While listening to the news and watching the NASA videos on
YouTube, I realized how many parallels there are between Curiosity and many of
the educational technologies that we’ve discussed in the CTER program at UIUC. NASA has been using
cloud computing to transmit data, generating interest and learning through
gamification, and using social media to reach the population.
The scientists at the Jet Propulsion
Laboratory (JPL) at NASA had to not only get data to travel from Mars to Earth
but also faced the challenge of sharing the data with the world. In order to
process the huge quantity of data and instantaneously share it with the public,
NASA had to move to cloud computing for the processing of data; services from
Amazon "allows [NASA] to leverage
multiple machines to do actual processing." (Endler, 2012) NASA intends to continue using cloud
computing because the quantity of scientific data is growing every day and cloud
computing is cost efficient.
Next, NASA has generated interest in young people through
gamification. NASA and Microsoft teamed up to create the free and interactive
Xbox 360 Kinect video game “Mars Rover Landing.” (Workman, 2012) The purpose of the game is for kids to
get the rover to land in the right spot without any damages. Below is a
screenshot of the game. (Workman, 2012) Kids are not
learning anything about Mars in the game but do gain detailed knowledge on how
the scientists and engineers designed the rover to land.
Finally,
NASA scientists did a great job in reaching people outside of the scientific
community through their effective use of social media. The scientists in the
Jet Propulsion Laboratory created a YouTube video, “Challenges of Getting to
Mars: Curiosity’s Seven Minutes of Terror.” (NASA Jet Propulsion Laboratory, 2012) The video itself is
aimed at the general public- it’s not written for scientists or engineers.
There is wonderful graphics and describes the challenges Curiosity faces in
order to generate public interest.
NASA
also created an interactive website that allows users to play games, watch
videos, view images from Mars, and ask questions to the scientists. Teachers
can find materials on this site to bring Curiosity into their classrooms. You
can follow the Mars Rover on Twitter @MarsCuriosity (which is written in 1st
person, as if the rover itself is writing). The rover has 930,138 followers
(including me). You can also “like” the rover on Facebook (which I did today)
and follow it on there.
I find it really interesting that NASA has been leveraging
these tools in order to reach the public- it’s the same thing that we should be
doing as teachers in our classrooms. I am really impressed with NASA’s outreach
to educate the general public, generate interest in those outside the
scientific community, and create a generation of kids that want to be involved
in science and engineering.
Endler, M. (2012, August 10). NASA Mars Mission
Fueled by Amazon Web Services. Retrieved August 10, 2012, from Information
Week:
http://www.informationweek.com/government/cloud-saas/nasa-mars-mission-fueled-by-amazon-web-s/240005286
NASA Jet Propulsion Laboratory. (2012, June 22). Challenges
of Getting to Mars: Curiosity's Seven Minutes of Terror. Retrieved August
10, 2012, from YouTube:
http://www.youtube.com/watch?v=Ki_Af_o9Q9s&feature=plcp
Workman, R. (2012, August 1). Microsoft and NASA
Team Up for Curiosity Mars Rover Xbox Game (+Video). Retrieved August 10,
2012, from CS Monitor:
http://www.csmonitor.com/Science/2012/0801/Microsoft-and-NASA-team-up-for-Curiosity-Mars-rover-Xbox-game-video

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