                                                           Backed Claims
                                                           Appropriate Unit of Analysis
           Accuracy, Depth & Balance                                                                   Based upon Replicable Design
                                                     Document Implementation Components
      Engagement, Timeliness & Support for           Selection of Disaggregation of Outcome        Explicit Underlying Mechanism During
                     Diversity                                       Measures                                  Implementation
                                                                  Statistical Tests
                                                          Constraints to Generalizability



                                                                Prepared Reports
                                                        Ensured Evaluator Independence
                                                     Synthesis and Accumulation of Evidence


                                                                         16
Appendix H
                                                                                                                                                                                                                DoD
SimChallenge Consortium Organizational Model
                                                                                                                                                                                                University Partners

                                                                                                                                                                                                  Industry Partners


                                                                                                                                                                                                  Federal Partners




Leadership

             DoD Basic Research                                                ARDEC Management



                                                                                                                                                                                            Center Board

                                                                                 Center Director




                                                                                                                                                                        Industry Advisory Board

                                                                                Deputy Director


                                                                                                                                                                         Entertainmentl Board




                                                                                                                                                                                Academic Board

             Program Evaluator




Programs



                      SimChallenge Research                                                              SimChallenge Development                                                            SimChallenge Outreach




Projects
 Career Exploration




                       Program Evaluation




                                            Inquiry Assesment




                                                                Technologies




                                                                                                                                                   Curricular Content




                                                                                                                                                                          Official League




                                                                                                                                                                                                                  Conference
                                                                                     Platform | System




                                                                                                                                Simulation Tools




                                                                                                                                                                                                    Workshops
                                                                                                          Mini-Games & Assets




                                                                                                                           17
Appendix I
SimChallenge Consortium Members Working List
Consortium Members                          Celera Genomics                           Aborygen
                                            Genetech                                  Accelyrus
Academia                                    GE Medical                                Apple
                                            Guidant                                   COMSOL
Cornell University, High Performance        Johnson & Johnson                         Dell Computer Corporation
Computing Center                            Imclone                                   EMC
MIT                                         Medtronics                                Google
National Academies, GUIRR                   Millennium Pharmaceuticals                Hewlett-Packard
National Academies, CASEE                                                             IBM Corporation
                                            Education
Old Dominion University                                                               Intel
Southern Methodist University, Guildhall                                              Lenova
University of Wisconsin, Academic ADL       ACT                                       Mathematica
Universities Space Research Association     American Education Corporation            MathWorks
Virginia Modeling, Analysis, Simulation     CoSN                                      Microsoft
Center                                      Houghton Mifflin                          Oracle
                                            Bill & Melinda Gates Foundation           PTC
Government                                  Kauffman Foundation                       SIIA
                                            International Society for Technology in
                                                                                      Petroleum & Energy
Chicago Public Schools                      Education
City of Baltimore                           Leapfrog Enterprises Inc.
Department of Defense                       McGraw Hill Publishing                    American Petroleum Institute
Department of Education                     Pearson Education                         Amoco Production Company
Department of Energy                        RiverDeep Interactive Learning            Conoco Inc.
Department of Homeland Security             Scientific Learning Corporation           ExxonMobil
Department of Labor                         Thompson Publishing                       Pennzoil Exploration & Production
Hampton, VA School System                                                             Shell Western Inc.
                                            Entertainment
Maryland School System
                                                                                      Pharmaceutical
NASA Langley Research Center
National Institute of Health                Entertainment Arts
National Oceanic and Atmospheric Adminis-   Entertainment Software Association        Abbott Laboratories
tration                                     Game Developer’s Association              Bristol-Myers Squibb
New Mexico School System                    Lucas Arts                                GlaxoWellcome
                                            Midway                                    Merk & Co.
Industries & Key Players                    Microsoft Game Studio                     Novartis
                                            North America Simulation & Gaming         Smithkline Beecham
Aerospace & Defense                         Association
                                                                                      Telecommunications
                                            Serious Games Initiative
Ball Aerospace                              Vivendi Universal Games
Boeing                                                                                AT&T
                                            Environment
California Space Authority                                                            Cisco
Florida Space Authority                                                               JDS Uniphase
Lockheed Martin                             American Ecology Corporation              Nortel
National Institute of Aerospace             Aqua America Inc.                         Verizon
National Space Society                      California Water Service Co.              Cingular
Northrup Grumman                            Stericycle Inc.
Orbital Sciences                            Waste Connections Inc.
Raytheon                                    Waste Management Inc.
The Planetary Society
                                            Chemical
United Space Alliance
X Prize Foundation
                                            Dupont
Automotive & Transportation                 Dow Chemical

                                            Engineering
Daimler Chrysler
Ford Motor Company
General Motors                              ASCE
                                            Johnson Controls
Biotechnology & Medical Devices             Siemens

                                            Information Technology
Boston Scientific
                                                            18
SimC h a l l e n g e

                       20
Biblio graphy
BIBLIOGRAPHY

Augustine, N. Chair. Rising Above the Gathering Storm, Energizing and Employing America for
Brighter Economic Future. Committee on Prospering in the Global Economy of the 21st Century:
An Agenda for American Science and Technology. Committee on Science, Engineering, and
Public Policy. The National Academy of Sciences, The National Academy of Engineering, and
The Institute of Medicine of the National Academies. National Academies Press. Washington,
D.C. February 2006.

Aldridge, P. et al. Report of the President’s Commission on Implementation of United States
Space Exploration Policy, A Journey to Inspire, Innovate and Discover. United States. President’s
Commission on Implementation of United States Space Exploration Policy. Washington, D.C.
2004.

Beck, J. & Wade, M., Got Game, How the Gamer Generation is Reshaping Business Forever.
Harvard Business School Press. Boston, Massachusetts. 2004.

Bergeron, B., Developing Serious Games. Game Development Series, Thomson Delmar
Learning, Charles River Media. Hingham, Massachusetts. 2006.

Borghesani, T. & Heneghan, J. Fostering a Culture of Exploration, Using Advanced Game
Technologies to Inspire the Exploration of the Moon, Mars and Beyond. Presented to NASA
Education, NASA Exploration Systems, National Academies' Challenges and Opportunities in
Game-based Learning and released on Gamasutra.com for 2005 Serious Games Summit.
Washington D.C.: October, 2005.

Brodie Brazell, Kim, N., et al. Gaming: A Technology Forecast, Implications for Community and
Technical Colleges in the State of Texas. IC2 Institute, University of Texas at Austin. 2004

Castronova, E., Synthetic Worlds, The Business and Culture of Online Games. The University of
Chicago Press. Chicago. 2005

Center for Cultural Studies & Analysis. American Perception of Space Exploration, A Cultural
Analysis for Harmonic International and The National Aeronautics and Space Administration.
Washington, D.C.: April 2004.

Chang, R. Materials World Module Program, An NSF Inquiry-based Science and Technology
Education Program. http://www.materialsworldmodules.org. Department of Defense and National
Science Foundation Sponsors. Northwestern University. 2003.

Confrey, J. & Stohl V., Editors. On Evaluating Curricular Effectiveness: Judging the Quality of K-
12 Mathematics Evaluations. National Research Council, Committee for a Review of the
Evaluation Data on the Effectiveness of NSF-Supported and Commercially Generated
Mathematics Curriculum Materials, Mathematics Sciences Education Board, Center for
Education, Division of Behavioral and Social Sciences and Education. Washington D.C. 2004.




                                               20
Cannon-Bowers, J., Rademacher, R., Carbone, T. and Mayo, M. The Effectiveness of Massively
Multi-Player, Game-based Learning in Science Education. Successful Solicitation for National
Science Foundation Grant Award. 2005.

Davis, W. & Borghesani, T., Game Technology Applied to Education in NASA Strategic Roadmap
Focus Areas. NASA RFI White Paper Supporting NASA's Strategic Road Mapping Committees
for the Implementation of United States Space Exploration Policy, Washington, D.C. December
2004.

Editors of Entertainment Software Association. Sales, Demographics and Usage Data, Essential
Facts About the Computer and Video Game Industry. Washington, D.C. 2005.

Gee, J. High Score Education: Games, Not School, Are Teaching Kids to Think, WIRED
Magazine. November 2003.

Gee, J. What Video Games Have to Teach Us about Learning and Literacy. Palgrave. New York:
2003.

Gee, J. Why Video Games are Good for Your Soul. Common Ground. New York: 2005.

Gray, D., & Walters, G., Editors. Managing the Industry/University Cooperative Research Center:
A Guide for Directors and Other Stakeholders. Industry-University Cooperative Research Centers
(IUCRC), Program Evaluation Project, National Science Foundation Directorate for Engineering.
Washington, D.C. May 2006.

Hartas, L. The Art of Game Characters. Harper Design, An Imprint of HarperCollinsPublishers.
New York. 2005.

Laughlin, D. & Marchuk, N. A Guide to Computer Games in Education for NASA, A Mandate for
NASA to Leverage the Power and Popularity of Games to Inspire and Educate. NASA Office of
the Chief Education Officer, Technology and Products Office, Program Executive. NASA Goddard
Space Flight Center. November, 2005.

McGee, S. & Howard, B. Generalizing Activity Structures from High School to Middle School
Science. In S. McGee (Chair), Changing the Game: Activity Structures for Science Education
Reform. Symposium presented at the annual meeting of the American Educational Research
Association. Montreal, Canada: April, 1999.

MeGee, S. & Kirby J. The Learning Partnership, Haertel, G., DeBarger Haydel, A., SRI
International. Taking Students on a Journey to El Yunque: An Examination of Cognitive
Apprenticeship. Paper presented at the 2006 annual meeting of the American Educational
Research Association, San Francisco: 2006.

McGee, S. & Scott, L.A. Designers Should Provide Support by Fostering Multiple Abilities. In S.
McGee,        Virtual    Design        Center:    Designing     for    the    Next    Generation.
http://vdc.cet.edu/entries/multiabilities.htm. Center for Educational Technologies, Wheeling, WV:
2001.

National Science Foundation, Blue Ribbon Panel on Simulation-Based Engineering Science.
Revolutionizing Engineering Science Through Simulation. Washington D.C. February 2006.

Roco, M. & Bainbridge Sims, W. Converging Technologies for Improving Human Performance,
Nanotechnology, Biotechnology, Information Technology and Cognitive Science. National
Science Foundation & Department of Commerce-sponsored report. Arlington, Virginia. June
2002.




                                               21
Rogers, A. quot;The Challenger, Peter Diamandis, X Prize Foundation.quot; WIRED Magazine. June
2006: 163.

Rudolph, N. & Tulloch, M. Editors. Pharmaceutical/Biotechnology Research & Development
Alliances, An Industry Perspective. Industry Publication by AdvanceTech Monitor. Woburn,
Massachusetts. June 2001.

Sawyer, B. Serious Games, Improving Public Policy Through Game-based Learning &
Simulation. Foresight and Governance Project, Woodrow Wilson International Center for
Scholars. See Also Serious Games Wiki, http://en.wikipedia.org/wiki/Serious_game. 2002.

Seymour, E. & Hewitt, N.M., Talking About Leaving-Factors Contributing to High Attrition Rates
Among Science, Mathematics and Engineering Undergraduate Majors, Final Report to the Alfred
P. Sloan Foundation on an Ethnographic Inquiry at Seven Institutions, Bureau of Sociological
Research, University of Colorado: Boulder, April 1994.

Shin, N. & McGee, S. A Research Question Should Spark Students’ Ideas about the Answer. In
S. McGee (Ed.), Virtual Design Center: Designing for the Next Generation. Wheeling, WV:
Center      for   Educational      Technologies. Retrieved February    11,    2005   from
http://vdc.cet.edu/entries/prior.htm.

Squire K., Replaying History: Teaching Social Studies in Urban Classrooms with Civilization III.
Paper presented at the annual meeting of the American Educational Research Association,
Chicago, IL. April 2003.

Thompson, K., DoD STEM Education Activities. Northwestern University Materials World
Modules, Garrett College Presentation. DoD Office of the Director of Basic Research, STEM
Education and Workforce Development. Maryland. October 2005.

United States. Department of Homeland Security. Research & Technology, Homeland Security
Centers    of   Excellence.  http://www.dhs.gov/dhspublic/interapp/editorial/editorial_0498.xml.
Washington, D.C. 2004.

United States. Domestic Policy Council, Office of Science and Technology. American
Competitiveness Initiative, Leading the World in Innovation. February 2006.

United States. Cong.     House.     Committee on Science. Subcommitttee on Research.
Administration Outlines Coordinated K-12 Science, Math Education Effort. 109th Cong., 2nd
sess. Washington: March 30, 2006.

United States. Cong. House. Committee on Science. Subcommittee on Research. Research
Subcommittee Chairman Bob Inglis (R-SC) Introduces H-Prize Bill, Offering a Monetary Incentive
to Spur Transition to Hydrogen Economy. 109th Cong., 2nd sess. Washington: April 07, 2006.

United States. Cong. House. Committee on Science. Subcommittee on Research. U.S.
Leadership in Nanotech is Threatened, Witnesses Say, Presidential Advisor, Industry Leaders:
Strengthen, Improve National Nanotechnology Initiative. 109th Cong., 2nd sess. Washington:
June 29, 2006.

United States. Cong. House. Committee on Science. Subcommittee on Space. The NASA
Workforce: Does NASA Have the Right Strategy and Policies to Retain and Build the Workforce
It Will Need? 109th Cong., 2nd sess. Washington. June 13, 2006.

United States. National Science Foundation Directorate for Engineering. Industry/University
Cooperative Research Centers Compendium. http://www.nsf.gov/eng/iucrc/. Washington, D.C.
2004.


                                              22
Wardrip-Fruin, N. & Harrigan, P., Editors. First Person, New Media as Story, Performance, and
Game. The MIT Press. Cambridge, Massachusetts. 2004.

Zyda, M., Chair. Opportunities for Collaboration Between the Defense and Entertainment
Research Communities, Committee on Modeling and Simulation, Computer Science and
Telecommunications Board, Commission on Physical Sciences, Mathematics, and Applications,
National Research Council. Washington D.C.: 1997.

Zyda, M. From Visual Simulation to Virtual Reality to Games. Computer. IEEE Computer Society.
September 2005. 25-32.




                                             23

Más contenido relacionado

Similar a Simchallenge Whitepaper

21st Century Renaissance The STEM+ARTS Movement, STEMtech, Indianapolis, IN O...
21st Century Renaissance The STEM+ARTS Movement, STEMtech, Indianapolis, IN O...21st Century Renaissance The STEM+ARTS Movement, STEMtech, Indianapolis, IN O...
21st Century Renaissance The STEM+ARTS Movement, STEMtech, Indianapolis, IN O...Jim "Brodie" Brazell
 
2011, STEAM - STEM+ARTS - 21st Century Renaissance The STEM+ARTS Movement
2011, STEAM - STEM+ARTS - 21st Century Renaissance The STEM+ARTS Movement2011, STEAM - STEM+ARTS - 21st Century Renaissance The STEM+ARTS Movement
2011, STEAM - STEM+ARTS - 21st Century Renaissance The STEM+ARTS MovementJim "Brodie" Brazell
 
Forty Years of Crisis, Ten Years of Agile, Now What?
Forty Years of Crisis, Ten Years of Agile, Now What?Forty Years of Crisis, Ten Years of Agile, Now What?
Forty Years of Crisis, Ten Years of Agile, Now What?Morendil
 
Colombia 20140326 v1
Colombia 20140326 v1Colombia 20140326 v1
Colombia 20140326 v1ISSIP
 
American School Board Journal: Video Games in Education, Spring 2015
American School Board Journal: Video Games in Education, Spring 2015American School Board Journal: Video Games in Education, Spring 2015
American School Board Journal: Video Games in Education, Spring 2015Jim "Brodie" Brazell
 
SG 1000 - The World's ImagiNation
SG 1000 - The World's ImagiNationSG 1000 - The World's ImagiNation
SG 1000 - The World's ImagiNationsg1000win
 
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for ...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for ...US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for ...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for ...Jim "Brodie" Brazell
 
725CastigliaResumelinkedin
725CastigliaResumelinkedin725CastigliaResumelinkedin
725CastigliaResumelinkedinclilly
 
Jim Brazell, Today's Speaker, Speaker Packet
Jim Brazell, Today's Speaker, Speaker PacketJim Brazell, Today's Speaker, Speaker Packet
Jim Brazell, Today's Speaker, Speaker PacketJim "Brodie" Brazell
 
2018 IEEE WIE Presentation - Dr. Kimberly Scott
2018 IEEE WIE Presentation - Dr. Kimberly Scott2018 IEEE WIE Presentation - Dr. Kimberly Scott
2018 IEEE WIE Presentation - Dr. Kimberly ScottAstraea, Inc.
 
Ibm smarter planet strategy 20130524 v5
Ibm smarter planet strategy 20130524 v5Ibm smarter planet strategy 20130524 v5
Ibm smarter planet strategy 20130524 v5ISSIP
 
PE September 2015 Cover Playing Engineers
PE September 2015 Cover Playing EngineersPE September 2015 Cover Playing Engineers
PE September 2015 Cover Playing EngineersMatthew McLaughlin
 
Trustworthy Computational Science: A Multi-decade Perspective
Trustworthy Computational Science: A Multi-decade PerspectiveTrustworthy Computational Science: A Multi-decade Perspective
Trustworthy Computational Science: A Multi-decade PerspectiveVon Welch
 
IronHacks Live: Info session #3 - COVID-19 Data Science Challenge
IronHacks Live: Info session #3 - COVID-19 Data Science ChallengeIronHacks Live: Info session #3 - COVID-19 Data Science Challenge
IronHacks Live: Info session #3 - COVID-19 Data Science ChallengePurdue RCODI
 
Mobile Monday (October 2014) - Riding Global Tech Trends
Mobile Monday (October 2014) - Riding Global Tech TrendsMobile Monday (October 2014) - Riding Global Tech Trends
Mobile Monday (October 2014) - Riding Global Tech TrendsMobile Monday Yangon
 
Engaging Students In Stem Learning
Engaging Students In Stem LearningEngaging Students In Stem Learning
Engaging Students In Stem LearningLinda Nitsche
 
Towards Contested Collective Intelligence
Towards Contested Collective IntelligenceTowards Contested Collective Intelligence
Towards Contested Collective IntelligenceSimon Buckingham Shum
 
Sweden future of ai 20180921 v7
Sweden future of ai 20180921 v7Sweden future of ai 20180921 v7
Sweden future of ai 20180921 v7ISSIP
 
Engaging Students In Stem Learning
Engaging Students In Stem LearningEngaging Students In Stem Learning
Engaging Students In Stem LearningLinda Nitsche
 

Similar a Simchallenge Whitepaper (20)

21st Century Renaissance The STEM+ARTS Movement, STEMtech, Indianapolis, IN O...
21st Century Renaissance The STEM+ARTS Movement, STEMtech, Indianapolis, IN O...21st Century Renaissance The STEM+ARTS Movement, STEMtech, Indianapolis, IN O...
21st Century Renaissance The STEM+ARTS Movement, STEMtech, Indianapolis, IN O...
 
2011, STEAM - STEM+ARTS - 21st Century Renaissance The STEM+ARTS Movement
2011, STEAM - STEM+ARTS - 21st Century Renaissance The STEM+ARTS Movement2011, STEAM - STEM+ARTS - 21st Century Renaissance The STEM+ARTS Movement
2011, STEAM - STEM+ARTS - 21st Century Renaissance The STEM+ARTS Movement
 
Forty Years of Crisis, Ten Years of Agile, Now What?
Forty Years of Crisis, Ten Years of Agile, Now What?Forty Years of Crisis, Ten Years of Agile, Now What?
Forty Years of Crisis, Ten Years of Agile, Now What?
 
Colombia 20140326 v1
Colombia 20140326 v1Colombia 20140326 v1
Colombia 20140326 v1
 
American School Board Journal: Video Games in Education, Spring 2015
American School Board Journal: Video Games in Education, Spring 2015American School Board Journal: Video Games in Education, Spring 2015
American School Board Journal: Video Games in Education, Spring 2015
 
SG 1000 - The World's ImagiNation
SG 1000 - The World's ImagiNationSG 1000 - The World's ImagiNation
SG 1000 - The World's ImagiNation
 
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for ...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for ...US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for ...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for ...
 
725CastigliaResumelinkedin
725CastigliaResumelinkedin725CastigliaResumelinkedin
725CastigliaResumelinkedin
 
Jim Brazell, Today's Speaker, Speaker Packet
Jim Brazell, Today's Speaker, Speaker PacketJim Brazell, Today's Speaker, Speaker Packet
Jim Brazell, Today's Speaker, Speaker Packet
 
2018 IEEE WIE Presentation - Dr. Kimberly Scott
2018 IEEE WIE Presentation - Dr. Kimberly Scott2018 IEEE WIE Presentation - Dr. Kimberly Scott
2018 IEEE WIE Presentation - Dr. Kimberly Scott
 
Ibm smarter planet strategy 20130524 v5
Ibm smarter planet strategy 20130524 v5Ibm smarter planet strategy 20130524 v5
Ibm smarter planet strategy 20130524 v5
 
PE September 2015 Cover Playing Engineers
PE September 2015 Cover Playing EngineersPE September 2015 Cover Playing Engineers
PE September 2015 Cover Playing Engineers
 
Trustworthy Computational Science: A Multi-decade Perspective
Trustworthy Computational Science: A Multi-decade PerspectiveTrustworthy Computational Science: A Multi-decade Perspective
Trustworthy Computational Science: A Multi-decade Perspective
 
SHV 2016 Article
SHV 2016 ArticleSHV 2016 Article
SHV 2016 Article
 
IronHacks Live: Info session #3 - COVID-19 Data Science Challenge
IronHacks Live: Info session #3 - COVID-19 Data Science ChallengeIronHacks Live: Info session #3 - COVID-19 Data Science Challenge
IronHacks Live: Info session #3 - COVID-19 Data Science Challenge
 
Mobile Monday (October 2014) - Riding Global Tech Trends
Mobile Monday (October 2014) - Riding Global Tech TrendsMobile Monday (October 2014) - Riding Global Tech Trends
Mobile Monday (October 2014) - Riding Global Tech Trends
 
Engaging Students In Stem Learning
Engaging Students In Stem LearningEngaging Students In Stem Learning
Engaging Students In Stem Learning
 
Towards Contested Collective Intelligence
Towards Contested Collective IntelligenceTowards Contested Collective Intelligence
Towards Contested Collective Intelligence
 
Sweden future of ai 20180921 v7
Sweden future of ai 20180921 v7Sweden future of ai 20180921 v7
Sweden future of ai 20180921 v7
 
Engaging Students In Stem Learning
Engaging Students In Stem LearningEngaging Students In Stem Learning
Engaging Students In Stem Learning
 

Último

Oppenheimer Film Discussion for Philosophy and Film
Oppenheimer Film Discussion for Philosophy and FilmOppenheimer Film Discussion for Philosophy and Film
Oppenheimer Film Discussion for Philosophy and FilmStan Meyer
 
Student Profile Sample - We help schools to connect the data they have, with ...
Student Profile Sample - We help schools to connect the data they have, with ...Student Profile Sample - We help schools to connect the data they have, with ...
Student Profile Sample - We help schools to connect the data they have, with ...Seán Kennedy
 
Congestive Cardiac Failure..presentation
Congestive Cardiac Failure..presentationCongestive Cardiac Failure..presentation
Congestive Cardiac Failure..presentationdeepaannamalai16
 
4.11.24 Mass Incarceration and the New Jim Crow.pptx
4.11.24 Mass Incarceration and the New Jim Crow.pptx4.11.24 Mass Incarceration and the New Jim Crow.pptx
4.11.24 Mass Incarceration and the New Jim Crow.pptxmary850239
 
ICS2208 Lecture6 Notes for SL spaces.pdf
ICS2208 Lecture6 Notes for SL spaces.pdfICS2208 Lecture6 Notes for SL spaces.pdf
ICS2208 Lecture6 Notes for SL spaces.pdfVanessa Camilleri
 
Visit to a blind student's school🧑‍🦯🧑‍🦯(community medicine)
Visit to a blind student's school🧑‍🦯🧑‍🦯(community medicine)Visit to a blind student's school🧑‍🦯🧑‍🦯(community medicine)
Visit to a blind student's school🧑‍🦯🧑‍🦯(community medicine)lakshayb543
 
Using Grammatical Signals Suitable to Patterns of Idea Development
Using Grammatical Signals Suitable to Patterns of Idea DevelopmentUsing Grammatical Signals Suitable to Patterns of Idea Development
Using Grammatical Signals Suitable to Patterns of Idea Developmentchesterberbo7
 
DIFFERENT BASKETRY IN THE PHILIPPINES PPT.pptx
DIFFERENT BASKETRY IN THE PHILIPPINES PPT.pptxDIFFERENT BASKETRY IN THE PHILIPPINES PPT.pptx
DIFFERENT BASKETRY IN THE PHILIPPINES PPT.pptxMichelleTuguinay1
 
How to Make a Duplicate of Your Odoo 17 Database
How to Make a Duplicate of Your Odoo 17 DatabaseHow to Make a Duplicate of Your Odoo 17 Database
How to Make a Duplicate of Your Odoo 17 DatabaseCeline George
 
Decoding the Tweet _ Practical Criticism in the Age of Hashtag.pptx
Decoding the Tweet _ Practical Criticism in the Age of Hashtag.pptxDecoding the Tweet _ Practical Criticism in the Age of Hashtag.pptx
Decoding the Tweet _ Practical Criticism in the Age of Hashtag.pptxDhatriParmar
 
Concurrency Control in Database Management system
Concurrency Control in Database Management systemConcurrency Control in Database Management system
Concurrency Control in Database Management systemChristalin Nelson
 
4.16.24 21st Century Movements for Black Lives.pptx
4.16.24 21st Century Movements for Black Lives.pptx4.16.24 21st Century Movements for Black Lives.pptx
4.16.24 21st Century Movements for Black Lives.pptxmary850239
 
Transaction Management in Database Management System
Transaction Management in Database Management SystemTransaction Management in Database Management System
Transaction Management in Database Management SystemChristalin Nelson
 
Narcotic and Non Narcotic Analgesic..pdf
Narcotic and Non Narcotic Analgesic..pdfNarcotic and Non Narcotic Analgesic..pdf
Narcotic and Non Narcotic Analgesic..pdfPrerana Jadhav
 
Grade 9 Quarter 4 Dll Grade 9 Quarter 4 DLL.pdf
Grade 9 Quarter 4 Dll Grade 9 Quarter 4 DLL.pdfGrade 9 Quarter 4 Dll Grade 9 Quarter 4 DLL.pdf
Grade 9 Quarter 4 Dll Grade 9 Quarter 4 DLL.pdfJemuel Francisco
 
MS4 level being good citizen -imperative- (1) (1).pdf
MS4 level   being good citizen -imperative- (1) (1).pdfMS4 level   being good citizen -imperative- (1) (1).pdf
MS4 level being good citizen -imperative- (1) (1).pdfMr Bounab Samir
 
Q-Factor HISPOL Quiz-6th April 2024, Quiz Club NITW
Q-Factor HISPOL Quiz-6th April 2024, Quiz Club NITWQ-Factor HISPOL Quiz-6th April 2024, Quiz Club NITW
Q-Factor HISPOL Quiz-6th April 2024, Quiz Club NITWQuiz Club NITW
 
Textual Evidence in Reading and Writing of SHS
Textual Evidence in Reading and Writing of SHSTextual Evidence in Reading and Writing of SHS
Textual Evidence in Reading and Writing of SHSMae Pangan
 
Scientific Writing :Research Discourse
Scientific  Writing :Research  DiscourseScientific  Writing :Research  Discourse
Scientific Writing :Research DiscourseAnita GoswamiGiri
 

Último (20)

Oppenheimer Film Discussion for Philosophy and Film
Oppenheimer Film Discussion for Philosophy and FilmOppenheimer Film Discussion for Philosophy and Film
Oppenheimer Film Discussion for Philosophy and Film
 
Student Profile Sample - We help schools to connect the data they have, with ...
Student Profile Sample - We help schools to connect the data they have, with ...Student Profile Sample - We help schools to connect the data they have, with ...
Student Profile Sample - We help schools to connect the data they have, with ...
 
Congestive Cardiac Failure..presentation
Congestive Cardiac Failure..presentationCongestive Cardiac Failure..presentation
Congestive Cardiac Failure..presentation
 
4.11.24 Mass Incarceration and the New Jim Crow.pptx
4.11.24 Mass Incarceration and the New Jim Crow.pptx4.11.24 Mass Incarceration and the New Jim Crow.pptx
4.11.24 Mass Incarceration and the New Jim Crow.pptx
 
ICS2208 Lecture6 Notes for SL spaces.pdf
ICS2208 Lecture6 Notes for SL spaces.pdfICS2208 Lecture6 Notes for SL spaces.pdf
ICS2208 Lecture6 Notes for SL spaces.pdf
 
Visit to a blind student's school🧑‍🦯🧑‍🦯(community medicine)
Visit to a blind student's school🧑‍🦯🧑‍🦯(community medicine)Visit to a blind student's school🧑‍🦯🧑‍🦯(community medicine)
Visit to a blind student's school🧑‍🦯🧑‍🦯(community medicine)
 
Using Grammatical Signals Suitable to Patterns of Idea Development
Using Grammatical Signals Suitable to Patterns of Idea DevelopmentUsing Grammatical Signals Suitable to Patterns of Idea Development
Using Grammatical Signals Suitable to Patterns of Idea Development
 
DIFFERENT BASKETRY IN THE PHILIPPINES PPT.pptx
DIFFERENT BASKETRY IN THE PHILIPPINES PPT.pptxDIFFERENT BASKETRY IN THE PHILIPPINES PPT.pptx
DIFFERENT BASKETRY IN THE PHILIPPINES PPT.pptx
 
How to Make a Duplicate of Your Odoo 17 Database
How to Make a Duplicate of Your Odoo 17 DatabaseHow to Make a Duplicate of Your Odoo 17 Database
How to Make a Duplicate of Your Odoo 17 Database
 
Decoding the Tweet _ Practical Criticism in the Age of Hashtag.pptx
Decoding the Tweet _ Practical Criticism in the Age of Hashtag.pptxDecoding the Tweet _ Practical Criticism in the Age of Hashtag.pptx
Decoding the Tweet _ Practical Criticism in the Age of Hashtag.pptx
 
Concurrency Control in Database Management system
Concurrency Control in Database Management systemConcurrency Control in Database Management system
Concurrency Control in Database Management system
 
4.16.24 21st Century Movements for Black Lives.pptx
4.16.24 21st Century Movements for Black Lives.pptx4.16.24 21st Century Movements for Black Lives.pptx
4.16.24 21st Century Movements for Black Lives.pptx
 
Transaction Management in Database Management System
Transaction Management in Database Management SystemTransaction Management in Database Management System
Transaction Management in Database Management System
 
Narcotic and Non Narcotic Analgesic..pdf
Narcotic and Non Narcotic Analgesic..pdfNarcotic and Non Narcotic Analgesic..pdf
Narcotic and Non Narcotic Analgesic..pdf
 
Grade 9 Quarter 4 Dll Grade 9 Quarter 4 DLL.pdf
Grade 9 Quarter 4 Dll Grade 9 Quarter 4 DLL.pdfGrade 9 Quarter 4 Dll Grade 9 Quarter 4 DLL.pdf
Grade 9 Quarter 4 Dll Grade 9 Quarter 4 DLL.pdf
 
MS4 level being good citizen -imperative- (1) (1).pdf
MS4 level   being good citizen -imperative- (1) (1).pdfMS4 level   being good citizen -imperative- (1) (1).pdf
MS4 level being good citizen -imperative- (1) (1).pdf
 
INCLUSIVE EDUCATION PRACTICES FOR TEACHERS AND TRAINERS.pptx
INCLUSIVE EDUCATION PRACTICES FOR TEACHERS AND TRAINERS.pptxINCLUSIVE EDUCATION PRACTICES FOR TEACHERS AND TRAINERS.pptx
INCLUSIVE EDUCATION PRACTICES FOR TEACHERS AND TRAINERS.pptx
 
Q-Factor HISPOL Quiz-6th April 2024, Quiz Club NITW
Q-Factor HISPOL Quiz-6th April 2024, Quiz Club NITWQ-Factor HISPOL Quiz-6th April 2024, Quiz Club NITW
Q-Factor HISPOL Quiz-6th April 2024, Quiz Club NITW
 
Textual Evidence in Reading and Writing of SHS
Textual Evidence in Reading and Writing of SHSTextual Evidence in Reading and Writing of SHS
Textual Evidence in Reading and Writing of SHS
 
Scientific Writing :Research Discourse
Scientific  Writing :Research  DiscourseScientific  Writing :Research  Discourse
Scientific Writing :Research Discourse
 

Simchallenge Whitepaper

  • 1. Exploration Unknown Adventure White Paper Creating Digital Design Challenges SimChallenge TM Design. Build. Explore.
  • 2. SimChallenge Design. Build. Explore. Acknowledgments While I crafted this work from the perspective of the Department of Defense, I wanted to create a solution that had broad appeal to a consortia of interests. I was very fortunate to have been able to draw upon leading minds across a number of disci- plines and agencies. The result is a synthesis of insights and conversations with educators, gamers, students, engineers, scientists and politicians. I am deeply grateful to William H. Davis, founder of America's Army Future Applications, engineer, artist, space exploration enthusiast, and twenty- three year veteran of DoD simulations. Bill was the intellectual bridge between the worlds of modeling and simulation and video games. His guidance was invaluable. To Dr. Shelley Canright for being an incredible leader during my tenure at the NASA Sponsored Classroom of the Future. As one of NASA's leading minds in education, Shelley afforded me the opportunity to work on NASA's education mission, participate in NASA's Centen- nial Challenge Workshop and understand how NASA creates research consortia. As Director of the National Academies Government-University- Industry Research Roundtable, Dr. Merrilea Mayo's SOLAR SAIL VESSEL candor and forthright appraisals of ideas shaped the direction of my work. I am forever indebted for the opportunity of a lifetime. I presented a science and engineering game idea to an esteemed audi- ence at the National Academies. Until Sharon Welch of NASA Langley's Innovation Institute enlightened me, the phrase quot;simulation-based educationquot; was unknown. Thanks for some great conversations regarding gaming and including me in the Hamp- ton Serious Games Group. To Keith Thompson for helping me understand the science, technology, engineering and mathematics (STEM) education needs of the DoD. Prior to his presentation, I saw STEM education as the domain of the science agen- cies, not realizing the vastness of the DoD labora- tory system. To Joseph Saulter and Nichol Bradford for helping me understand the power of diversity and how investments in our at-risk youth generate returns for all of us.
  • 3. SimChallenge Design. Build. Explore. Summar y Our nation faces a critical challenge: we must grow the ranks of scientists and engineers to remain at the international forefront of scientific discovery. This white paper sets forth the concept of using digital design challenges to advance science, tech- nology, engineering and mathematics (STEM) education. Today, scientific challenges are ushering in a new era of innovation. SimChallenge is the educational version of DARPA's Grand Challenge, NASA's Centennial Challenge, X Prize and other national challenges. Transforming STEM education requires us to integrate systems, tools and practices to create a new educational experience. By combining the competitive advantage of video game, simulation and modeling technologies with the magic of entertainment, digital design chal- lenges offer students the platform to work on team-based, cutting-edge engineering and scien- tific projects. SimChallenge is a learning system that couples the use of real-world engineering tools, such as Pro/Engineer and Matlab, with a novel Mini-Game Architecture. Using these tools, students design and build engineered solutions. Then they quot;playquot; with their creations. Each themati- SOLAR SAIL VESSEL cally linked Mini-Game is a unique, synthetic quot;prov- ingquot; ground: a small laboratory where students can take risks and explore possible outcomes. Imagine countless challenges being built across various entertainment themes that embrace the realism of authentic science as well as the fantasy of science fiction. Entertainment themes include Moon, Mars & Beyond, Deep Ocean Quest, Human Machine, Amazon Rainforest, U.S Military Power and Defend America. While working on a challenge, students quot;becomequot; astrophysicists, biomedical engineers, nanotechnologists, etc. In essence, the quot;professionsquot; become models for education (Shaffer 2004). quot;Authentic Professionalismquot; is our cornerstone concept, which underpins all chal- lenge activities (Gee 2006). Ultimately, it is our goal to create a new breed of scientist and engineer for the nation.
  • 4. SimC h a l l e n g e Contents 1 Objective 1 Situation 2 Opportunity 4 Solution 4 | Business Model 5 | Underlying Magic 6 | Marketing & Distribution 7 | Financing Strategy 7 | Growth Strategy Conclusion 8 Appendices 10 A: Leveraging the Convergence of Simulation and Video Game Technologies 11 B: SimChallenge Theme Descriptions 12 C: SimChallenge Themes and Critical DoD Sciences and Engineering Matrix 13 D: SimChallenge Mini-Game Modular Architecture 14 E: SimChallenge Web-based System 15 G: SimChallenge Career Development Model 16 F: SimChallenge Program Evaluation 17 H: SimChallenge Consortium Organizational Model 18 I: SimChallenge Consortium Members Working List 20 Bibliography Author Todd J. Borghesani, Esq. Copyright © 2006 by Todd J. Borghesani All rights reserved, including the right of reproduction in whole or in part in any form. SimChallenge is a trademark of Todd J. Borghesani. September 30, 2006
  • 5. SimChallenge OBJECTIVE We seek to advance the learning and career development of science, technology, engineering and mathematics domains (STEM) using a vanguard educational solution that combines real- world simulation tools with video game technologies. Specifically, our purpose is to create digital design challenges where students design and build models and simulations and then quot;playquot; and quot;competequot; with their creations in thematically linked, adventure mini-games. Our short-term goals include the development of a prototype based on the theme of space exploration as well as the analysis of the technical and business framework. Our growth and product development strategies embrace a consortium approach, which is open to other agencies, industry and universities with the DoD as the coordinating agency. SITUATION The bedrock of America’s competitiveness is a well-educated and skilled workforce. America's economic strength and global leadership depend in large measure upon our Nation’s ability to generate and harness the latest in scientific and technological developments and to apply these developments to real world applications. Increasingly, worldwide socioeconomic trends and educational developments will challenge the preeminence of the United States in science, technology and engineering; and challenge its economic strength. Because other nations also recognize the importance of a highly skilled workforce for sustained economic growth, there is fierce international competition. The pace of change and international competition is exemplified by the rise of China and how it now challenges America and the world as the next superpower. China today is visible everywhere: in the news, in the economic pressures battering America, in the workplace, and in every trip to the store. China has more speakers of English as a second language than America has native English speakers. It has more than 300 biotech firms. There are 186 MBA programs in China. General Motors expects the Chinese automobile market to be bigger than the U.S. market by 2025. Some 74 million Chinese families can now afford to buy cars. What could happen when China will be able to manufacture nearly everything—computers, cars, jumbo jets, and pharmaceuticals—that the United States and Europe can, at perhaps half the cost? The rapid upward spiral of student achievement in foreign countries—like China—only exacerbates our downward spiral in domestic STEM achievement. In the United States approximately 50% of prospective engineers are “weeded out” in large lecture courses their very first year in college. The work of Seymour and Hewett shows that this “weeding out” is not on the basis of ability (GPAs of those who stay and leave the discipline are the same), but on the basis of student’s willingness to “put up with” the unpalatable pedagogical experience of those first year lecture classes. Hence, students are leaving because they are not engaged in the content. We 1
  • 6. are losing the international STEM workforce battle because we are failing to inspire, educate and lead our greatest strategic asset: our Nation's youth. U.S. industries and our federal agencies with science agendas are suffering, and the DoD is no exception. The attrition in DoD labs alone is estimated at 13,000 science and engineering departures within the next 10 years. The number of quot;clearablequot; students pursuing defense-related quot;critical skillsquot; degrees is small and declining. Yet, the projected U.S. demand for scientists and engineers will be up 10% by 2010. Across the DoD, there are approximately 200,000 workers engaged in science and engineering jobs. This represents 45% of the total DoD workforce, but in some disciplines it is as high as 80% of total employment. Today, 40% of those individuals are eligible for retirement. In a 1999-2002 NSF study on government employed scientists and engineers (across all agencies and their major occupational groups) the DoD employed over 43% of the total scientists and engineers. Out of all the federal agencies, the DoD has the most to lose through attrition of future science workers during college coupled with aging of current employees. To meet these coming scientific and technological challenges, STEM education will require transformation from elementary school through post-graduate training. Convergence of previously separate scientific disciplines and fields of engineering cannot take place without the emergence of a new workforce that understands multiple fields in depth and can intelligently integrate them. We must implement new multidisciplinary programs and organizations that leverage advanced learning technologies–simulation and video game technologies–to provide rigorous, multifaceted STEM education. Simulation tools are, in effect, the quot;calculatorsquot; of next-generation engineers and scientists. The use of simulation-based engineering and science must become a discipline, an engineering tool, and a life-long learning endeavor. At the end of the 20th Century we witnessed the convergence of natural and physical sciences. This convergence of scientific domains refers to the synergistic combination of four major provinces of science and technology, each of which is currently progressing at a rapid rate: nanoscience and nanotechnology; biotechnology and biomedicine, including genetic engineering; information technology, including advanced computing; and cognitive science. To succeed as scientists and engineers of the next generation, students must acquire substantial depth in computational and applied mathematics, as well as in their specific engineering or scientific disciplines. Graduate students, moreover, must be able to build foundations that allow them to access quantum and molecular science; statistical and continuum mechanics; biological science and chemistry; applied and computational mathematics; computer science and scientific computing; and imaging, geometry, and visualization. However, as of today, sophisticated simulation tools have not been introduced into STEM education in an engaging and systematic manner. Moreover, traditional science teaching at the undergraduate level continues to focus on rote learning instruction and is firmly limited to its own disciplinary domain. Future scientists will need to understand more than their first discipline (like their first language) and be able to use interdisciplinary inquiry and discourse to understand complex systems, communicate these ideas to their peers, and deduce testable hypotheses. We not only must grow the ranks of scientists and engineers to remain at the international forefront of scientific discovery, we must create a new breed of scientist and engineer. OPPORTUNITY Further emphasizing the need for STEM education transformation, the President has proposed doubling over the next 10 years the budgets of key science agencies, including NSF, as part of his new American Competitiveness Initiative (ACI). Supporting the ACI, on March 10, 2006, top 2
  • 7. officials from the National Science Foundation (NSF), National Aeronautics and Space Administration (NASA), National Oceanic and Atmospheric Administration (NOAA), and the Department of Energy (DoE) outlined their efforts in testimony before the House Science Committee. This historic hearing marked the first time each of the science education agencies appeared together before Congress. These key science agencies have formed the Academic Competitiveness Council to foster inter-agency cooperation. It is now recognized that inter- agency cooperation is necessary to catalyze this critical educational transformation. We are at a unique place in history where we have the advanced learning technologies to support quot;convergentquot; or multidisciplinary STEM education. As an advanced learning technology, it is video game technologies that offer the most promise for reaching, engaging and instructing our future scientists and engineers; our convergent thinkers. Video games are the prevalent and expanding means of entertainment for young people. There is little doubt that in the last thirty years, video games have become one of the most pervasive forms of entertainment, both in the Unites States and throughout the world. One in every four American households owned a Sony Playstation by 2000. Moreover, early games such as Pokemon, Pac-Man and The Mario Brothers have evolved as cultural phenomena. And more recent games, such as Halo 2, made over $120 million on their first day of release, exceeding major motion pictures' first day sales. For this reason, educators have begun to take seriously the notion that video games have the potential to reach and engage unprecedented numbers of learners, particularly with the advent of the Internet. The convergence of education and gaming technologies represents an evolution of learning. Games teach by encouraging competition, experimentation, exploration, and innovation. Moreover, Squire and Jenkins argue that games contain rules that constrain action, force players to make choices and experience the consequences of those actions, and can be an effective vehicle to encourage learners to form hypotheses and then test them against actual outcomes in the simulated world. Video games foster critical thinking by requiring players to solve problems. In addition, games that involve multiple players have the potential to foster communities, where knowledge is constructed and shared among members. In team-based video games learning efficiency is measurably improved. Games also typically include natural provisions for clear goals, challenge and feedback, all features that are typically associated with effective instructional design. Interestingly, there is a strong connection between video game technologies and simulation tools, which have a natural technical synergy. Today, the serious games market–the use of game technologies for purposes beyond pure entertainment–is the locus of this convergence (See Appendix A). As such, because of their incredibly high appeal to our youth, video games offer the bridge between simulation and modeling tools, and their use to advance STEM education and simulation-based engineering and science. The combination of these technologies provides a rich, new and scalable educational environment in which students from middle school through undergraduate can collaborate on interdisciplinary engineering and science teams. While these advanced learning technologies exist, how may we deploy them in a team-based educational setting? Nothing inspires teamwork like a great challenge. From cars and math to faster genome sequencing, more fuel-efficient automobiles and a new lunar lander, today challenges are sparking creativity. For instance, the $10M privately funded X-Prize went to Burt Rutan, the designer of the first practical suborbital tourist spacecraft. When Peter Diamandis awarded the $10 Million Ansari X Prize to the SpaceShipOne crew in 2004, he did more than build excitement about private space travel. He reignited one of the most potent tools for fostering innovation and philanthropy: the challenge. Now, a variety of privately sponsored national engineering and scientific challenges with sizeable cash prizes are in the offing. DARPA's Grand Challenge sponsored DoD to build an autonomous vehicle that can cross • 130 miles of desert. Stanford University, the winner, was awarded $2 million. Centennial Challenges sponsored by NASA to create better space technologies, from • 3
  • 8. vehicles to space gloves. Each prize offers $250,000. Grand Challenges in Global Health sponsored by the Bill & Melinda Gates Foundation for • new research in medicine $436.6 million. Millennium Prize Problems sponsored by the Clay Mathematics Institute for solving math • problems such as the Reimann hypothesis. Each prize is $1 million. Methuselah Mouse Prize sponsored by Methuselah Foundation for new technologies for anti- • aging. Each prize is $3 million. America's Space Prize sponsored by Robert Bigelow for a five-person Reusable Rocket that • can orbit earth and dock with a Space Station. The prize is $50 million. House Bill HR 5143, H-Prize Act of 2006, for technological breakthroughs to transition to a • hydrogen economy. The prize scales up to $100 million. eCybermission sponsored by U.S Army is a web-based science, math and technology • competition for 6th, 7th, 8th and 9th grade teams. $3000 EE Savings Bonds are awarded for regional 1st and 2nd place winners. These challenges were created to inspire innovation across science and engineering. Yet, there are only limited science and engineering education challenges, and none of them leverage simulation, modeling and video game technologies to scale into a national phenomenon. While other worthy efforts are taking place, they are addressing too few people and are not strategically integrated across the critical engineering and science disciplines. Now is the time to create a solution that facilitates this unprecedented federal cooperation while systematically addressing the crisis-level shortfall of American student achievement in STEM education. SOLUTION The DoD is the ideal steward to advance a national STEM education and workforce development Challenge effort because national defense needs touch on all areas of STEM education. Moreover, the growing shortfall in our national science and engineering talent pool directly affects our defense capabilities. Additionally, the DoD is our foremost pioneer in the use of simulation/modeling tools and video game technologies. As such, the DoD is well suited to face this national threat and lead a federal multi-agency (National Academies, NSF, NASA, NIH, DoE and NOAA) approach for advanced STEM education and career development. Using quot;SimChallengequot; as the unifying concept, we seek to establish a technical, political and funding framework for the systematic inclusion of simulation tools and video game technologies into the DoD STEM education and workforce development Initiatives. The term of art quot;SimChallengequot; emphasizes the STEM basis for this educational endeavor, its link to simulation- based engineering and science, and acts as the quot;brandquot; for the effort. Having prioritized STEM education initiatives, the Department of Defense (DoD), through the Director of Defense Research and Engineering (DDR&E), may offer a series of digital design challenges as a way to begin addressing the STEM education problem on a national scale. Business Model As noted above, there is ample precedence for the use of the quot;challenge business model,quot; which couples prize incentives with defined objectives to inspire people to find solutions to difficult problems. To achieve the SimChallenge Business Model we synergize two successful solutions being offered for DoD STEM education and DoD U.S Army outreach, education and training. First, we leverage and expand on the quot;physical design kitquot; challenge model of the DoD Materials World Modules (MWM) Program by creating a quot;digital design kit.quot; Second, we combine this digital 4
  • 9. design kit with key game design aspects of the U.S. Army's wildly successful quot;America's Army, The Official Army Game.quot; The Materials World Module Program addresses the question: How can we as educators provide the skills–in science, math, and technology–that our students need to understand the materials they use and the impact materials have on society? Modules for biodegradable materials, biosensors, ceramics, composites, infrastructure materials, materials and environment, material design, polymers, smart sensors, and sports materials supplement existing high school curriculum, fostering inquiry skills as students cooperatively design, implement, and evaluate creative solutions to real-world design challenges. The modules have been field-tested by thousands of Middle and High School students. MWM is designed to meet the goals and standards of the National Council of Teachers of Mathematics, American Association for the Advancement of Science Project 2061, and the National Research Council. The DoD is deploying MWM to all Middle and High Schools in Maryland during Fall 2006 and New Mexico will follow the subsequent year. The America's Army game offers the conceptual model for our development. Using thematically linked content the game places the player in a multi-player military context of quot;being a Soldier.quot; The America's Army Game quot;Platformquot; has placed the Army recruiting program in the enviable position of a direct beneficiary of technology advances created by the demand for video game entertainment. Over the last four years, it has become the hub for a community of interest in the U.S Army. As one of the four or five most popular online PC action games in the world, America's Army has drawn a very loyal following and player base that has doubled each year. Currently, there are over 6 million registered users who assume various roles and receive education on military careers. Each SimChallenge is designed to conjoin content, careers and context using a variety of quot;themes.quot; SimChallenge uniquely combines the use of real world simulation and modeling tools— such as Pro/Engineer and Matlab—with thematically linked adventure quot;mini-games.quot; With themes focused on Space Exploration, Life Sciences, Earth Sciences, Homeland Security and the U.S. Military we can create a set of thematically linked educational challenges that cover all the DoD Critical STEM Domains (See Appendices B & C). Additionally, these themes offer other federal agencies, institutions and corporations wishing to take part in the DoD SimChallenge effort a focused way to address their STEM education agendas, while working within our organizational and community framework. Underlying Magic A SimChallenge consists of two major components: thematically linked adventure mini-game(s) and their related simulation and modeling tools. Each SimChallenge is, at its core, played as a team-based game requiring team members to select a role and solve the engineering and/or scientific objectives associated with that role. This combination of roles and engineering and/or scientific objectives offers extensive re-playability. Each interdisciplinary team of students design and build their ideas using real-world simulation tools such as PTC's Pro/Engineer and Mathwork's Matlab. Teams complete a series of hands-on, inquiry-based activities. Then they bring their creations to life in a game-based environment: the adventure mini-game. Students simulate the work of scientists (through activities that foster inquiry) and engineers (through activities that emphasize design). The cornerstone of the experience is the thematically linked adventure mini-game. It is this part that offers the key differentiator from other design challenges and creates the brand loyalty that will be necessary to achieve widespread adoption and a measurable difference in STEM education achievement. Imagine mini-games with digital adventure environments that are visually 5
  • 10. rich and highly interactive, where students must use their engineered creations to unravel the mysteries and puzzles of scientific phenomena. Similar to the physical proving grounds used by NASA or the test tracks of Daimler Chrysler these adventure mini-games offer environments modeled after our solar system, the human body, the Amazon's rainforest, deep ocean, and amazing military hardware in theaters of war. The collection of SimChallenges runs on a modular mini-game architecture (See Appendices D & E). Team members log into their project space to use the SimChallenge quot;Kitquot; assets. Assets are simulation tools, mini-game(s), authentic scientific data, engineered models, sample software code, texture maps, wikipedia, etc. The project space is designed as a cross between a project based learning interface and the U.S. Army's America's Army Community website. It offers a browser-based, digital place where teams collaboratively work through the engineering design process, recording their work in journals, and getting advice from an industry coach as well as their science teacher. Applying MySpace-like functionality, students create their social network, linking to other teams/individuals of interest, sharing ideas and designs. Using a project based learning approach embodied in an engineering design process each SimChallenge quot;themequot; offers authentic scientific and engineering problems across numerous scientific and engineering domains. SimChallenges act as inspirational tools designed to attract interest in specific science and engineering careers–segueing student interest into simulation and real-world learning adventures (See Appendix F). Additionally, they offer scalable, design-based, curriculum-mapped content. In Middle School, simulation design tools are embedded in the mini-game itself. Students design, build, and quot;play to learnquot; science and engineering in adventures mapped to the above-mentioned themes. In High School, SimChallenges couple the use of real-world simulation tools with the adventure mini-game. Student teams solve quot;authenticquot; science and engineering problems (e.g. students build key parts of the Mars Reconnaissance Orbiter). Scaling the complexity of the SimChallenge further, undergraduates work on digital design challenges to create new knowledge (e.g. design a real Mars space suit) and test the design in a mini-game with more complex game mechanics, physics, etc. As SimChallenges scale up through higher education the educational scaffolding is increasingly removed. Through solid program evaluation we can understand how to continually evolve the effort (See Appendix G). Marketing & Distribution The objective of a brand awareness and marketing strategy is to provide the least friction towards large-scale adoption for at-home and in-classroom use. SimChallenges may be marketed three ways. Schools can use them as standalone quot;kitsquot; either as a substitute for, or adjunct to, lecture- based instruction. Students can use them at home, in a similar fashion to when we of past generations used to build and play with plastic and balsa wood models. Then there is the quot;Official SimChallenge Leaguequot; where a school fields a student team to compete at school, city, state and national levels for cash and prizes. The League is modeled after popular video gaming leagues, such as the Global Gaming League. Each SimChallenge can be promoted similar to video games, where pre-released visual designs and imaginative writing (trailers) builds the excitement for the upcoming kit. Back stories for a SimChallenge are crafted to set the stage for a unique and exciting adventure into the unknown. The back story may be created using a comic book-like interface and acts like an quot;episodequot; within the overarching Theme, giving context to the use of the tools and adventure mini-game. The back story is accessible to everyone via the Web. To foster a national SimChallenge Community we will host the SimChallenge Conference. The conference will focus on using video game technologies, simulation and modeling tools for the advancement of STEM education and workforce development. Professional Development 6
  • 11. workshops will be offered for teachers. Students will be spotlighted as our next generation scientists and publicly rewarded. There will be onsite corporate-sponsored (e.g. WIRED, X Prize and Lockheed Martin) SimChallenges for middle school, high school and undergraduates. These are time-delimited challenges, similar to tournament chess. Additionally, the conference will act as a national forum for the research-based advancement of SimChallenges. The SimChallenge Conference may be a conference within the growing family of Serious Games conferences such as the Games for Health, Games for Social Change, Serious Games Australia, Japan and the Serious Games Europe Conferences. Distribution of SimChallenges may be achieved through the same online channels as video games. We can achieve a high level of awareness through the constituencies of educational, engineering and scientific associations to reach a target audience of parents, students, teachers, and school district administrators. Parent and teacher workshops can be conducted in key cities across the United States serving as outreach and professional development. Financing Strategy Initially, we seek to develop a DoD Program Objective Memorandum (POM) wedge. The POM will establish the core funding for this endeavor. We will use the POM for specific developments in Materials Science, synergizing with Material World Modules and other DoD-identified critical education/technology areas. Additionally, we will use these funds to develop the formal organizational and technical structure for the effort. Moreover, this funding will provide the impetus for coordinated, official and accepted developments for specific statewide educational simulation and game-based learning programs. Finally, SimChallenge funding will demonstrate to other agencies DoD’s commitment to STEM education and workforce development. To make the effort sustainable, we envision a more extensive funding strategy that leverages the DoD investment with funding from other government agencies, educational institutions, scientific and engineering establishments, academia and numerous industry partners. With development costs of each SimChallenge ranging from an estimated 50K to 250K, additional funding may be acquired from other federal sources and corporate sponsorships. Additionally, with the incorporation of commercial properties some SimChallenges may be sold. The licensing of assets to private developers may generate revenue, as well. Increasingly, the effort achieves economies of scale by reusing and repurposing digital assets, sharing technology licenses (e.g. game engine licensing), and co-marketing. Growth Strategy Using an interplay of cross-sector partnerships, we envision developing the SimChallenge Consortium with the DoD as a key player and coordinating force (See Appendix H). The DoD is the only federal agency that has the mission, funding and long-term commitment to address STEM education and workforce development in a comprehensive manner, nationwide. Founders of this initiative may be DoD, NASA, the National Academies (GUIRR & CASEE) and PTC. Consortium members would come from government, industry and academia. The Consortium is designed to manage the ongoing development of SimChallenges, conduct industry and government liaison work, sponsor academic research and program evaluation, and host SimChallenge Conferences. The founding members, key agencies and organizations are listed in Appendix I. The Consortium is the owner of the SimChallenge suite of intellectual properties. Central to these properties will be the SimChallenge model, built around game technology, simulation/modeling tools and real-world activities. A comprehensive IP strategy is necessary because we do not seek 7
  • 12. to tie ourselves to a single game or simulation technology. We will rely on appropriate technologies and leverage each of their strengths to achieve the necessary learning outcomes, game aesthetics and mechanics. We envision granting rights to participating private developers for the repurposing of licensed assets in non-competing commercial ventures or for commercial quot;tie-inquot; efforts. Regarding the latter, in cases where the DoD may elect to leverage the imprimatur of a popular commercial game, DoD rights will be more limited and will have to be negotiated individually. CONCLUSION There is a general perception that now is the time for a coordinated effort involving government, industry and academia to advance video game and simulation/modeling technologies for learning. By applying resources to video game technologies, we achieve a gateway into simulation/modeling technologies and real-world/hands-on science and engineering activities, reaping several benefits. We use a technology whose overall advancements are funded by the public’s appetite for video games. Game technologies synergize naturally with the various high- tech initiatives needed to invigorate interest in STEM education and careers. Using digital media, we gain a large development-to-deployment cost ratio benefit over traditional methods and there are significant opportunities for leveraging costs and repurposing assets. Finally, a unique sponsorship and development model may attract our quot;creative classquot; of developers as well as investors. Games are part of our social and cultural environment: children grow up playing video games and continue the practice throughout college. Although the appeal of games is “fun,” there are deeper elements that may provide a new tool for educators. For students who are experiential learners, social and multi-taskers, games provide a fresh approach and motivation to their studies. SimChallenge leverages this social phenomenon and lays the foundation to inspire, educate and create the next generation of engineers, entrepreneurs, educators, innovators and scientists. 8
  • 13. SimC h a l l e n g e Appendices 10 A: Leveraging the Convergence of Video Game & Simulation Technologies 11 B: SimChallenge Theme Descriptions 12 C: SimChallenge Themes and Critical DoD STEM Domains Matrix 13 D: SimChallenge Mini-Game Modular Architecture 14 E: SimChallenge Web-based System 15 F: SimChallenge Career Development Model 16 G: SimChallenge Program Evaluation 17 H: SimChallenge Consortium Organizational Model 18 I: SimChallenge Consortium Members Working List
  • 14. Appendix A Leveraging the Convergence of Video Game & Simulation/Modeling Technologies DOL Department of Labor $54 Billion Budget DHS Department of Homeland Security $41 Billion Budget NASA National Aeronautics & Space Administration SimChallenge $16 Billion Budget NOAA National Oceanic & Entertainment Video Atmospheric Administration Games Market $3.6 Billion Budget DOE Serious $13 Billion Department of Energy Games Market $20 Billion Budget $50 Million NIH National Institute of Health $28 Billion Budget ACI American Competitiveness Initiative $134 Billion Budget DOD Department of Defense $500 Billion Budget Understanding The Serious Games Market Serious Games are video games that are intended to not only entertain users, but also have additional purposes such as education and training. The fact that Serious Games are meant to be entertaining encourages re-use. Serious Games can be of any genre. The potential of games to engage is often an important aspect of the choice to use games as a teaching tool. While the largest users of Serious Games are the U.S. government and medical professionals, other commercial and educa- tional sectors are beginning to investigate the benefits and are actively seeking their own development initiatives. Long before the term quot;Serious Gamequot; came into wide use with the launch of the Serious Games Initiative in 2000 by the Woodrow Wilson International Center for Scholars in Washington D.C., games were being developed for non- entertainment purposes. The continued failure of the quot;edu-tainmentquot; space to prove profitable, plus the growing technical sophistication of games to provide realistic settings and multi-player experiences led to a re-examination of the concept of “video games for learning” in the late 1990s. During this time, a number of scholars began to examine the utility of video games for other purposes, including early work by Henry Jenkins at MIT, and books such as Janet Murray's quot;Hamlet on the Holodeck.quot; These works, among others, contributed to the growing interest in applying video games to new purposes. (Adapted from Serious Games Wikipedia) 10
  • 15. Appendix B Our product development strategy is designed to support inter-agency and cross-industry cooperation by SimChallenge using a series of thematically linked adventure mini-games and their simulation tools. Federal agencies and their related industry sectors can support the overall effort or support a theme that serves their specialized Theme Descriptions needs. Themes are designed to bring STEM learning and careers to life in an immersive and highly interac- tive, team-based environment. MOON, MARS & BEYOND Lead Humankind into Space. The destination of humankind is space. If we are to survive and grow as a species we must explore beyond the comfortable cradle of earth. You and your team of elite astronauts will lead NASA's new human and robotic exploration efforts. On the moon you will search for water ice and set up a helium-3 extraction system. On Mars you will explore for life while working with future nanotechnology-based space technolo- gies. Beyond, you will mine asteroids and search Jupiter's moon, Europa, for life. Unravel the Mysteries of Life. HUMAN MACHINE From the encoding of DNA to the complexity of cellular life, our bodies hold mysteries yet to be unraveled. Research in biology, chemistry, physics and neuroscience contain unmistakable hints about how we can cure almost any disease and fix any human deficiency. You and your team of advanced medical researchers and biotechnology engineers will solve today's medical problems with tomorrow's biotechnology advancements. You will use quot;miraclequot; drugs and treatments to eliminate cancer, diabetes, AIDS and Alzheimer's. Only your accurate diagnosis, design and intervention will save your patients' lives. Adventure into Unexplored Depths. DEEP OCEAN QUEST The ocean is a vast, expansive puzzle. An alien world where 95% of its depths remain unexplored. You are on the verge of making the most stunning discovery in the history of humankind. You and your team of scientists and engineers are specialists in neurology, marine biology, flight simulation, evolution, and deep- sea geology. Together you setoff for the bottom of the ocean using robotic vehicles and advanced deep ocean technologies. In your quest for answers, you encounter a host of fascinating and dangerous marine animals and undersea phenomena. Save the Human Race. AMAZON RAINFOREST As the tropical wilderness of the Amazon is destroyed previously unknown viruses that have lived undetected for eons have entered the human population. Thought to originate from a remote jungle cave festering with a lethal virus, the world faces a pandemic that threatens to wipe out the population. As the death toll rises across America, you and your team must enter the Amazon and find the cure. You must navigate through the dangers of poisonous species and the geography, acquiring insight into the ecosys- tem, ecology and botany of the rainforest. Your goal is to uncover the elusive pharmacological substance which can save the human race. You are the Tip of the Spear. U.S. MILITARY POWER Our military laboratories have produced technologies that have made use the most powerful nation on earth. As new superpowers arise and global balance teeters, future technologies will protect our interests. You and your team of elite scientists and engineers operate under the cloak of DARPA—our most top secret military laboratory. You will face missions that require the reverse engineering of Chinese subs, Russian tanks as well as our own battleships. Your team will design future combat medical vehicles, armed robotic vehicles, unmanned reconnaissance and surveillance aircraft, and other classified technologies. You will test them in authentic, simulated theaters of war. The lives of our marines, soldiers, sailors and pilots depend on your ingenuity. Freedom has a Price. DEFEND AMERICA We face the most elusive and dangerous enemy yet: terrorism. Driven by ideology alien to our way of life, terrorists threaten our cities and our families. Their array of weapons and tactics is evolving; and to fight them we must out think them. You and your team work for the Department of Homeland Security's Science and Technology Directorate. You will design, develop and explore advanced solutions across agricultural, chemical, biological, nuclear and radiological, explosive and cyber terrorism to detect and prevent the inevitable: the next attack. 11
  • 16. Appendix C SimChallenge Themes & Critical DoD STEM Domains Matrix Each of our SimChallenge Themes is designed to cover numerous critical science and engineering domains, and in turn cover a wide array of STEM learning subject matter. Each theme is a tapestry woven together with fascinating quot;science fiction-likequot; storytelling, thematically linked adventure mini-games, simulation/modeling design, national STEM standards, as well as learning and career development content (Appendix F). Aeronautical and Astronautical Engineering Biosciences Chemical Engineering Chemistry Clinical Medicine Civil Engineering Cognitive, Neural, and Behavioral Sciences Computer and Computational Sciences Ecology & Environment Electrical Engineering Geosciences Immunology Materials Science and Engineering Mathematics Mechanical Engineering Microbiology Molecular Biology & Genetics Naval Architecture and Ocean Engineering Nanotechnology Neuroscience Oceanography Pharmacology Plant & Animal Science Physics Space & Planetary Sciences D A E ER T T N IN ES IC ES W O R U R EY H PO FO Q E C B M A IN RY N & A M EA A S A R R D IT N C A N N IL O A ,M O E M M P Z F N EE . U A E .S O M D H U D O A M 12
  • 17. Appendix D SimChallenge Mini-Game Architecture Real-World Simulation Tools Adventure Mini-Game Embedded Simulation Tools Adventure Mini-Game Mini-Game Challenge Types Middle School High School Undergraduate Career 2 3 4 Complexity Levels 1 Challenge Team Roboticist Astrophysicist Geologist Medical Officer Electrical Engineer SimChallenge Web-based System Understanding The SimChallenge Mini-Game Architecture The Mini-Game Modular Architecture is a career-driven, thematically linked, game framework comprised of discrete “mini- games.” A Web-based System (Appendix E) acts as the gateway to each of the mini-games, linking them together through each team's project-based learning quot;project space.quot; Mini-games are self-contained, 3D interactive, adventure microworlds that offer a first person player experience. Each design kit and its mini-game can be downloaded and played “on-demand” by students. The characteristics that define a mini-game are the time it takes to play, complexity of game mechanics or rules of play; and complexity of dynamics or game experience. Mini-games can be both single player and online multiplayer. Mini-games are friendly to an iterative and episodic development approach. Each are linked to a SimChallenge Theme and has its own back story and challenges (Appendix B). When mini-games are taken together, they form the Theme's overarch- ing story, communicating a wide range of STEM related learning content and careers opportunities (Appendix F) across numerous critical DoD STEM domains (Appendix C). 13
  • 18. Appendix E SimChallenge Web-based System Interface layer Project & Portfolio Management Mini-Games | Browsers | Simulation Tools User Control Layer Content Management Students | Teachers | Parents System Intelligence Layer Challenge System Engine (Inquiry Question Driven) SCORM Standards Modular Applications Layer Project Based Learning System Live Scientist Feed Reservation System Mini-Games Engine (s) API Social Network Multimedia Asset, Tools & Best Practices Wiki Game-based Assessment Engine Online Competition Engine Career & Skill Exploration System Program Evaluation System Online Payment System National STEM Standards Distributed Database Layer Learning Data Repository Understanding The SimChallenge Web-based System The central component of the Web-based system is the project-based learning interface. It offers student [team] project and career portfolio management features while providing different levels of content management (authorship permis- sions) for students, parents and teachers. Each SimChallenge is designed as an inquiry-driven adventure, and as such, a student's performance assessment will be based on that learning paradigm and the applicable national science standards. All data is SCORM compliant so that it may be sharable and reusable. Each of the supporting applications provides key features accessed via the project-based learning interface. The Live Scien- tist Feed offers a human link to real scientists for student/scientist audio video conversations. The Mini-Game Application Programming Interface (API) allows for numerous game engines to run within the Mini-Game Modular Architecture (Appendix D). A Social Network application provides student teams with the ability to link to other students who share common interests. Each team has access to a library of assets, tools and best practices. When the Official SimChallenge League hosts a national challenge the competition engine manages the quot;ladder,quot; allowing players to move through school, city, state and national levels, winning prizes and gaining national acclaim as they go. As students and teachers use the system, key program evaluation data is stored for real-time retrieval and periodic evaluations. While some SimChallenge Kits may be freely available others may be purchased via the online payment system built into the interface. 14
  • 19. Appendix F SimChallenge Career Development Model Experience Requirements Training Experience Licensing Worker Requirements Occupation Requirements Basic Skills Generalized Work Activities Cross-Functional Skills Work Context General Knowledge Organizational Context Education DoD Critical Skills STEM Career Occupation Specific Worker Characteristics Occupational Knowledge, Abilities Skills, Tasks Interest and Worker Values Armed Services Vocational Worker Styles Apptitude Battery Occupational Characteristics Labor Market Information Occupational Outlook Wages Applying The SimChallenge Career Development Model When playing a SimChallenge a student selects a role, which has the incumbent skills and associated career characteristics. The student may continue to build that career across numerous SimChallenges. In effect, careers are a persistent part of the student's portfolio. Achievement in each of the SimChallenges is stored in the Web-based System (Appendix D) providing a logical framework for the pursuit of one or several of the critical STEM careers across the STEM domains (Appendix C). The Career Development Model provides a framework that identifies the most important types of information about STEM Careers and integrates them into a theoretically and empirically sound system. It embodies a view that reflects the charac- ter of STEM careers. The Model allows career information to be applied across careers, sectors or industries, and within careers. The Model was derived from the work of the National O*NET Consortium. The Consortium was organized to develop the Occupational Information Network and its related products for the U.S. Department of Labor, Employment and Training Administration. The O*NET Consortium develops the database every state uses for its workforce development and career information system efforts. 15
  • 20. Appendix G Framework for SimChallenge Program Evaluation The SimChallenge Program Evaluation provides a crucial link between standards and accountability measures. Clearly, knowing how effective the SimChallenge Program is, and for whom and under what conditions it is effective, represents a valuable and irreplaceable source of information to decision makers, whether they are classroom teachers, parents, district curriculum specialists, school boards, state adoption boards, curriculum writers and evaluators, or national policymakers. The Evaluation Framework has three major components that will be examined as part of its ongoing evaluation: (1) the program materials and design principles; (2) the quality, extent, and means of implementation; and (3) the quality, breadth, type, and distribution of student learning outcomes over time. Articulation of SimChallenge Theory Program Components Secondary Components Systemic Factors SimChallenge Content Intervention Strategies PBL Design Elements Unanticipated Influences Implementation Components Resources Processes Contextual Influences Student Outcomes Multiple Assessments Usage Patterns Attitudes Methodogical Choices(s) Comparative Content Case Study Analysis Analysis Quasi- Experimental Experimental Critical Decisions Comparative Analysis Case Study Type of Design Content Analysis Method for Compatibility Across Groups Define the Case Clarity & Comprehensiveness Backed Claims Appropriate Unit of Analysis Accuracy, Depth & Balance Based upon Replicable Design Document Implementation Components Engagement, Timeliness & Support for Selection of Disaggregation of Outcome Explicit Underlying Mechanism During Diversity Measures Implementation Statistical Tests Constraints to Generalizability Prepared Reports Ensured Evaluator Independence Synthesis and Accumulation of Evidence 16
  • 21. Appendix H DoD SimChallenge Consortium Organizational Model University Partners Industry Partners Federal Partners Leadership DoD Basic Research ARDEC Management Center Board Center Director Industry Advisory Board Deputy Director Entertainmentl Board Academic Board Program Evaluator Programs SimChallenge Research SimChallenge Development SimChallenge Outreach Projects Career Exploration Program Evaluation Inquiry Assesment Technologies Curricular Content Official League Conference Platform | System Simulation Tools Workshops Mini-Games & Assets 17
  • 22. Appendix I SimChallenge Consortium Members Working List Consortium Members Celera Genomics Aborygen Genetech Accelyrus Academia GE Medical Apple Guidant COMSOL Cornell University, High Performance Johnson & Johnson Dell Computer Corporation Computing Center Imclone EMC MIT Medtronics Google National Academies, GUIRR Millennium Pharmaceuticals Hewlett-Packard National Academies, CASEE IBM Corporation Education Old Dominion University Intel Southern Methodist University, Guildhall Lenova University of Wisconsin, Academic ADL ACT Mathematica Universities Space Research Association American Education Corporation MathWorks Virginia Modeling, Analysis, Simulation CoSN Microsoft Center Houghton Mifflin Oracle Bill & Melinda Gates Foundation PTC Government Kauffman Foundation SIIA International Society for Technology in Petroleum & Energy Chicago Public Schools Education City of Baltimore Leapfrog Enterprises Inc. Department of Defense McGraw Hill Publishing American Petroleum Institute Department of Education Pearson Education Amoco Production Company Department of Energy RiverDeep Interactive Learning Conoco Inc. Department of Homeland Security Scientific Learning Corporation ExxonMobil Department of Labor Thompson Publishing Pennzoil Exploration & Production Hampton, VA School System Shell Western Inc. Entertainment Maryland School System Pharmaceutical NASA Langley Research Center National Institute of Health Entertainment Arts National Oceanic and Atmospheric Adminis- Entertainment Software Association Abbott Laboratories tration Game Developer’s Association Bristol-Myers Squibb New Mexico School System Lucas Arts GlaxoWellcome Midway Merk & Co. Industries & Key Players Microsoft Game Studio Novartis North America Simulation & Gaming Smithkline Beecham Aerospace & Defense Association Telecommunications Serious Games Initiative Ball Aerospace Vivendi Universal Games Boeing AT&T Environment California Space Authority Cisco Florida Space Authority JDS Uniphase Lockheed Martin American Ecology Corporation Nortel National Institute of Aerospace Aqua America Inc. Verizon National Space Society California Water Service Co. Cingular Northrup Grumman Stericycle Inc. Orbital Sciences Waste Connections Inc. Raytheon Waste Management Inc. The Planetary Society Chemical United Space Alliance X Prize Foundation Dupont Automotive & Transportation Dow Chemical Engineering Daimler Chrysler Ford Motor Company General Motors ASCE Johnson Controls Biotechnology & Medical Devices Siemens Information Technology Boston Scientific 18
  • 23. SimC h a l l e n g e 20 Biblio graphy
  • 24. BIBLIOGRAPHY Augustine, N. Chair. Rising Above the Gathering Storm, Energizing and Employing America for Brighter Economic Future. Committee on Prospering in the Global Economy of the 21st Century: An Agenda for American Science and Technology. Committee on Science, Engineering, and Public Policy. The National Academy of Sciences, The National Academy of Engineering, and The Institute of Medicine of the National Academies. National Academies Press. Washington, D.C. February 2006. Aldridge, P. et al. Report of the President’s Commission on Implementation of United States Space Exploration Policy, A Journey to Inspire, Innovate and Discover. United States. President’s Commission on Implementation of United States Space Exploration Policy. Washington, D.C. 2004. Beck, J. & Wade, M., Got Game, How the Gamer Generation is Reshaping Business Forever. Harvard Business School Press. Boston, Massachusetts. 2004. Bergeron, B., Developing Serious Games. Game Development Series, Thomson Delmar Learning, Charles River Media. Hingham, Massachusetts. 2006. Borghesani, T. & Heneghan, J. Fostering a Culture of Exploration, Using Advanced Game Technologies to Inspire the Exploration of the Moon, Mars and Beyond. Presented to NASA Education, NASA Exploration Systems, National Academies' Challenges and Opportunities in Game-based Learning and released on Gamasutra.com for 2005 Serious Games Summit. Washington D.C.: October, 2005. Brodie Brazell, Kim, N., et al. Gaming: A Technology Forecast, Implications for Community and Technical Colleges in the State of Texas. IC2 Institute, University of Texas at Austin. 2004 Castronova, E., Synthetic Worlds, The Business and Culture of Online Games. The University of Chicago Press. Chicago. 2005 Center for Cultural Studies & Analysis. American Perception of Space Exploration, A Cultural Analysis for Harmonic International and The National Aeronautics and Space Administration. Washington, D.C.: April 2004. Chang, R. Materials World Module Program, An NSF Inquiry-based Science and Technology Education Program. http://www.materialsworldmodules.org. Department of Defense and National Science Foundation Sponsors. Northwestern University. 2003. Confrey, J. & Stohl V., Editors. On Evaluating Curricular Effectiveness: Judging the Quality of K- 12 Mathematics Evaluations. National Research Council, Committee for a Review of the Evaluation Data on the Effectiveness of NSF-Supported and Commercially Generated Mathematics Curriculum Materials, Mathematics Sciences Education Board, Center for Education, Division of Behavioral and Social Sciences and Education. Washington D.C. 2004. 20
  • 25. Cannon-Bowers, J., Rademacher, R., Carbone, T. and Mayo, M. The Effectiveness of Massively Multi-Player, Game-based Learning in Science Education. Successful Solicitation for National Science Foundation Grant Award. 2005. Davis, W. & Borghesani, T., Game Technology Applied to Education in NASA Strategic Roadmap Focus Areas. NASA RFI White Paper Supporting NASA's Strategic Road Mapping Committees for the Implementation of United States Space Exploration Policy, Washington, D.C. December 2004. Editors of Entertainment Software Association. Sales, Demographics and Usage Data, Essential Facts About the Computer and Video Game Industry. Washington, D.C. 2005. Gee, J. High Score Education: Games, Not School, Are Teaching Kids to Think, WIRED Magazine. November 2003. Gee, J. What Video Games Have to Teach Us about Learning and Literacy. Palgrave. New York: 2003. Gee, J. Why Video Games are Good for Your Soul. Common Ground. New York: 2005. Gray, D., & Walters, G., Editors. Managing the Industry/University Cooperative Research Center: A Guide for Directors and Other Stakeholders. Industry-University Cooperative Research Centers (IUCRC), Program Evaluation Project, National Science Foundation Directorate for Engineering. Washington, D.C. May 2006. Hartas, L. The Art of Game Characters. Harper Design, An Imprint of HarperCollinsPublishers. New York. 2005. Laughlin, D. & Marchuk, N. A Guide to Computer Games in Education for NASA, A Mandate for NASA to Leverage the Power and Popularity of Games to Inspire and Educate. NASA Office of the Chief Education Officer, Technology and Products Office, Program Executive. NASA Goddard Space Flight Center. November, 2005. McGee, S. & Howard, B. Generalizing Activity Structures from High School to Middle School Science. In S. McGee (Chair), Changing the Game: Activity Structures for Science Education Reform. Symposium presented at the annual meeting of the American Educational Research Association. Montreal, Canada: April, 1999. MeGee, S. & Kirby J. The Learning Partnership, Haertel, G., DeBarger Haydel, A., SRI International. Taking Students on a Journey to El Yunque: An Examination of Cognitive Apprenticeship. Paper presented at the 2006 annual meeting of the American Educational Research Association, San Francisco: 2006. McGee, S. & Scott, L.A. Designers Should Provide Support by Fostering Multiple Abilities. In S. McGee, Virtual Design Center: Designing for the Next Generation. http://vdc.cet.edu/entries/multiabilities.htm. Center for Educational Technologies, Wheeling, WV: 2001. National Science Foundation, Blue Ribbon Panel on Simulation-Based Engineering Science. Revolutionizing Engineering Science Through Simulation. Washington D.C. February 2006. Roco, M. & Bainbridge Sims, W. Converging Technologies for Improving Human Performance, Nanotechnology, Biotechnology, Information Technology and Cognitive Science. National Science Foundation & Department of Commerce-sponsored report. Arlington, Virginia. June 2002. 21
  • 26. Rogers, A. quot;The Challenger, Peter Diamandis, X Prize Foundation.quot; WIRED Magazine. June 2006: 163. Rudolph, N. & Tulloch, M. Editors. Pharmaceutical/Biotechnology Research & Development Alliances, An Industry Perspective. Industry Publication by AdvanceTech Monitor. Woburn, Massachusetts. June 2001. Sawyer, B. Serious Games, Improving Public Policy Through Game-based Learning & Simulation. Foresight and Governance Project, Woodrow Wilson International Center for Scholars. See Also Serious Games Wiki, http://en.wikipedia.org/wiki/Serious_game. 2002. Seymour, E. & Hewitt, N.M., Talking About Leaving-Factors Contributing to High Attrition Rates Among Science, Mathematics and Engineering Undergraduate Majors, Final Report to the Alfred P. Sloan Foundation on an Ethnographic Inquiry at Seven Institutions, Bureau of Sociological Research, University of Colorado: Boulder, April 1994. Shin, N. & McGee, S. A Research Question Should Spark Students’ Ideas about the Answer. In S. McGee (Ed.), Virtual Design Center: Designing for the Next Generation. Wheeling, WV: Center for Educational Technologies. Retrieved February 11, 2005 from http://vdc.cet.edu/entries/prior.htm. Squire K., Replaying History: Teaching Social Studies in Urban Classrooms with Civilization III. Paper presented at the annual meeting of the American Educational Research Association, Chicago, IL. April 2003. Thompson, K., DoD STEM Education Activities. Northwestern University Materials World Modules, Garrett College Presentation. DoD Office of the Director of Basic Research, STEM Education and Workforce Development. Maryland. October 2005. United States. Department of Homeland Security. Research & Technology, Homeland Security Centers of Excellence. http://www.dhs.gov/dhspublic/interapp/editorial/editorial_0498.xml. Washington, D.C. 2004. United States. Domestic Policy Council, Office of Science and Technology. American Competitiveness Initiative, Leading the World in Innovation. February 2006. United States. Cong. House. Committee on Science. Subcommitttee on Research. Administration Outlines Coordinated K-12 Science, Math Education Effort. 109th Cong., 2nd sess. Washington: March 30, 2006. United States. Cong. House. Committee on Science. Subcommittee on Research. Research Subcommittee Chairman Bob Inglis (R-SC) Introduces H-Prize Bill, Offering a Monetary Incentive to Spur Transition to Hydrogen Economy. 109th Cong., 2nd sess. Washington: April 07, 2006. United States. Cong. House. Committee on Science. Subcommittee on Research. U.S. Leadership in Nanotech is Threatened, Witnesses Say, Presidential Advisor, Industry Leaders: Strengthen, Improve National Nanotechnology Initiative. 109th Cong., 2nd sess. Washington: June 29, 2006. United States. Cong. House. Committee on Science. Subcommittee on Space. The NASA Workforce: Does NASA Have the Right Strategy and Policies to Retain and Build the Workforce It Will Need? 109th Cong., 2nd sess. Washington. June 13, 2006. United States. National Science Foundation Directorate for Engineering. Industry/University Cooperative Research Centers Compendium. http://www.nsf.gov/eng/iucrc/. Washington, D.C. 2004. 22
  • 27. Wardrip-Fruin, N. & Harrigan, P., Editors. First Person, New Media as Story, Performance, and Game. The MIT Press. Cambridge, Massachusetts. 2004. Zyda, M., Chair. Opportunities for Collaboration Between the Defense and Entertainment Research Communities, Committee on Modeling and Simulation, Computer Science and Telecommunications Board, Commission on Physical Sciences, Mathematics, and Applications, National Research Council. Washington D.C.: 1997. Zyda, M. From Visual Simulation to Virtual Reality to Games. Computer. IEEE Computer Society. September 2005. 25-32. 23