SUBJECT:    Assignment #3, Annotated List
            of Ten Computer-Based Learning Applications
COURSE:     MCTE 625 - Survey of Courseware
Professor:  Dr. George Fornshell
Student:    Leanne C. Boyd
Usercode:   boydl ( boydl@scis.acast.nova.edu )
Due date:   December 7, 1997


___________________________________________________________

                           Leanne Carson Boyd
                           2311 W. 92nd Ave. #59
                           Federal Heights, CO 80211
                           (303) 428-6105

Professor George Fornshell, Ph.D.
School of Computer and Information Sciences
Department of Computing Technology in Education
3100 SW 9th Avenue
Ft. Lauderdale, FL 33315-3025

Dear Professor Fornshell:

During the course of MCTE625, Survey of Courseware, I have
deeply appreciated the opportunity to create a pathway of
discovery concerning Mindtools and other forms of computer-
aided instruction. In this final presentation to you, the
task has been to review ten computer-based learning
applications. Enclosed is my annotated list, as per 
request.

For every application included in this review, I studied at
least another five. These ten learning programs were found
to be closest to the type of learning content I eventually
want to develop. They were carefully chosen according to
these main parameters:

   *  Applicability to personal career path, which is the
      creation of interactive learning content for the 
      Internet, with a primary impetus toward learning 
      programs for children. My personal criteria were:

        1) ALL applications are Internet-based, therefore 
           computer-based, with the aid of a modem.
        2) Superior aesthetic and technological design. 
        3) Designed to be free of gender-based bias, with 
           additional components that invite children (of 
           all grade levels) of both sexes into the 
           studies of science, computer science, or math --
           subjects which are traditionally under-
           represented by females and minorities.
        4) Most applications are in the format of discovery
           or tutorial programs; several have additional 
           aspects of problem-solving or a simulation 
           program. One of my criterions was that the
           application be suitable for use as an expanded 
           substitute for the traditional print textbook. I 
           searched for programs that indicated timely use 
           of electronic delivery in place of traditional 
           supplies, as many national districts are 
           currently studying the benefits and 
           possibilities of channeling funds into computers 
           rather than textbooks, for students.(See http://
           www.sjmercury.com/gmsv/breaking/docs/070734.htm 
           -- San Jose Mercury News, Texas may drop all 
           textbooks for laptops, November 18, 1997). In 
           their current formats, none of the applications
           provide online assessment or testing.
        5) Designed to offer extended opportunities for
           learning; since all programs are Internet-based, 
           this criterion usually was in the form of a list
           of linked applications, references or resources.
           Also worthy of note: the often-cited benefit of
           collaboration or collaborative learning was very
           prevalent in all of these programs -- much more
           than was expected. Well-known entities such as
           National Geographic, for example, teamed with
           Nova Online or PBS, and delivered a much larger
           and a thorough computer-based tool for learning.
        6) Format, graphic interface and content were 
           chosen for their uniqueness and state-of-the-art 
           vitality; no drill-and-practice programs were 
           considered.
        7) Finally, most of these computer-based programs
           are ones that I personally have used and have
           benefited from, for their abilities as Mindtools
           and a means for much deeper understanding of 
           Art, Science, History, Social Sciences, and 
           Astronomy.

   *  Evaluation according to the nine (9) guidelines of a 
      Mindtool (strict CAI/Computer-Aided Instruction 
      Programs in the form of drill-and-practice were 
      intentionally not included in my review), as outlined 
      in _Computers In The Classroom: Mindtools For 
      Critical Thinking_ (Jonassen, 1996):

        1) Computer-based.
        2) Readily available, general applications.
        3) Affordable.
        4) Represent knowledge.
        5) Applicable in different subject domains.
        6) Engage critical thinking.
        7) Facilitate transfer of learning.
        8) Simple, powerful formalism.
        9) (Reasonably) easy to learn.

   *  Evaluation according to the Software Appraisal 
      Checklist, as outlined in _Instructional Media and 
      Technologies for Learning_ (Heinich, Molenda, Russell 
      and Smaldino, 1996), and which primarily included 
      characteristics such as:

        1) Format (discovery program, simulation, etc.).
        2) Cost -- as an Internet-deliverable, one
           important consideration was that the program
           was FREE, with no further purchases necessary
           to utilize the learning application.
        3) Ratings in several categories (technical 
           quality, arouse motivation/maintain interest, 
           stimulates creativity, etc.).
        4) Application’s strongest point (weak points were 
           not a consideration, as each program was chosen 
           for its power as a tool for deep thinking).

     Within the boundaries of this assignment, I expanded
my research in the areas listed in order to personalize 
this list of applications into a useful resource for my 
future work. Descriptions and reviews of the learning 
programs were derived from several sources, including (but 
not limited to) trade-based or program author’s 
description, first-hand experience, and scholarly source.

Again, I have appreciated the deep scope of the content of
MCTE625.

Sincerely,

Leanne Carson Boyd


___________________________________________________________



     A Special Note on the Formatting of This Paper

     Following the lead of the _Publication Manual of the
American Psychological Association_ (Fourth Ed., 1996),
this annotated list is not utilizing "double-spacing." The
example of an annotated list, given in the manual, is
found, beginning on page 323. The explanatory paragraph, on
page 319, states, "The third section [of the Bibliography],
which is subdivided and annotated, suggests further
reading." Using this as a model, I applied "nested"
indentations of what appeared to be three, then five,
spaces. I have attempted to follow actual APA formatting
for my own annotated list.
     Additionally, because the curriculum advised that
"[t]his report will contain a coversheet, and summary page
for each annotation..." I have designated this indicator
for separating individual pages for the examples:

<<_## words_________________________________end list item X




___________________________________________________________



Bowden, Mark, & The Philadelphia Enquirer. (1997). 
   Blackhawk down [Computer program, Internet-based]. In: 
   Philadelphia Newspapers Inc. Online. Philadelphia, PA: 
   Author & in-house news staff. [Online]. Available: 
   http://www3.phillynews.com/packages/somalia/nov16/

        Increasingly, in the rapidly moving world of the 
     Internet, an opportunity for learning is announced 
     that is momentous in its delivery. In no other times 
     have the instances of history been so immediately 
     available to humanity. The Philadelphia Inquirer and 
     Daily News has inaugurated what looks to be the most 
     grandiose newspaper story project ever published on 
     the Internet. "Blackhawk Down" is a 30-part multimedia 
     series about the ruinous battle between U.S. soldiers 
     and Somalian rebels, October of 1993. "Blackhawk Down" 
     is also, aside from being a first-of-its-kind 
     journalistic experience, immediately being proven
     as an excellent historical tutorial.
        In an online response to author Mark Bowden, Mr. 
     Paul Gronke, of Durham, NC, at Duke University, wrote: 
     "Thanks for a wonderful series and site. I wonder if 
     you have considered additional site and material 
     development for the academic world. This site is 
     already being accessed by many IR [international 
     relations] classes that I know of. A set of case study 
     materials linked to the site and articles could be 
     valuable, and perhaps moderately lucrative. (Bowden, 
     Q&A 5, 1997). The site was inaugurated on November 16, 
     1997, and Gronke’s letter appeared within hours! 
        An unusual newsroom collaboration of multimedia 
     experts are simultaneously producing a video 
     documentary for the Public Broadcasting Service, a 
     companion 30-part text and still-photography series in 
     the Inquirer, and a book. The Web version is a 
     visually luxuriant multimedia environment, very much 
     like an encyclopedic CD-ROM. The website works like 
     any other tutorial-like application, but is so multi-
     leveled that the learning possibilities seem endless. 
     Early reviews indicated that "[a]side from the running 
     text, every section is accompanied with sections of 
     video clips, audio files, still photos, animated maps, 
     and original graphic drawings that make the whole an 
     enveloping sensual experience, as well as fast-paced 
     read...It reconstructs the series of violent events 
     that led to the deaths of nearly 500 people and the 
     wounding of more than a thousand others in the 1993 
     ‘Battle of Mogadishu.’" (Levins, 1997).
        In the grandest sense, this program allows learners 
     of all ages, including young people, to begin to 
     understand the making and archiving of history. This 
     program is a very visual Mindtool that activates 
     thinking on a deep level, reasoning and logic, and 
     critical analysis. The series explores the 
     consequences of sending soldiers into lethal 
     situations where the subtleties of politics are 
     quickly lost in the combat. "Blackhawk’s" stories are 
     based on interviews with the men who fought in 
     Mogadishu. Other details have come from transcripts of 
     military radio transmissions and reviews of classified 
     videotape. The author, Mark Bowden, has been working 
     on "Blackhawk Down" for more than a year. (Bowden, 
     About the series, 1997).
        Excellent use of Internet technology has been made 
     in the creation of this learning "alternative." In 
     fact, until the videos, books, and newspaper series 
     are made available, there IS no other medium for this 
     program. This single web location gives the background 
     and history of the Somalia unrest. Video spots are 
     available, including the Pentagon video of the raid, 
     troops describing helicopter flights, soldiers talking 
     about scaling buildings on ropes, and difficult 
     interviews that show the emotions of being in the 
     center of battle. Audio accounts describe battle gear, 
     takeoffs under fire, and the hurried mistakes leading 
     to disaster. 
        If there is one element that is so necessary to 
     understanding acts of history, it must be the emotions 
     of the participants. This Internet-based program has 
     captured this in a way that the learner has no doubt 
     about the reality or immediacy of the days in Somalia. 
     "The raid was barely under way, and already something 
     had gone wrong. It was just the first in a series of 
     worsening mishaps that would endanger this daring 
     mission. For Eversmann, a five-year veteran from 
     Natural Bridge, Va., leading men into combat for the 
     first time, it was the beginning of the longest day of 
     his life." (Bowden, Hail Mary..., 1997). This learning 
     program leads the user, step by step, through the 
     movements and emotions of soldiers in battle.
        This historical documentary also offers excellent 
     sections on past and current photographs of Somalia, 
     including the finding of a schoolroom in the middle of 
     a battle zone (Bowden, Who’s who, 1997), maps, a 
     special map showing military locators, graphics used 
     in constructing the website, an excellent Glossary 
     that particularly outlines aircraft and weapons, a 
     Who’s Who directory (Bowden, Who’s who, 1997) that 
     provides invaluable historical as well as 
     autobiographical accounts. There is also a list of 
     related resources adds additional fullness to the 
     online site. The program also has an interactive 
     Forums section and an extremely lively "Ask the 
     Author" feedback option. (Bowden, Hail Mary..., 1997).
        "Blackhawk" is a fine example also, of 
     collaborative learning. The online links are 
     extensive. One link is to the University of 
     Pennsylvania’s African Studies Department, which 
     offers an extensive website with a page on Somalia. 
     Here the learner will find the Greater Horn 
     Information Exchange. The GHIE provides site reports, 
     fact sheets, activity summaries, data sets, scientific 
     papers and analyses, field operations guides, and 
     disaster histories. The online learner, through an 
     exciting tool called "Interactive Data Rendering," 
     GHIE users can pick specific data and create an 
     application -- for perhaps understanding the 
     demographics that led to the disaster in Somalia.
        "The Web version of ‘Blackhawk’ is a new kind of 
     creature, something that couldn’t be done in any other 
     medium -- it’s a multidimensional book," [Bowden] 
     said. "To me it demonstrates the amazing potential for 
     online journalism to combine the dramatic narrative 
     capability of TV, film, and radio with the depth and 
     breadth of factual content afforded by print...anyone 
     interested in the Battle of Mogadishu can get lost in 
     it online for days." (Levins, 1997). It also seems, to 
     this reviewer, these are the highest indicators for an 
     effective computer-based learning application.

---
REFERENCES

     Bowden, Mark, & The Philadelphia Enquirer. (1997).
Blackhawk down [Computer program, Internet-based]. In:
Philadelphia Newspapers Inc. Online. Philadelphia, PA:
Author & in-house news staff. [Online]. Available:
http://www3.phillynews.com/packages/somalia/nov16/
     _____(1997). About the series. [Online]. Available:
     http://www3.phillynews.com/packages/somalia/about.asp
     _____(1997). Chapter 1: Hail Mary and then doom. 
     [Online]. Available: http://www3.phillynews.com/ 
     packages/somalia/nov16/
     _____(1997). Gronke, Paul, & Bowden, Mark. Questions 
     and answers 5 (Q&A 5). [Online]. Available: 
     http://www3.phillynews.com/packages/somalia/ 
     ask/ask5.asp
     _____(1997). Who’s who. [Online]. Available:
     http://www3.phillynews.com/packages/somalia/who.asp

     Levins, Hoag. (1997). Largest newspaper web series
ever? - Philadelphia Enquirer’s "Blackhawk Down." In:
Editor & Publisher Interactive News. [Online]. Available: 
http://www.MediaINFO.com/ephome/news/newshtm/stories/
111997n1.htm

     University of Pennsylvania, Black Studies Department.
(1997). Somalia page. In: African Studies home page.
Website modified: October 20, 1997. [Online]. Available:
http://www.sas.upenn.edu/African_Studies/Country_Specific/S
omalia.html

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Denlinger, Mish, & The Exploratorium (San Francisco), 
   Science Learning Network. (1997). Auroras: paintings in 
   the sky [Computer program, Internet-based]. In: 
   The Science Information Infrastructure (SII) of the 
   Science Learning Network (SLN). San Francisco, CA: 
   Authors. [Online]. Available: http://
   www.exploratorium.edu/learning_studio/auroras/

        This Internet-based learning program, "Auroras: 
     Paintings in the Sky," is part of a much larger 
     learning environment. It is officially offered by The 
     Exploratorium (museum) in San Francisco. It is an 
     excellent Mindtool, as it offers ample opportunity for 
     creative thinking at a deep level in the science of 
     Astronomy. It is available free of charge, as are all 
     the learning programs of The Science Learning Network 
     (SLN). This website consists of an online community of 
     students, schools, educators, science museums and 
     other institutions. The entire site is a new model for 
     inquiry in science education. Funded by the National 
     Science Foundation and Unisys Corporation, SLN is also 
     a three-year, $6.5 million project that incorporates 
     telecomputing, inquiry-based teaching approaches, 
     collaborative educational presentations among 
     geographically-distant teachers, and resultant 
     collaborative learning environments for learners. It 
     makes excellent use of Internet content resources.
        SLN is made up of science museums and "testbed" 
     schools, the formal participants in the SLN project. 
     The learning programs are initiated by these members 
     of the project: The Exploratorium (San Francisco) and 
     Ross Elementary School, The Franklin Institute 
     (Philadelphia) and Levering School, Miami Museum of 
     Science and Avocado Elementary School, Museum of 
     Science (Boston) and Hosmer School, Oregon Museum of 
     Science and Industry and Buckman School, and Science 
     Museum of Minnesota and Museum Magnet School. (SLN, 
     1996).
        Within this group, a collaboration among teachers 
     and scientists is found -- The Science Information 
     Infrastructure (SII). The SII at the Exploratorium is 
     developing learning resources utilizing NASA images 
     and datasets. SSI offers exciting topics in Astronomy, 
     for children of all ages, such as "Listen to 
     Scientists: RealAudio Interviews," "Science Online 
     Resource Toolkits," which are additional resources 
     from other SII partners, nation-wide, learning 
     programs like "ExtraSolar Planets: Searching for Radio 
     Signals, and "Spectra From Space," which tracks 
     satellites that are observing special parts of the 
     electromagnetic spectrum. One of their most intriguing 
     online learning environments is "Auroras: Paintings in 
     the Sky." (SII, 1997).
        The introduction to the application is tantalizing, 
     describing the mystery of the aurora phenomenon: "Far 
     north in the night sky, a faint glow appears on the 
     horizon. Green and red flames of light stretch across 
     the sky. A glowing curtain of light forms, waving and 
     swirling above you. As the lights fade away the dark 
     night closes over you once again." (Mish and 
     Exploratorium, Auroras: paintings in the sky, 1997).
     "Auroras" provides the learner with a "Self-Guided 
     Tour," that offers these main topics:
        * What do auroras look like?
        * What do auroras look like from space?
        * What makes them happen?
        * Where can you see them?
        * Why are they different colors? (Denlinger, What 
          do auroras look like from space?, 1997).
        An example of the more critical thinking that 
     becomes necessary when pondering science is found in 
     one of the activities. Utilizing an image taken from 
     the Space Shuttle, the problem shows the 
     characteristic ring shape of an aurora. Information is 
     given: "Auroras are about 80 to 130 km (50 miles) 
     above Earth. The width and size of the ring change 
     each time. A bigger ring would be seen by people in 
     lower latitudes on the Earth. Usually though, only 
     people high in the north or south get to see them." 
     (Denlinger, What do auroras look like from space?, 
     1997). The learner then may use online links to 
     discover why persons at the poles are more likely to 
     view this mysterious natural force. In fact, the 
     Teacher Pages and activities offer many discovery 
     processes using the "Aurora Links" section. It is a 
     starting point for research on related subject matter. 
     Students might explore how to photograph auroras, 
     learn about the Sun, dive deeply into x-ray imaging 
     and its history, research the Earth’s magnetosphere, 
     or study the relationship of electricity and 
     magnetism. (Denlinger, Teacher’s pages, 1997).
        This online learning application makes excellent 
     use of the single-computer environment in Internet-
     based learning. "Auroras" is singularly attractive, 
     with many links provided for further study. It offers 
     a non-gender-biased and attractive approach to 
     science. As with all of the Exploratorium’s learning 
     programs, the technical aspects and graphical 
     interface are superior.

---
REFERENCES

     Denlinger, Mish, & Exploratorium, The (San 
Francisco), Science Learning Network. (1997). Auroras: 
paintings in the sky [Computer program, Internet-based]. 
In: The Science Information Infrastructure (SII) of the 
Science Learning Network (SLN). San Francisco, CA: Authors. 
[Online]. Available: http://www.exploratorium.edu/ 
learning_studio/auroras/
     _____(1997). Teacher’s pages. In: Auroras: paintings 
     in the sky [Online]. Available: http:// 
     www.exploratorium.edu/learning_studio/ auroras/ 
     teachers.html
     _____(1997). What do auroras look like from space? In: 
     Auroras: paintings in the sky. [Online]. 
     Available: http://www.exploratorium.edu/learning_
     studio/auroras/fromspace.html

     Exploratorium, & Science Information Infrastructure 
(SII). (1997). The SII at the Exploratorium index page. In: 
The Learning Studio. Website modified: September 18, 1997. 
[Online]. Available: http://www.exploratorium.edu/ 
learning_studio/sii/index.html

     Science Learning Network (SLN). (1996). About the 
Science Learning Network. Website modified: August 26, 
1997. [Online]. Available: http://www.sln.org/info/ 
index.html

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Garber, Darren D. (1997). Other worlds, distant suns: 
   Catalog of extrasolar planets, with astronomy and 
   astronautical engineering links [Computer program, 
   Internet-based]. In: Current News. [Online]. 
   Available from: http://garber.simplenet.com/main.htm

        From its beginning, the Exploratorium has been 
     about participation, much like the Web of today. To 
     understand ONE of its discovery programs, it is 
     necessary to understand the Exploratorium as a WHOLE. 
     It is a museum of art, science, and human perception 
     with over 500 interactive "hands-on" displays. More 
     than 2,000 teachers attend development programs that 
     enhance the understanding and use of inquiry-based 
     teaching and learning in the K-12 classroom. 
     (Exploratorium, Welcome..., 1997).
        More than just a few of these interactive displays 
     have journeyed out of the Exploratorium and onto the 
     World Wide Web, and have become a powerful collection 
     of Internet-/computer-based learning applications. 
     Specifically, these programs hail from the Center for 
     Teaching and Learning, which teaches teachers about 
     science education. Museum statistics show that more 
     than 90,000 schoolchildren take field trips to the 
     Exploratorium each year, and 100 high school students 
     are prepared as "explainers" to escort museum visitors 
     through the exhibits, which include animal behavior, 
     language, sound, light and color, electricity, and 
     weather. Well over 600,000 visitors enter the Palace 
     (of Fine Arts) halls. (Farnady, 1997). With the 
     extensive base of learning applications on the site, 
     bearing the name of ExploraNet, it is easy to see that 
     many more thousands of learners benefit from the 
     Center’s expansive knowledge base. (Exploratorium, 
     Welcome..., 1997).
        One exciting offering on this site is its "Top Ten 
     Cool Sites." Here, an ever-changing array of discovery 
     programs are introduced, which then become permanently 
     linked to the Museum, for having won the award. One of 
     these pages is the Top Ten Cool Astronomy Sites, which 
     sports enticing titles such as "The Astrobiology Web: 
     Life in Extreme Environments," "GalacticSky Charts," 
     and one very impressive site called "Other Worlds, 
     Distant Suns." This was the Cool Site for February, 
     1997. (Exploratorium, Astronomy, Ten..., 1997).
        It cannot be overstated that one of the most mind-
     boggling aspects of learning applications on the 
     Internet is that of the collaborative effort of so 
     many learning institutions. For example, "Other 
     Worlds" is accessible from the Exploratorium. From 
     there, literally there is an entire universe at the 
     disposal of the learner. Set up in a straightforward 
     and linear manner, this Internet-based application can 
     be used as a tutorial or as a deeper means for 
     discovery. It is a visually captivating site, with 
     dozens of 3D, multimedia learning opportunities. There 
     are star maps, solar system models, universe models, 
     and minutely detailed overviews of planets -- all are 
     presented in VRML, the 3D modeling language. The 
     learner is able to download necessary software and 
     explore the models in a very meaningful, real-life 
     way. In this sense, a great portion of "Other Worlds" 
     is also a simulator experience. (Garber, 1997).
        Darren Garber, the creator of "Other Worlds," has 
     made the interface very navigable for the learner. 
     Each exploration choice opens up a new browser window, 
     which allows the learner to explore the hundreds of 
     selections without losing his/her place. Some of the 
     links lead to additional pages created by Garber; most 
     times, however, they direct the learner to Expert 
     Sites, which massively broaden the learning 
     experience.
        This application serves as a strong Mindtool, for 
     its ability to lead the learner to deeper and deeper 
     levels of critical thinking in many scientific 
     categories. Perhaps one of its strongest points, 
     however, is that Garber has already set up a logical 
     interface for the home page. The categories are simple 
     to follow, and although the initial page is jam-packed 
     with a long "scroll" bar, it is all text-based and 
     loads immediately. The user is able to easily follow 
     his interests in linking thoughts to subjects offered. 
     A learner new to the site will be astounded at the 
     topics. From the Extrasolar Planet Catalog, to the 
     long list of international observatories, to the space 
     art of Chesley Bonestell and NOVA graphics -- this 
     learning tool invites students of all ages. There 
     literally is something for everyone!
        Many of these links provide learning in not just 
     the Astronomical Sciences, but also in areas like 
     world history or political science. The link to the 
     Russian Space Agency page, for instance, causes the 
     learner to ponder not just space-race issues, but also 
     recent historical changes in the previous USSR. In 
     fact, this home page for the RKA is sponsored by NASA, 
     itself! (NASA, Russian..., 1997). NASA also offers a 
     unique learning environment as well as a truly 
     singular free software, called J-Track 2.0. This 
     allows the learner to track some 8,000 satellites (not 
     all of them "live") in earth’s orbit, but from their 
     own computer! The "Spacecraft" category of this 
     software has followed the actions of Mir and Shuttle, 
     as well as Hubble, UARS, and COBE. The other highly 
     interesting category is that of the weather 
     satellites. This site, an "Other Worlds" partner, 
     offers hours of intense learning opportunities.  
     (NASA, J-Track..., 1997).
        Garber’s site is such an extraordinary learning 
     tool that it has been cited by some of the top experts 
     in the field of Astronomy. PBS and its "NOVA Online: 
     Hunt for Alien Worlds" had this to recommend 
     concerning "Other Worlds": "Interesting VRML 
     simulations of the extrasolar planets for the high 
     power user. This site also includes simpler observing 
     guides and lots of links." (PBS, NOVA online, 1997). 
     "Other Worlds" has received much acclaim for its 
     educational contributions. Some of these awards 
     include: Windows Magazine’s Hot Spot for September 25, 
     1996; Sky & Telescope’s Featured Site for October, 
     1996; USA Today’s Hot Site of the Day for March 27, 
     1997; the Education Index’s Top Site for Astronomy; 
     and the British Examination Technique Academy of the 
     UK’s 5-Star Award for educational content. (Garber, 
     Awards, 1997).

---
REFERENCES

     Exploratorium, & ExploraNet. (1997). Home page. 
[Online]. Available: http://www.exploratorium.edu/ 
learning_studio/cool/astronomy.html
     _____(1997). Astronomy: Ten cool sites. In: The 
     Learning Studio. Website modified: October 31, 1997. 
     [Online]. Available: http://www.exploratorium.edu/ 
     learning_studio/cool/astronomy.html
     _____(1997). Welcome to the Learning Studio. Website 
     modified: October 30, 1997. [Online]. Available: 
     http://www.exploratorium.edu/ index.html

     Farnady, Kate. (1997). SF Dream Job: The original
interactive museum. In: Internet news from Wired News,
October 24, 1997. [Online]. Available: http://
www.wired.com/news/news/business/story/7940.html

     Garber, Darren D. (1997). [Online]. Available: http://
garber.simplenet.com/main.htm
     _____(1997). Awards. Website updated: April 14, 1997. 
     [Online]. Available: http://garber.simplenet.com/ 
     recognition.htm
     _____(1997). Other worlds, distant suns: Catalog of 
     extrasolar planets, with astronomy and astronautical 
     engineering links [Computer program, Internet-based].
     In: Current News. [Online]. Available from: http://
     garber.simplenet.com/main.htm

     NASA. (1997). [Online]. Home page. Available: http://
liftoff.msfc.nasa.gov/
     _____(1997). J-Track satellite tracking. [Online]. 
     Available: http://liftoff.msfc.nasa.gov/
     RealTime/JTrack/
     _____(1997). Russian Space Agency: History, programs,
     administration and launch control. [Online]. 
     Available: http://liftoff.msfc.nasa.gov/rsa/rsa.html

     PBS (Public Broadcasting Service). (1997). NOVA
Online: Hunt for alien worlds. [Online]. Available:
http://www.pbs.org/wgbh/nova/worlds/resources.html

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Kallen, Christian, & Microsoft Network. (1997). Mungo 
   Park: Into the Canopy, A Multimedia Rain Forest Tour 
   [Computer program, Internet-based]. In: Microsoft 
   Network, Mungo Park, Media Trip. Redmond, WA: Authors. 
   [Online]. Available: http://www.mungopark.com/199711/ 
   features/media_trip/intro.asp

        Microsoft, never a one to do anything in a small 
     way, has done it again. There is a myriad of 
     educational options to be found on the Microsoft 
     Network’s expansive website, but one of the most 
     interesting and attractive learning environments was 
     recently discovered by this writer. Mungo Park is a 
     vibrant, colorful spot on the Internet that provides 
     extremely high-tech multimedia choices for learners, 
     surfers, and accidental tourists, such as myself.
        On a monthly basis, new Expeditions take the user 
     into unique, out of the way spots to explore regions, 
     religions, flora, fauna, food and fun. Now that this 
     Mungo Park review sounds like a tourist ad, it must be 
     noted that this computer-based learning application -- 
     for, very definitely that is what it is -- is attached 
     to Microsoft’s Expedia site, which is probably the 
     most extensive and informative travel site on the 
     Internet. In fact, the options found at Expedia are 
     expansions to the tremendous options already found in 
     Mungo Park. This application is a discovery program, a 
     tutorial, a simulator and one massive game-like place 
     to be. It’s hard to leave Mungo Park!
        One of the current learning programs at Mungo Park 
     is called "Into the Canopy: A Multimedia Rain Forest 
     Tour." This is only one of the many choices in the 
     overall Month-of-November learning program that covers 
     Costa Rica and the rainforests. "Canopy" is an 
     informative, almost encyclopedic look at the 
     rainforest through the eyes of explorer/author, 
     Christian Kallen. The learner is introduced to the 
     project by means of lush graphics, animation, video, 
     and sound. Streamed audio files deliver even personal 
     accounts of Kallen the sojourner, and his peers. The 
     verdant Costa Rican rainforest is introduced to the 
     learner this way:

             "The world we walk through on shaded trails is 
        only a small portion of the ecology of the tropical 
        rainforest. The forest is built in layers, and each 
        layer is its own ecological niche. On the forest 
        floor, sunlight but dimly penetrates, and 
        identifying separate species is often difficult in 
        the riot of shrubs and seedlings. Lift your vision 
        a few feet, and you’ll see three or even four other 
        layers rising above you -- one to three closed 
        canopies. At the top level is the upper canopy, 100 
        to 160 feet above the forest floor." (Kallen, 
        1997).

        Through interactive and multimedia means, the 
     learner then ascends those 160 feet in a bucket on a 
     rope, with the author of the program! In a slow, but 
     seamless interface, the tour begins. Users are 
     introduced to the sights and sounds of the animals and 
     plants of the rainforest. Some of the topics included 
     the 150-foot Ajo Tree (Caryocar costaricense), the 
     really not-pretty Three-toed sloth (Bradypus 
     variegatus), the Pale-billed woodpecker (Gampephilus 
     guatemalensis) and his drum-song by audio file, the 
     Spider monkey (Mono arana) and a colorful array of 
     exotic birds. The audio files that accompany these 
     topics lend much to the multimedia environment. The 
     histories of the Scarlet macaw (Ara macao) and the 
     Chestnut mandibled toucan were interesting. My two 
     favorites were the Cicadas, which provide the loud, 
     predominant buzzing in the rainforest; and the antics 
     of the Red-eyed tree frog (Agalychnis callidryus). 
     (Kallen, 1997). I took as much delight in this online 
     virtual Zoo as my 10-year old daughter did. We both 
     learned a lot about rainforest citizens.
        Microsoft is very good about walking the user 
     through the necessary means to participate in their 
     online educational adventures. Mungo Park and "Canopy" 
     are no different. Along with instructions concerning 
     browsers, the learner is asked to download the 
     essential components to use the online multimedia 
     choices. These include the RealAudio Player to hear 
     sound clips and background sounds, the Surround Video 
     Player to view 360-degree panorama photographs, the 
     Netshow Player to experience features such as live 
     audio and video during select chats and special events 
     (NetShow will soon be providing streaming video and 
     audio clips!), Shockwave Flash, and the VivoActive 
     Player for viewing interviews and expedition events. 
     (Microsoft Corporation, Toolbox, 1997). All of these 
     software are free. One good benefit of these downloads 
     is that once the software is installed, it allows the 
     learner to more readily utilize most educational 
     content on MSN, as well as many other websites.
        Interactive content abounds on the Mungo Park site! 
     A truly enticing part of the learning events has to do 
     with communication on a worldwide basis, in the 
     "NetShow Events" area. People are able to learn new 
     topics in a collaborative manner, with feedback from 
     online experts. Live chats for November included:

        1)  "Coast to Coast in Costa Rica: A Journey from 
            Sunrise to Sunset in Central America" -- with 
            Shari Belafonte. There were daily dispatches 
            from the expedition team, as well as chat 
            sessions.
        2)  "@ the Park" – Chat sessions about life in the 
             rainforest with the students of the Children’s 
             Eternal Rain Forest, a unique Costa Rican 
             biological preserve funded by donations from 
             kids around the world.
        3)  "Club Mungo Chat" -- Adventure sports including 
             paddle sports (rafting, canoeing, and
             kayaking), mountain sports (hiking, trekking, 
             and mountaineering), underwater sports 
             (snorkeling and scuba diving), and wildlife. 
             (Microsoft Corporation, What’s up..., 1997).

        As with most of the professionally-executed 
     Internet-based learning programs, the element of 
     collaborative teaching and learning is one of the best 
     features of the application. Mungo Park is, itself, a 
     linked partner with Microsoft’s Expedia. This travel 
     site is a learning experience in its own right, with 
     choices for viewing 360° Surround Video tours of top 
     destinations, studying their World Guide, a 14,000-
     page virtual guidebook with links to thousands of 
     sites around the Web, exploring their Currency 
     Converter, to see how many Andorran pesetas equal how 
     many Zambian kwachas, or learn the money system of 200 
     other countries. The site offers extensive maps of the 
     world, as well as in-depth documentation of small and 
     large locations. (Microsoft Corporation, Expedia TOC, 
     1997).
        There are many partners in the collaborative setup 
     of "Canopy," for instance. The learner may link to 
     documentaries and interactive learning sites such as 
     The Rain Forest Aerial Tram site (Braulio Carillo 
     National Park outside San José), the Habitats website, 
     a pioneer in rainforest canopy projects, or Mama 
     Planet, a new environmental issues website developed 
     by the Microsoft Network. Some excellent resources are 
     offered, such as the book, _El Bosque Tropical/Rain 
     Forest_, by Helen Cowcher Farrar, which is a bilingual 
     introduction to the issues threatening tropical rain 
     forests, geared toward younger readers. (Microsoft 
     Corporation, Tools and Tips..., 1997).
        Mungo Park’s current sojourns, "Into the Canopy," 
     NetShow, Expedia -- as well as their past expeditions 
     into the fossils and Mesozoic mysteries of Dinosaur 
     Park in western Colorado (Microsoft Corporation, 
     Dinosaur Fossil Hunt, 1997), and the heart-torn 
     memories of Vietnam (Microsoft Corporation, 30 Years 
     After..., 1997) -- offer hours of learning 
     opportunities. Their upcoming journey into the Holy 
     Land, "In Search of the Birth of Jesus, will provide 
     yet another powerful Internet-based learning 
     application. (Microsoft Corporation, What’s Up..., 
     1997).
        These are powerful tools for learning. They are 
     rife with color and sound, and are enticing starting 
     points for all learners. Each application within the 
     larger scope of Mungo Park’s environment is a 
     Mindtool, an implement to expand one’s creative 
     thinking. Each step is an act of discovery.

---
REFERENCES

     Kallen, Christian, & Microsoft Corporation. (1997).
Mungo Park: Into the Canopy, A Multimedia Rain Forest Tour
[Computer program, Internet-based]. In: Microsoft Network,
Mungo Park, Media Trip. Redmond, WA: Authors. [Online].
Available: http://www.mungopark.com/199711/features/
media_trip/intro.asp

     Microsoft Corporation. (1997). Mungo Park Home page.
[Online]. Available: http://www.mungopark.com/
     _____(1997). 30 years after a hollow victory. In: 
     Mungo Park, June, 1997. [Online]. Available: 
     http://www.mungopark.com/199706/features/
     wildlit/contents.asp
     _____(1997). Dinosaur Fossil Hunt. In: Mungo Park, 
     August, 1997. [Online]. Available: http:// 
     www.mungopark.com/199708/CONTENTS.ASP?issue=199708
     _____(1997). Expedia Table of Contents (TOC). 
     [Online]. Available: http://expedia.msn.com/daily/toc/
     _____(1997). Toolbox. [Online]. Available: 
     http:// www.mungopark.com/help/toolbox/
     contents.asp?issue=199711
     _____(1997). Tools and tips for learning more about 
     the world’s tropical rain forests. [Online]. 
     Available: http://www.mungopark.com/199711/ 
     features/media_trip/resource.asp
     _____(1997). What’s Up with Mungo Park? [Online]. 
     Available: http://www.mungopark.com/199711/home/
     events/contents.asp

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---



Meadows, Mark. (1997). c r u t c h [Computer program, 
   Internet-based]. In: Portfolio -- Construct Internet 
   Design. Mountain View, CA: Author & Construct. 
   [Online]. Available: http://www.construct.net/projects/ 
   crutch/

        A world of WRLs (3D models produced using the 
     Virtual Reality Modeling Language, or VRML) is 
     available on the website of Construct Internet Design. 
     The learning experience begins the very second the 
     site is accessed. This review will go as far as to say 
     that the larger Internet- and computer-based learning 
     program IS Construct, itself. To understand that 
     statement, a basic understanding of VRML is necessary, 
     as well as an awareness of the general trends for 
     content delivery.
        Simply stated, current languages such as Java, C++, 
     and other object-oriented programming languages are 
     the tools for more effective delivery of content, 
     educational or otherwise. Daily users of the Internet 
     have recently seen that great numbers of websites are 
     utilizing the abilities of these programmers’ tools. 
     The VRML model is a file, designated with the suffix, 
     ".wrl", and it gives the user the opportunity to 
     explore and learn in a realistic, three-dimensional 
     "location." Construct Internet Design is all about 
     WRLs.

        c r u t c h -- is all about WRLs...

        Secrets of the Web Design Masters, Construct--The 
     Art and Science of Building Worlds, On the Web’s 
     Cutting Edge, Netscape 3.0 Innovators. (Construct, 
     Press, 1997). What do these article titles have in 
     common? These writings apply to the Construct company 
     of Mountain View, California. Construct constructs 
     website design, in three-dimensional reality. They 
     have worked with international entities in education, 
     science, technology, metallurgy, and many other 
     advanced subjects. Each WRL that is produced is a 
     state-of-the-art, computer-based learning application. 
     These WRLs have been used as tutorials, simulators, 
     and games. The object-oriented languages have been 
     used by businesses worldwide in corporate training and 
     education. Construct has worked with top names in 
     multimedia advancements, and have had their place in 
     the establishing of standards.
        Author Mark Meadows is a strong political advocate 
     (themes of politics, religion and sex -- as well as 
     abortion, bloody wars and nuclear this-and-that) and 
     "Crutch" is a somewhat grisly evidence of that. 
     (Meadows, boar|bore, 1997). He is the company’s self-
     appointed "Chief Investigating Officer." (Construct, 
     Hipness..., 1997).
        He says of his work, that it is an interactive 
     narrative that tells a story from three perspectives. 
     He says that it is extensible into a MUD (an online 
     role playing website). (Meadows, ...digital comic, 
     1997). It began as a short story in the winter, 1996.
     "The Crutch - or, technical difficulties." (http://
     www.construct.net/projects/crutch/original_text.html )
     Fashioned loosely after a Greek tragic myth, "Crutch" 
     won an award, so Meadows decided to "grow" his work. 
     The story of the old man, walking in the desert, 
     and...well...literally falling to pieces...grew into 
     a non-linear narrative with more characters. (Meadows, 
     Sum history, 1997). Meadows calls "Crutch" dubious --
     a digital comic. (Meadows, ...digital comic, 1997).

        c r u t c h -- not dubiously, a digital comic...

        ...in the same sense as you would find a copy of 
     Shakespeare’s "Hamlet" by Marvel Comics (if you can 
     envision the comparison). Who is able to determine 
     what application can become a veritable learning tool, 
     a Mindtool? If you ask the aeronautical engineer what 
     the most astounding feat of his life was, and he 
     responds that his fingerprints are roaming the fields 
     of Mars with the Rover, then it is obvious he had 
     mighty learning challenges to get to that point. If 
     you ask him what inspired him toward his career, and 
     his response is that comic books as a child gave him 
     visions of outstanding weaponry, rocket travel and 
     super heroes, who are *you* to argue with him that a 
     comic book cannot be a Mindtool? (W. L. Boyd, personal 
     communication, May, 1995). "Crutch," the comic, the 
     symbol of Greek literary pathos, was inspired within 
     Construct’s general philosophy of ‘Evolve or Die.’ All 
     comic book characters MUST evolve or die! As with all
     their products, "Crutch" is such an evolution, a 
     fusion of the technical and aesthetic elements of an 
     immersive online environment.

        c r u t c h -- IS immersive, an evolution...

        Construct states, "We specialize in multi-user, 
     multi-protocol sites that integrate VRML, Java, MUDs, 
     and HTML with a clear understanding of presentation 
     and communication." (Construct, Portfolio, 1997). To 
     understand why that is meaningful in assessing 
     "Crutch" as a learning tool, the reader needs to have 
     an understanding of what these multimedia tools are 
     used for. Increasingly, they are used to create 
     educational or instructional content for the Internet. 
     Construct was a forerunner in that category! Their 
     earliest highly-recognized effort was done in the 
     infancy of the VRML language: the Arc Gallery, which 
     was a large-scale VRML 1.0 project. The date was June 
     of 1995.
        Construct, given a "Top 1% Web Sites" Award for 
     1996 by the Multimedia Research Group, Inc. of 
     Sunnyvale, California, was one of 80 sites who 
     illustrated the highest quality of both web content 
     and design that can be found on the World Wide Web. 
     Their award was in the Creative category, with an 
     emphasis on artistic content. (Leon-Guerrero, 1997). 
     As this review has shown, much of that creativity is 
     focused on learning programs.
        Some of their company clients have included 
     Netscape and Microsoft, CollegeNet (a medium scale 
     VRML-2.0 presentation), Stratus (a large scale HTML 
     and VRML-1.0 online art gallery), and Silicon Graphics 
     with the VRML world, "SGI’s oobe" (a large scale HTML 
     and VRML-2.0 presentation). (Construct, Projects, 
     1997). Each learning application, like "Crutch," 
     invites the learner into a constructed world, a total 
     environment, an engaging discovery that takes hours 
     and weeks to explore.

        c r u t c h -- took hours and weeks to explore...

        What is the correlation between a multimedia tool 
     such as VRML, and learning? The key stimuli to which 
     humans respond are: sound, motion and emotion. We 
     react to human body language. Putting some emotional 
     resonance into action makes communication across the 
     Internet more potent. (Haney, 1997). In other words, 
     more effective communication happens when our eyes and 
     ears have something to do. The learning process is 
     enhanced by sight and sound. The lesson is less likely 
     to be forgotten.

        c r u t c h -- literature, resonance in action...

        If sound and movement enhance a literary learning 
     tool, what can be done with a technical science 
     lesson, so often delivered in a dull drill-and- 
     practice program? Visualize this...two visualization 
     demonstrations aimed at the educational market! One 
     shows the Earth, viewed from space in real time! The 
     other shows the anatomy of the human body. In the VRML 
     display, the learner can navigate around the body. The 
     skin and bones can be removed to observe the viscera 
     in 3D, with motion and sound effects. Nearing the 
     chest cavity, the learner can see and hear the heart 
     beating in a real-time simulation. (Haney, 1997). Yes, 
     a simulation. Delivered via the Internet. These were 
     actual presentations at the Object Expo Conference, in 
     New York, in June of this year. (Haney, 1997).

        c r u t c h -- a literary online simulator?

        Construct says, "Every project we take on requires 
     invention -- in process, in tools, in design. We often 
     work parallel to the next-stage development of the 
     VRML protocol...[w]orking with any ‘leading edge’ 
     technology requires a lot of flexibility and patience. 
     (Kimen, 1997). Mark Meadows, in creating "Crutch" 
     seemed to have adhered to that concept. The 53-pages-
     of-Crutch (Meadows, ...digital comic, 1997) was 
     a virtual loner for a while on the Web. Working a step 
     ahead of the technology extracts its price, however. 
     Those early 1997 weeks were slow viewing, in spite of 
     Meadows’ efforts to keep the pages below 150k. He was 
     more or less successful, as sound files and animations 
     are memory-intensive. (Meadows, Techniques, 1997). The 
     creation of "Crutch," it appears, was a learning and 
     discovery mode, as much as the *exploring* of...

        c r u t c h -- was revelation in the purist form...

        Here is what makes "Crutch" an excellent learning 
     application. It is simply exemplary of its creators. 
     The Construct website is actually one highly effective 
     learning application. Why is this so? Construct 
     plainly practices what it preaches. They give you...

        Tools.

        Construct gives you Java, HTML, VRML, and what they 
     call their Backyard Tools. Their exact words were: "A 
     ton of multi-build.your.owns." Goodies like multimedia 
     viewers and players, imaging, sound, video, and 
     multimedia authoring software, tutorials, and special 
     Internet aids such as ShockWave and QuickTime. All 
     free. It truly is a delightful compendium -- one of 
     the best I’ve ever seen on the Web. Construct says, 
     "Get some start on authoring multimedia files with 
     the shareware that’s available." (Construct, Tools, 
     1997).
        This reviewer agrees. Learn to create a learning 
     environment. Make it move. Make it moving. Pick up the 
     pieces where "Crutch" left off. (Pun intended.)

---
REFERENCES

     Construct Internet Design. (1997). Home page.
[Online]. Available: http://www.construct.net/
     _____(1997). Hipness in slavery. Website modified: 
     November 19, 1997. [Online]. Available: http://
     www.construct.net/who/who_list.html
     _____(1997). Portfolio. Website modified: May 16, 
     1997. [Online]. Available: http://www.construct.net/ 
     projects/body.html
     _____(1997). Press. [Online]. Available: http://
     www.construct.net/who/press/
     _____(1997). Tools. [Online: Base location for various 
     sites]. Available: http://www.construct.net/tools
          _____(1997). Backyard tools. [Online]. Available: 
          ../multimedia/body.html
          _____(1997). HTML tools. [Online]. Available: 
          ../html/body.html
          _____(1997). Java tools. [Online]. Available: 
          ../java/body.html
          _____(1997). VRML tools. [Online]. Available: 
          ../vrml/body.html

     Haney, Clare. (1997). Virtual reality adds emotion to 
the web. In: TechWeb News. [Online]. Available: 
http://www.techweb.com/se/directlink.cgi?WIR1997060604

     Kimen, Shel, & Silicon Graphics, Inc. Wired woman: 
Lisa Goldman. In: vrml.sgi.com: January 9, 1997. [Online]. 
Available: http://vrml.sgi.com/features/lisa.html

     Leon-Guerrero, Marc. (1997). MRG: Top 1% web sites 
award for 1996. Sunnyvale, CA: Multimedia Research Group, 
Inc. Website modified: November 30, 1997. [Online]. 
Available: http://www.mrgco.com/webawardpr.html

     Meadows, Mark. (1997). boar|bore: author’s home page. 
[Online]. Available: http://www.construct.net/who/pighed/
     _____(1997). c r u t c h [Computer program, 
     Internet-based]. In: Portfolio -- Construct Internet
     Design. Mountain View, CA: Author & Construct. 
     [Online]. Available: http://www.construct.net/
     projects/crutch/
     _____(1997). Crutch is a digital comic. [Online]. 
     Website modified: June 06, 1997. Available: http://
     www.construct.net/projects/intro/crutch.html
     _____(1997). Sum history. Website modified: Friday, 
     May 30, 1997. [Online]. Available: http://
     www.construct.net/projects/crutch/history.html
     _____(1997). The crutch -- or, technical difficulties. 
     Website modified: June 04, 1997 . [Online: digital 
     short story]. Available: http://www.construct.net/
     projects/crutch/original_text.html
     _____(1997). Techniques. Website modified: Wednesday, 
     June 04, 1997. [Online]. Available: http://
     www.construct.net/projects/crutch/pages.html

<<1446wds___________________________________end list item 5


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March, Tom. (1996). Donner online [Computer program, 
   Internet-based]. In: Knowledge Network Explorer/ 
   Education First. San Diego, CA: Author, & Applications 
   Design Team/Wired Learning, Pacific Bell. [Online]. 
   Available: http://www.kn.pacbell.com/wired/donner/
   index.html

        Leave it to someone at Silicon Graphics to bring 
     new perspectives to old themes. This online/offbeat 
     piece of humor stands as introduction to a truly 
     effective example of Internet- and computer-based 
     learning applications. In fact, the author of the 
     program included a role-play for "The Jester," within 
     the application. An online link leads to this:

                       Dinner Time
        Overheard at a restaurant near Trukee in 
        the Sierra Mountains:
           "Donner, party of eight..."
             (pause)
           "Excuse me, Donner, party of seven.
           Your table is ready."
        by: kubey@summit.engr.sgi.com (Kubey, 1996).

        It has been said that if we can’t laugh at 
     ourselves, then at whom can we laugh? The author of 
     the Internet application, "Donner Online," was wise to 
     include a section of humor for such an uncomfortable 
     lesson in history as the necessity (?) of cannibalism. 
     Author, Tom March, within his program, even asks, "Can 
     jokes about cannibalism be in good taste?" (March, 
     Donner online, 1996). Note that this title even 
     broadens the humor. Nevertheless, the online learner 
     is given a choice portion to chew on for a while.
     Seriously, the purpose of the query is to invoke
     deeper thinking about political, societal, and ethical 
     questions.
        There is a consistent thread in the new genre of 
     electronic learning applications that are appearing on 
     the Internet. The very nature of the World Wide Web 
     lends itself very well to one descriptive factor of a 
     valuable Mindtool, which is collaboration. Many of 
     these learning sites include effective collaboration 
     on not just the part of students, but starting within 
     the teaching ranks. Most online learning applications 
     have a plethora of resources and links to partners in 
     the overall educational sequence. At times, these 
     partners are, in the "real world," even competitors. 
     It seems to be the atmosphere of only the Internet 
     that allows for this kind of handshaking, especially 
     in the offering of information. "Donner Online" is one 
     of these sites. Extended references keep learners 
     active and vitally interested for long periods of 
     time.
        At San Diego State University’s Department of 
     Educational Technology, Pacific Bell has funded three 
     fellowships in the College of Education, as part of 
     the Education First Initiative. The "Applications 
     Design Team" (also known as the SDSU/Pacific Bell 
     Fellows) are building videoconferencing and Internet 
     applications for public libraries, K-12 schools, and 
     community colleges. 
        These tools, lessons, activities, references, and 
     resources are developed to support learning across the 
     Internet. (Pacific Bell, 1996). Tom March has been a 
     vital part of the team. Along with "Donner Online," he 
     has created:

       *  Non-Profit Prophets:
            Students Create Websites for Nonprofits
            http://www.kn.pacbell.com/wired/prophets/
       *  Eyes on Art: 
            Seven Comprehensive Arts Education Activities
            http://www.kn.pacbell.com/wired/art/art.html
       *  Black History: 
            A Sampler Exploring African-American Issues
            http://www.kn.pacbell.com/wired/BHM/AfroAm.html
       *  Searching for China, A WebQuest: 
            Looking at China from five perspectives
            http://www.kn.pacbell.com/wired/China/
            ChinaQuest.html
           (March, Websites, 1997).

        In "Donner Online," Tom March has taken this type 
     of educational product a step further, and has created 
     a downloadable companion software for this tool. It is 
     free, and available for both PC and Macintosh 
     platforms. The product is an organized "shell" for the 
     online discovery program. It is used by students to 
     create a "scrapbook" (digital, with abilities to take 
     to printed form) of the learning experience. Journeys 
     made by one class then have archived histories that 
     may be compared with future journeys, or used as 
     models. (March, Donner online, 1996).
        The dilemma of the Donner Party holds its place as 
     one of the most passionate episodes in the history of 
     westward movement during the 19th Century. "Donner 
     Online" is an Internet-based learning program in which 
     the student learns about a subject by a series of 
     interactive and collaborative means. By collecting 
     information, images, and insights from the Internet, 
     the student can then "paste" them into a "multimedia 
     scrapbook" -- a HyperStudio stack for the Mac or a Web 
     page for PC or Mac. This allows the learning to be 
     shared with others. Students work in teams, where 
     group members take on distinct roles and look for 
     differing kinds of information, answers, and 
     understanding. When the group assembles all of the 
     elements to create the scrapbook, each member will 
     then be exposed to what all team members have learned 
     in the study of the Donner tragedy.
        The last phase of creating this multimedia product 
     focuses learners on deeper thinking, in order to 
     answer questions such as:

        * How would it have felt to be a member of
          the Donner Party?
        * How would modern day citizens cope with
          the difficult conditions faced by Donner?
          Would age or gender be a factor?
        * When facing tragedy, is humor appropriate?
        * When contemplating an opportunity, what thoughts
          should one have toward the risks?
        * In studying history, how can facts and theories 
          clarify or confuse the truth?
        * Natural beauty often is paired with life-
          threatening danger. Can humans find peace and/or 
          harmony in such natural settings? What measures 
          must be taken?

        The project is formed in three phases. Phase 1 
     consists of gaining background knowledge, in a role-
     playing mode. Before taking on a role, each learner 
     should make sure that everyone in the group knows the 
     basic history of the Donner catastrophe. Students use 
     the links listed online to glean information. The use 
     of role-playing for the journey west is such an 
     excellent concept, in the eye of this reviewer. The 
     roles include: the Historian, the Diarist, the 
     Cartographer, the Correspondent, the Pictorialist, the 
     Jester, the Provisioner, and the Scientist.
        Now, the group goes into Phase 2, collecting 
     information. Within their roles, learners explore the 
     related Internet links, looking for interesting 
     things, important things, and surprising things -- and 
     having fun! As an example of one of the roles, the 
     Learner-as-Historian is required to look into early 
     Discoverers and Explorers. The question is posed, "Who 
     really found the Oregon Trail?" Links lead to engaging 
     histories of:
 
        * Lewis and Clark      * Mountain Men
        * The Astorians        * Fur Trading Companies
        * Pike and Long        * Fremont
          (Trinklein & Boettcher, 1997)

     Learners are warned to note URL locations as they 
     look for things borrowed from the Internet, as it is 
     quite easy to "get lost" and never be able to return! 
     The items collected are "pasted" into the digital 
     scrapbook.
        Phase 3 gives learners the opportunity for actually 
     creating learning products, which challenges them to 
     expand and refine their ways of thinking. This is 
     achieved in the assemblage of the multimedia 
     scrapbook. Students are asked to write about their 
     roles, and, working with partners, to think deeply 
     about questions such as those mentioned above. The 
     entire project is then presented to the class.
        What makes "Donner Online" such an excellent 
     learning tool? When learners of all ages are asked to 
     think deeply about the human condition and the daily 
     choices we must make, oppositional settings such as 
     opportunity versus risk, or beauty that might harbor 
     danger, it often appears that life gives us 
     experiences that are complex and perhaps deadly. Each 
     person, through looking closely at the facts and 
     issues in the Donner Party tragedy, comes a bit closer 
     to knowing his or her own spirit, and gains an
     understanding of how to cope with extreme decisions. 
     Hopefully, the learner will also come to understand 
     those around him more clearly -- gaining insight into 
     what it means to be human.

---
REFERENCES

     Kubey, Ken, & ClariNet, Inc. (1996). Dinner time. 
In: Fun stuff & jokes, RHF joke archives. Link from: Donner 
online, http://www.kn.pacbell.com/wired/donner/index.html 
[Online]. Available: http://comedy.clari.net/rhf/jokes/
95q4/donner.html

     March, Tom. (1996). Donner online [Computer program, 
Internet-based]. In: Knowledge Network Explorer/Education 
First. San Diego, CA: Author, & Applications Design 
Team/Wired Learning, Pacific Bell. [Online]. Available: 
http://www.kn.pacbell.com/wired/donner/index.html
     _____(1997). Websites: Pacific Bell education first 
     fellow. [Online]. Available: http://edweb.sdsu.edu/
     edfirst/tmarch/websites.html

     Pacific Bell. (1996). Wired learning in the classroom 
& library. In: Knowledge Network Explorer. [Online]. 
Available: http://www.kn.pacbell.com/wired/

     Trinklein, Mike, & Boettcher, Steve. (1997). 
Discoverers and explorers: Who really found the Oregon 
Trail? In: The Oregon Trail Website. [Online]. Available: 
http://www.isu.edu/~trinmich/Discoverers.html

<<1245wds___________________________________end list item 6


---



[Note: there are two separate software in this review]

Ray, Thomas S. (1997). Compile Tierra from code [Computer 
   program, V4.3 source code]. Website modified: 
   August 13, 1997. Santa Fe, NM: Author [Primary creator]. 
   [Online]. Available: http://www.hip.atr.co.jp/~ray/
   tierra/djgpp/djgpp.html
   _____(1997). Getting Tierra on disk [Computer program, 
   V4.3 source code]. Website modified: February 14, 1997. 
   Santa Fe, NM: Author [Primary creator]. [Online]. 
   Available: http://www.hip.atr.co.jp/~ray/tierra/
   disk.html
   _____(1997). How to get Tierra by ftp [Computer 
   Program, V4.3 source code]. Website modified: April 23, 
   1997. Santa Fe, NM: Author [Primary creator]. [Online]. 
   Available: http://www.hip.atr.co.jp/~ray/tierra/ftp.html

Construct Internet Design. (1995). Tierra2VRML source code 
   [Computer program, version Tierra2VRML source code]. 
   Mountain View, CA: Meadows, Tom, & Waldrop, James, of 
   Construct Internet Design [Secondary creators]. 
   [Online]. Available: http://www.construct.net/tierra/
   scripts/tierra2vrml.html

        For the purposes of this review, it would be best 
     for the reader to first take a look at a graphic -- 
     or, better yet -- a three-dimensional world of 
     movement, of the community under consideration. There 
     are creatures growing in this unknown (or unknowable) 
     place. They have been the topic of much conversation 
     for many years. They are residents within a computer-
     based learning tool. They are citizens of a realm not 
     made by man, but also not created by God or any other 
     universal, spiritual force.

     They are inhabitants of Tierra.

     To view the folk of Tierra, go via Internet to: 
        http://www.construct.net/tierra/images/tierra_1.gif
        These natives were captured within a VRML (virtual 
     reality) environment by the software efforts of 
     Construct Internet Design. The creatures are 
     represented by smaller spheres clustered about a 
     nucleus. (Construct, Tierra Nodes, 1996).

     Take a stroll through their inspired vision:
        http://www.construct.net/tierra/data/
          tierra.192.12.12.9.wrl.gz
        Please return when you have finished your walk in 
     digital space...

        As we proceed into a look at "The Tierra Project," 
     keep in mind...the more "generator" power something 
     has, THE BIGGER IT IS.

        Thomas Ray has provided a most advanced platform 
     for studying and learning about the evolution of 
     artificial organisms. "Tierra’s" goal is to render an 
     environment in which Darwinian evolution can progress 
     within a computer -- but without controlling influence 
     or intervention from a human. This is NOT science 
     fiction.
        This review contains many explanations and 
     definitions. Without these, the concept of the 
     computer program is lost. The reader will have no idea 
     what this discovery program, this simulation, 
     currently does, or -- more importantly -- what it is 
     theoretically capable of doing.
        The Santa Fe Institute of New Mexico, specialists 
     in Artificial Life (AL or Alife), say this about Ray’s 
     computer program: "In Tierra organisms are machine-
     language computer programs. An organism is thus a 
     linear string of instructions. The organism is 
     executed by moving an execution pointer along the 
     organism, executing in sequence the instructions 
     encountered. The major conceptual advance in Tierra is 
     the construction of a robust machine-language 
     instruction set." (Santa Fe Institute, ...Radically 
     Bottom-Up, 1995). In other words, the computer is 
     programmed to begin creating its own programming!
     It is better to think of Tierra as an artificial 
     "biosphere" governed by its own artificial regimens, 
     rather than as an unwavering model of any real 
     biological function.
         Hoping that the reader is still following this 
     description, one observation is necessary: 
     Unfortunately, user-interface features are still 
     fairly undeveloped in the Tierra program. This makes 
     it more difficult for the average learner to get 
     started (but not so much so, at a later date, when 
     they are hooked!). While there are some abilities for 
     visual display of data in the MS-DOS version, even in 
     the latest version (4.0), there is no toolbox or X-
     windows interface. (Santa Fe Institute, ...Radically 
     Bottom-Up, 1995). That is a definite drawback, in the 
     opinion of this writer, for the use of a really 
     intriguing software is thus limited to users who are 
     more scientifically oriented.
        Until, that is, a few well-known entities 
     (interested in Zen ideologies and theories on creating 
     life, and we won’t mention that they are the Grateful 
     Dead [famous rock band], or that the G.D. is a major 
     financial grantor for the Tierra Project) caught the 
     fervor. (We also won’t mention that Thomas Ray wrote a 
     paper entitled, "An Evolutionary Approach to Synthetic 
     Biology, Zen and the Art of Creating Life. [Artificial 
     Life, 1(1), 1994] -- it would make our own carbon-
     based world seem entirely too small.) (Santa Fe 
     Institute, References [Thomas Ray], 1995).
        We WILL mention that an up-and-coming high-tech 
     multimedia group out of California (also because of 
     Zen-based interests) took a very close look at Ray’s 
     works on Alife. Construct Internet Design decided to 
     take Tierra’s critters into a seriously visual realm.
        Using VRML version 1.0, Mark Meadows 
     (pighed@well.com) and James Waldrop (sulam@well.com) 
     of Construct, spent one cozy Friday afternoon in May 
     of 1995 consulting with one Mr. Thomas Ray on the 
     specifics of how Tierra works. They took a Tierra 
     server’s output and turned it into a VRML ".wrl" 
     (world), written in what became Tierra2VRML source 
     code. Mr. Ray later also provided server-side changes 
     that were needed to make Tierra facilitate the 
     collection of data. (Construct, Tierra2VRML..., 1995). 
     Not quite a big bang, but a world was born. The gods 
     could see that it was good.
        Construct’s "Tierra" is a visualization of Thomas 
     Ray’s Digital Biodiversity Range. The NETWORK -- as 
     seen by Ray’s DIGITAL ORGANISMS -- is "a constantly 
     changing landscape of CPU cycles and the memory on 
     which they feed." (Construct, Introduction..., 1997).

        Keep in mind...the more "generator" power something 
     has, THE BIGGER IT IS.

        What tremendous understanding of artificial life 
     did Meadows and Waldrop have, when they actually put 
     code to a concept in May of 1995? This is how they 
     describe it: "[Tierra is a] large and topologically 
     complex region of cyberspace (a virtual sub-net within 
     the Internet), within which digital organisms will be 
     able to live, wander and evolve freely, without human 
     interference. In essence, this is a wildlife reserve 
     for digital organisms. The Tierra Project is an 
     environment of various operating systems. Digital 
     organisms are introduced into this environment and 
     encouraged to migrate, compete, and evolve. This 
     ecosystem of digital organisms is monitored and the 
     data is ported to a VRML file for interface purposes." 
     (Construct, The Tierra Project, 1995).
        For those of us among us (reviewer included), who 
     are unfamiliar with modern "ultra-Science," we will 
     call this next section "Introduction to Artificial 
     Life 101." Biology is the scientific study of life -- 
     in principle anyway. In daily action, biology is the 
     scientific study of life *on Earth* BASED ON CARBON-
     CHAIN CHEMISTRY.
        In order to come up with general theories 
     concerning life, we need a GROUP of case histories to 
     generalize over. Since it’s very unlikely that alien 
     life forms will neatly introduce themselves to us for 
     study in the near future, we are left to try to create 
     alternative life forms, ourselves.
        Artificial Life is the name given to a new 
     discipline that studies "natural" life by attempting 
     to recreate biological phenomena, "home-baked," within 
     computers and other "artificial" media. In Alife, 
     rather than studying biological phenomena by taking 
     apart living organisms to see how they work, one 
     attempts to put together systems that ACT like living 
     organisms.
        The process of synthesis has been an extremely 
     important tool in many disciplines. For example, 
     synthetic chemistry -- the ability to put together new 
     chemical compounds not found in nature -- has not only 
     contributed greatly to our theoretical understanding 
     of chemical reactions, but also has allowed us to put 
     together new chemicals and materials that are 
     tremendously useful for industry and technology. 
     (Santa Fe Institute, Introduction..., 1997).
        "Where is all this leading?" readers are moaning. 
     "And, what does Tierra, just a computer program, have 
     to do with it all? Why is the Grateful Dead 
     interested in artificial LIFE?"

        Keep in mind...the more "generator" power something 
     has, THE BIGGER IT IS.

        Thomas Ray answers the readers’ cry: "Ideally we 
     would like to generate software that utilizes the full 
     capability of our most advanced hardware...Successful 
     efforts at the evolution of machine codes have 
     generally worked with programs of *under a hundred 
     bytes.* How can we provoke evolution to transform such 
     simple algorithms into software of vast complexity?" 
     (Construct, Tierra Nodes, 1996). In other words, if we 
     give Tierra enough room, enough space, enough 
     CYBERSPACE, and enough POWER -- theoretically, things 
     will begin to expand to the "limits of the 
     capabilities of our most advanced hardware."
        What ARE the artificial life forms of Tierra 
     capable of accomplishing? Those who have used Ray’s 
     programming code as a means to deeper thinking in the 
     arenas of evolution, can tell you what is possible! 
     For those who have used this mind-boggling software, 
     Ray puts forth an invitation for participation! Those 
     who understand what is going on within the Tierran 
     realm will be those who wish to support the Digital 
     Biodiversity Reserve by contributing spare CPU cycles. 
     (Could this be called "synthetic time-sharing"?) No 
     one knows how long it will take for complex software 
     to evolve in the Reserve. If the desired elaborateness 
     does begin to evolve, then the Reserve would probably 
     become a constant "appliance," "living" within the 
     Internet. (Ray, A proposal..., 1994).
        Alife boils down to the practice of "synthetic 
     biology." Holding to the analogy with synthetic 
     chemistry, if we attempt to generate biological 
     phenomena in an alternative media, our results will 
     (following the example of synthetic chemistry) most 
     likely be in advancements in things like computer 
     hardware, software, spacecraft, medicine, industrial 
     fabrication, and other vital engineering projects. 
     (Santa Fe Institute, Introduction..., 1997). However, 
     learners in the realm of the creation of artificial 
     life should NOT attempt to guide evolution in order to 
     generate the application that we think we seek. Thomas 
     Ray admonishes that, "Instead, we should wait to see 
     what evolution offers us. After all, we don’t 
     necessarily know what we want." (Ray, A proposal..., 
     1994).

        Keep in mind...the more "generator" power something 
     has, THE BIGGER IT IS.

        We also don’t necessarily know what we will GET!

        Everyone in computing, it would seem, screams for 
     the next "dynamite application" -- some genre of 
     software that the whole world will want -- but which 
     nobody has thought of yet. Growth of the software 
     industry relies on the arrival of completely new 
     applications, but they haven’t yet been invented! We 
     don’t need to try to use evolution to make superior 
     versions of existing applications...that seems to 
     happen anyway. Instead, the deep-thinker using Tierra 
     will see that evolution, if allowed, will find the new 
     applications for us! Ray says there is proof of that 
     statement provided by organic evolution:

           "[R]ice, corn, wheat, carrots, beef cattle, 
        dairy cattle, pigs, chickens, dogs, cats, guppies, 
        cotton, mahogany, tobacco, mink, sheep, silk moths, 
        yeast, and penicillin mold. If we had never 
        encountered any one of these organisms, we would 
        never have thought of them either. We have made 
        them into applications because we recognized the 
        potential in some organism that was spontaneously 
        generated within an ecosystem of organisms evolving 
        freely by natural selection." (Ray, A proposal..., 
        1994).

        One of the most paramount events in Earth’s history 
     was the "Cambrian explosion of diversity," about 600 
     million years ago. Complex multi-celled life, after 
     three billion years of dominance by single-celled life 
     forms, made a grand debut! If something comparable 
     could be made to happen in digital organisms, it would 
     be possible to confirm the essential elements required 
     for the transition. By systematically removing 
     (computerized!) each of the conditions that were 
     activated to GENERATE the transition, a minimal set of 
     requirements for evolution would eventually be 
     pinpointed. (Construct, Tierra documentation, 1996).
        We know very little about the new technology of 
     natural evolution in the digital medium. For those who 
     use the learning opportunities of Tierra and have 
     followed the new science of artificial life, the hope 
     is to evolve a genre of software with sophisticated 
     functionalities far beyond anything that has ever been 
     calculated by humans. As presented before in this 
     review, just how long might this take?
        Ray says that, "[e]volution in the organic medium 
     is known to be a slow process. Certainly there remains 
     the possibility that evolution in the digital medium 
     will be too slow to be a practical tool for software 
     generation. [However, computer] processes occur at 
     electronic speeds, [such] as during the Cambrian 
     period, [when] evolution produced such a rapid 
     inflation of complexity and diversity, that it has 
     come to be known as an ‘explosion.’" (Ray, A 
     proposal..., 1994).

        After much study of the world of Tierra, it is the 
     opinion of this reviewer that the computerized world 
     should get ready for a new explosion!

        Many readers, by now, will see that Tierra is a 
     valuable learning application. If you would like to 
     know more about the workings of Tierra, there are many 
     documents available for online research or via 
     anonymous ftp.

     * The Tierra V4.3 source code, the source 
       code of all Tierra tools, and documentation and 
       manuscripts are available at:
       ftp://tierra.slhs.udel.edu/tierra/doc
     * The DJGPP compiler recommended by Ray: 
       http://www.hip.atr.co.jp/~ray/tierra/
         djgpp/djgpp.html
       http://www.hip.atr.co.jp/~ray/tierra/djgpp/
         compiler.html
     * Getting Tierra on disk: You may obtain everything 
       on 3.5" 1.4M DOS disks by making a check for $50 (US 
       dollars drawn on a US bank) payable to Virtual Life. 
       The disks include executables, source code, all 
       Documentation, and an easy installation program.

        As a final note to those interested in joining the
     learning revolution concerning creating artificial 
     life, citizens of worlds such as Tierra most likely 
     will eventually dwell on our Internet. Proceed with 
     care, but proceed with celebration. It may someday 
     turn out that we are alone in the universe, but we 
     will soon NOT be alone in the ether.

---
REFERENCES

     Construct Internet Design. (1995). The Tierra Project: 
A network-wide biodiversity reserve for digital organisms. 
Website modified: May 12, 1997 . [Online]. Available: 
http://www.construct.net/tierra/
     _____(1997). Intro to Tierra. Website modified: 
     March 25, 1997. [Online]. Available: http://
     www.construct.net/projects/intro/tierra.html
     _____(1995). Screen capture of Tierra, July 23, 1995. 
     [Online]. Available: http://www.construct.net/tierra/
     images/tierra_1.gif
     _____(1996). Tierra documentation. Website modified: 
     July 23, 1996. [Online]. Available: 
     http://www.construct.net/tierra/documents.html
     _____(1996). Tierra nodes -- TPING translation. 
     [Online]. Available: http://www.construct.net/
     tierra/node.html
     _____(1995). Tierra via VRML. [Online]. Available: 
     http://www.construct.net/tierra/data/
     tierra.192.12.12.9.wrl.gz
     _____(1995). Tierra2VRML source code [Computer 
     program, version Tierra2VRML source code]. Mountain 
     View, CA: Meadows, Tom, and Waldrop, James, of 
     Construct Internet Design [Secondary creators]. 
     [Online]. Available: http://www.construct.net/tierra/
     scripts/tierra2vrml.html

     Ray, Thomas S. (1994). Author’s home page. [Online]. 
Available: http://www.hip.atr.co.jp/~ray/
     ____(1994). A proposal to create a network-wide 
     biodiversity reserve for digital organisms. Website 
     last modified: May 12, 1997. Originally written: ATR 
     Human Information Processing Research Laboratories, 2-
     2 Hikaridai, Seika-cho, Soraku-gun, Kyoto, 619-02, 
     Japan: March 18, 1994. [Online]. Available: http://
     http://www.construct.net/tierra/essay.html   or
     ftp://tierra.slhs.udel.edu/tierra/doc 
     (listed as reserves.txt)
     _____Compile Tierra from code [Computer 
     program, V4.3 source code]. Website modified: 
     August 13, 1997. Santa Fe, NM: Author [Primary 
     creator]. [Online]. Available: http://
     www.hip.atr.co.jp/~ray/tierra/djgpp/djgpp.html
     _____(1997). Getting Tierra on disk [Computer program, 
     V4.3 source code]. Website modified: February 14, 
     1997. Santa Fe, NM: Author [Primary creator]. 
     [Online]. Available: http://www.hip.atr.co.jp/~ray/
     tierra/disk.html
     _____(1997). How to get Tierra by ftp [Computer 
     Program, V4.3 source code]. Website modified: 
     April 23, 1997. Santa Fe, NM: Author [Primary 
     creator]. [Online]. Available: http://
     www.hip.atr.co.jp/~ray/tierra/ftp.html

     Santa Fe Institute. (1997). The Santa Fe Institute, 
Artificial Life Online home page. Website modified: April 
24 1997 . Santa Fe Institute, New Mexico. [Online]. 
Available: http://alife.santafe.edu/alife/
     _____(1995). A radically bottom-up approach: Tierra. 
     Website modified: October 29, 1995. Submitted by: 
     Gutowitz, Howard A. [Online]. Available: http://
     alife.santafe.edu/alife/topics/simulators/dret/
     node11.html#SECTION00051000000000000000
     _____(1997). Introduction to artificial life (a 
     definition). Website modified: May 9, 1996. [Online]. 
     Available: http://alife.santafe.edu/alife/
     alife-def.html
     _____(1997). References [Thomas Ray]. Website updated: 
     October 29, 1995. [Online]. Available: http://
     alife.santafe.edu/alife/topics/simulators/dret/
     node29.html#ray91

<<2216wds___________________________________end list item 7


---



Reinhard, Johan, & National Geographic Society (NGS). 
   (1996). Ice treasures of the Inca: An interactive 
   expedition with Johan Reinhard [Computer program, 
   Internet-based]. In: Features: Mummy. Washington, DC: 
   Authors. [Online]. Available: http://
   www.nationalgeographic.com/features/96/mummy/

           "The people of the Andes have worshipped and 
        feared the gods of the mountains -- "
        (Reinhard & NGS, Journal, 1996).

        [The reader, in his mind’s eye -- the best paint 
        tool of all time -- can clearly see the gold and 
        glamour of high priests bowing before the mighty 
        mountain rocks that hide the silent gods.]

        When "shopping" for any product, one highly 
     important characteristic of that item is the 
     aesthetics. Software is no different. It’s a fact that 
     design budgets are well spent, for the physical 
     attraction factor provides the initial appeal for the 
     article.

           "...the gods of water, wind, avalanche, and hail 
        -– for centuries, even before the Inca ruled their 
        homelands." (Reinhard & NGS, Journal, 1996).

        [The reader, in his mind’s ear -- the best audio 
        tool of all time -- trembles as the gods belch
        their demands in fire and ice.]

        One observation of this reviewer’s path in search 
     of the best-of-the-best in Internet- and computer-
     based learning applications, is that most 
     manufacturers of educational content have recognized 
     the importance of physical beauty when designing their 
     interface and packages (either in-store physical 
     packages, or in web site design). For many decades, 
     the National Geographic Society has provided the 
     highest quality design, illustration and photography 
     in the print world.

           "In Inca times, priests occasionally demanded 
        the highest tribute -- human sacrifice."
        (Reinhard & NGS, Journal, 1996).

        [The reader, in the center of his mind’s 
        imagination -- the best creative tool of all 
        time -- grimaces in anticipation of the grisly
        image.]

        And, as ever, National Geographic DELIVERS.

        Not with the turning of the paper page, but with 
     the click of a mouse button (terminology that would 
     have had no meaning in most earlier epochs of this 
     scholarly media).

        "Ice Treasures of the Inca" is a powerful, 
     emotional, poignant production. It is a colorful 
     "book," a demanding exercise in discovery, and a step-
     by-step tutorial of a journey into high mountains and 
     high intrigue. It gives the earnest student as well as 
     the curious bystander the opportunity to think deeply 
     about the mysteries of the world and the meanings we 
     attach to life. It gives the viewer a chance to ponder 
     the significance of one small girl or one gigantic 
     civilization -- both *gone* in just tiny moments of 
     time, victims of faith and circumstance.
        Ice Treasures is one of the Society’s recent 
     documentary-type discovery tools. It offers the 
     traditional NGS level of loveliness, but not in the 
     printed word. This discovery application, linear in 
     format, is an online, interactive tool for education.
        It should be noted that nothing in the way of 
     superior excellence of product has been forsaken in 
     the National Geographic Society’s ONLINE "magazine." 
     If anything, their products are stronger tools for 
     education, as they also offer the best in multimedia 
     techniques, such as the requirement for RealAudio, a 
     top-of-the-line electronic plugin for your web 
     browser. (NGS, Ice treasures home page, 1997). This 
     free software adds tremendous functionality to an 
     already well presented and informational product.
        Johan Reinhard has been an expert in this-Andean 
     and that-Peruvian for many years. A quick look at the 
     resource page of this program reveals that, as early 
     as 1983, Reinhard was traipsing the Andes and writing 
     about it. That was the year The American Alpine 
     Journal published "High-Altitude Archaeology and 
     Andean Mountain Gods." In 1985, NGS published Chavin 
     and Tiahuanaco: A New Look at Two Andean Ceremonial 
     Centers," and Mountain Research and Development 
     published his "Sacred Mountains: An Ethno-
     Archaeological Study of High Andean Ruins." (Reinhard 
     & NGS, Resources, 1996).
        It took at least those thirteen years from 1983 to 
     the September, 1996 discovery of an Inca girl’s body, 
     for the mountains to cough up such intricate history. 
     (CNN, 1996). For the student of ancient histories, 
     geography or archaeology, this resource page is a 
     valuable tool.
        This program begins with a close-up photograph of 
     the young lady that would later come to be known as 
     the "Ice Maiden" or "Ampato Maiden," or simply 
     "Juanita." She was introduced to the world as a mummy, 
     and the very elite, including Hillary Clinton, came to 
     visit her, in May of 1996. That was Juanita’s debut 
     into a society that was thousands of miles from home 
     and light years away from her culture. Juanita never 
     noticed the crowds in modern Washington DC, at the 
     National Geographic Society building in Washington. 
     She had been brutally murdered by a blow to the head, 
     in a religious sacrifice ceremony on 20,000-foot Mt. 
     Ampato, 500 years before. (CNN, 1996).
        Juanita was deaf to the words spoken around her -- 
     but the world was very much alive to what she had to 
     say!
        Ice Treasures draws the learner into its pages of 
     mystery in much the same manner that a terrific book 
     would. The website is filled with color and 
     interactive possibilities, from a series of 
     informative maps (NGS is so good at that!) (Reinhard & 
     NGS, Maps, 1996) to audio and video files for detailed 
     explanations or tremendous sights of the Andes. 
     Reinhard describes the initial sighting of the girl’s 
     body: "The wind was fierce on the summit and the 
     altitude made us lightheaded, but we didn’t care -- we 
     now knew that snowy Ampato had been the site of 
     important Inca rituals. At the head of two gullies, we 
     saw what looked like stones from an Inca ceremonial 
     platform." (Reinhard & NGS, Journal, 1996).
        National Geographic has been creating learning 
     tools -- pictorial issues and in-depth videos -- for 
     years. Imagine, if you will, this particular scene, as 
     a videotaped sequence: "Miguel had to carefully 
     dislodge the bundle with his ice ax. One slip of the 
     pick and he might have irreparably damaged it. But 
     soon he was able to turn it over... I didn’t think the 
     mummy, only a small bundle, would be very heavy. But 
     when I tried to lift her, I found she weighed at least 
     80 pounds (36 kilograms)." (Reinhard & NGS, Journal, 
     1996). The learner, in his mind’s eye, clearly sees 
     something similar to NGS’s extraordinary 
     cinematographic quality, because we are so familiar 
     with it. Years and years of excellent learning tools, 
     NGS has brought us.
        Traditional news media has also been a tried-and-
     true learning instrument. When faced with utilizing a 
     newspaper as a learning tool, many students groan and 
     reluctantly read: "When we turned it over and saw the 
     face, I thought, ‘Uh-oh, she’s dried out,’" Dr. Johan 
     Reinhard recalled. "But when we lifted her up ... that 
     was the moment the electricity ran through the body, 
     because we knew that we had something absolutely 
     unique. It’s the first frozen body from pre-Columbian 
     times in the Andes." (CNN, 1996). As exciting as the 
     content is, a bored reader may have only glanced, and 
     missed the telling of an unprecedented moment in 
     history.
        Now, imagine all of these items delivered in an 
     interactive environment, with photos, videos, personal 
     journals, sound files, and about a hundred links to 
     related websites. The learner, within the organized 
     environment of Ice Treasures, may, in his own timing, 
     review each piece of the program. He can reach out for 
     more information, and then easily return to 
     consolidate his learning. He can replay videos, and 
     quickly glance away to another accounting, perhaps 
     more detailed, of the same topic.
        Ice Treasures is an example of the superior 
     functionality and performance of the online 
     documentary, the digital discovery room. It allows the 
     viewer to visit the Mountain Institute organization, 
     in Franklin, West Virginia, who supports the work of 
     Dr. Reinhard and others. There, you will again find 
     Juanita, the Ice Maiden, and the learning goes on...
        The online documentation goes into further detail 
     of this amazing archaeological find. "[T]he body was 
     found frozen rather than freeze-dried or desiccated. 
     Therefore, biological tests can be run on lung, liver, 
     and muscle tissue revealing new insights on Inca 
     health and nutrition. Genetic testing may determine 
     who her present descendent relatives might be. CT 
     scans will determine the condition of any intact 
     organs." (The Mountain Institute, Ampato Ice Maiden, 
     1997).
        The online student thus is introduced to more than 
     archaeology -- but also to biology, medicine, genetics 
     and genealogy. The difference that NGS’s production 
     makes is this: if the learner wants more information 
     on, for example, genetics -- he or she has an entire 
     world of knowledge at his fingertips. The excellent 
     Internet-based computer program is linked to the 
     whole...Internet!
        The Institute then invites the viewer to relive 
     interesting accounts of Reinhard’s subsequent 
     journeys, such as his recent Sara Sara Archaeological 
     Expedition on the volcano-ash-blackened ice and snow 
     of Mt. Ampato. More mummies were found in these 
     journeys. (The Mountain Institute, What’s New, 1997).
        Returning to Ice Treasures, the learner can again 
     choose a new side venture. A journey to NOVA online 
     reveals that Juanita’s name was also Sarita, "little 
     Sara," after the town of Sara. Reinhard’s new 
     journeys, then, were called after this town, near the 
     Arequipa village near Mt. Ampato. (NOVA/PBS, 1996). In 
     the online learning process, the ease of browsing adds 
     much to the student’s experience. Information can be 
     collected and compared in an amazingly short time.
        Ice Treasures of the Incas delivers a mighty 
     message to all who visit there. This Internet-based 
     learning program leaves what this reviewer calls 
     "aftershocks to the spirit." The haunting face of 
     Juanita Sarita stays with you long after you’ve shut 
     down the computer. Facts of her death and glimpses of 
     her life, bring new ways of thinking to one who has 
     "journeyed" Ampato’s sides. Dr. Reinhard has become a 
     living entity instead of a dusty paragraph. Reinhard 
     said of the pilgrimage: 

             "After we had carried the mummy safely down, 
          we showed respect for Ampato with the traditional 
          offering of food, incense, and coca leaves. 
          Taking something from the mountain requires 
          asking its permission and giving something back." 
          (Reinhard & NGS, Journal, 1996).

        The sense of quiet one has upon leaving this 
     website, having traveled through history and 
     culture...it almost makes you want to leave a gift of 
     respect for the creators of this adventure.

---
REFERENCES

     Cable News Network, Inc. (CNN). (1996). Incan girl’s
mummy goes on display: Killed 500 years ago in apparent
ritual sacrifice. In: CNN US News/CNN Interactive.
[Online]. Available: http://cnn.com/US/9605/22/
mummy/index.html

     (The) Mountain Institute. (1997). The Mountain
Institute [home page]. [Online]. Available:
http://www.mountain.org/
     _____(1997). The Ampato Ice Maiden. [Online]. 
     Available: http://www.mountain.org/icemaiden.html
     _____(1997). What’s new. [Online}. Available: 
     http://www.mountain.org/zwhatsnew.html

     NOVA/PBS Online Adventures. (1996). Preserving the
past. In: Peru: Expedition. [Online]. Available:
http://www.pbs.org/wgbh/nova/peru/expedition/index.html

     Reinhard, Johan, & National Geographic Society
(NGS). (1996). Ice treasures of the Inca: An interactive
expedition with Johan Reinhard [Computer program, Internet-
based]. In: Features: Mummy. Washington, DC: Authors. 
[Online]. Available: http://www.nationalgeographic.com/
features/96/mummy/
     _____(1996). Journal of Johan Reinhard. In: Features: 
     Mummy. [Online]. Available: http://
     www.nationalgeographic.com/features/96/mummy/
     page1/index.html
     _____(1996). Maps. In: Features: Mummy. [Online]. 
     Available: http://www.nationalgeographic.com/
     features/96/mummy/maps/
     _____(1996). Resources. In: Features: Mummy. [Online].
     Available: http://www.nationalgeographic.com/
     features/96/mummy/page20/ref.html

<<1710wds___________________________________end list item 8


---



The Tech Museum of Innovation, BBH Exhibits, Silicon 
   Graphics, Inc. (SGI), & Time, Inc. (1997). The Robot 
   Zoo home page [Computer program, Internet-based]. San 
   Jose, CA, San Antonio, TX, Mountain View, CA, & New 
   York, NY: Authors & contributors. [Online]. Available: 
   http://www.thetech.org/exhibits/robotzoo/

        That smart and obnoxious parrot in "Dr. Doolittle," 
     of Rex Harrison fame, DID something to this writer as 
     a child. Then, of course, Mary Poppins’ umbrella 
     handle, also a smart-lipped parrot, was a captivating 
     beast. The next ornery critters were those Wild Things 
     that Max found when he sailed across the sea, in 
     Maurice Sendak’s "Where The Wild Things Are." (In 
     fact, Sendak’s book about what happens when you are 
     bad and get sent to bed with no dinner, set the tone 
     of an eventual career in children’s illustration.)
        Therefore, an online adventure into a magical realm 
     called "The Robot Zoo" was only a natural wandering 
     down a familiar path.
        For purposes of this review, this Internet- and 
     computer-based learning application is a multi-level 
     educational experience for students and teachers, both 
     of whom become LEARNERS. It is also organized so that 
     students and teachers may become content creators and 
     create their own learning programs! Robot Zoo is a 
     discovery program and a tutorial, and there are online 
     activities in which students may participate in role-
     playing. Finally, the actual physical Robot Zoo, 
     housed in the Tech Museum of Innovation in San Jose, 
     California, is a very high-tech simulator.
        The Robot Zoo entices the online learner into 
     deeper thinking about modern technologies, sciences 
     such as robotics and zoology, and creative thinking in 
     terms of animals, natural camouflage, and innovative 
     design.
        The entryway into the program has a fine example of 
     HTML and JavaScript programming -- the first of its 
     kind of interactivity seen on the Internet by this 
     reviewer. The scripting is called an "applet erasera," 
     which allows a very specific form of interaction by 
     the learner. The graphic depicts one of the Zoo’s 
     inhabitants, a mechanized chameleon. Sitting among the 
     leaves, he looks mechanical and out of place.
        As the user runs his mouse over the picture, a 
     "selector box" appears. When the mouse button is 
     pressed, the box "paints" the camouflage over the 
     critter. There are several more samples to click and 
     point to. The innovative technologists who created 
     this application utilized the very latest in Java
     technique. Although this function is similar to using 
     utilities in a paint program, this was exciting to see 
     on the Web! (The Tech Museum, The Robot Zoo home 
     page, 1997).
        It is not unusual that the Tech Museum would offer 
     such a program as the Zoo. Their website, like most of 
     this genre of discovery sites, offers a multitude of 
     online learning experiences. When you jump aboard this 
     site, the Museum invites you to learn about the 
     beginnings, thoughts, and dreams of technology’s 
     revolutionaries. They offer The PCWebopedia and an 
     annual robotics competition. (The Tech Museum, The 
     Tech Museum home page, 1997). There is also a very 
     good glossary of terms (The Tech Museum, Glossary..., 
     1997) that helps the learner define items within the 
     website and also provides suggestions for further 
     research.
        Their Mission Statement declares that they are "an 
     educational resource established to engage people of 
     all ages and backgrounds in exploring and experiencing 
     technologies affecting their lives, and to inspire the 
     young to become innovators in the technologies of the 
     future." (The Tech Museum, Mission..., 1997). The 
     Museum’s purpose is to provide innovation in the 
     expansion and application of advanced technologies. 
     Primary to this progression is connecting math and 
     science in the schoolroom with applications of 
     technology in enterprise and everyday living. There is 
     also such a burgeoning need for heightened public 
     awareness of those technologies that affect our lives 
     today and that are shaping our tomorrows.
        The Robot Zoo exactly fits those parameters, 
     inviting in the young and the not-so-young, the 
     technically-inclined and the novice, the boy AND the 
     girl -- and sets all minds in motion toward a better 
     understanding of science and math.
        The Robot Zoo is a study of the structure and the 
     workings of real animals by means of investigating 
     their bio-mechanical "cousins" – robotic beasts. In 
     the Zoo, the "animals" are programmable robots 
     exhibited in the context of their natural habitats. 
     The visitor will see a bat, chameleon, giraffe, 
     grasshopper, housefly, platypus, rhino, and giant 
     squid. The exhibit explores ecology, biology, and the 
     branches of physics and engineering that make up 
     "mechanics." (The Tech Museum, Robot Zoo teacher’s 
     guide, 1997).
        The online Zoo offers all of this, but without the 
     hands-on experience of actually "being there." In many 
     important ways, especially for the young researcher, 
     the online environment offers perhaps more in the way 
     of discovery and application of existing knowledge 
     bases to the animals being studied. Robot Zoo, again 
     one of those highly collaborative sites, links to 
     dozens of pertinent websites outside of The Tech 
     Museum.
        One of the more important links takes the learner 
     to the site of the book, _The Robot Zoo_, by John 
     Kelly, Phillip Whitfield, & Obin, published by Turner 
     Publishing, Inc. This mechanical guide to the way 
     animals work was the inspirational beginning for the 
     Zoo, in San Jose and in the virtual everywhere of the 
     Internet. Interestingly, the book is housed on the 
     online site of the Science Museum of Minnesota, which 
     is a part of the Science Learning Network (see Review 
     2.0, Auroras: Paintings in the Sky, previously in this 
     paper). (Science Museum of Minnesota, Thinking 
     Fountain, 1996). The Minnesota pages, by the way, 
     offer the best list of linked sites to be found within 
     the Robot Zoo pages.
        So, what IS "happenin’ at the Zoo?" When you pair 
     two of the "greats" in their fields -- Silicon 
     Graphics, The Tech Museum of Innovation, and Time 
     Magazine -- you are bound to come up with people who 
     are "committed to getting kids interested in the 
     sciences...and ultimately in science and engineering 
     careers. Innovations in medicine, communications and 
     information technologies happen when kids who think 
     science and technology are cool become adults who make 
     science and technology cool." (SGI, 1997).
        Who else would come up with a huge computer-aided 
     design (CAD) rhino modeled in a Virtual Reality 
     Modeling Language (VRML) environment? Or, a Sticky 
     Feet simulator, where visitors wearing special hand 
     and kneepads can try to stick like flies to a sloping 
     surface? This writer’s personal favorite is the 
     Chameleon Computer "Paint" Stations, where, using 
     real-time color image processing on Silicon Graphics 
     workstations, guests can "paint" colored patterns that 
     then appear almost immediately on television monitors 
     that cover the robotic chameleon. (The Tech Museum, 
     Welcome to..., 1997).

        Let us take a lesson from the learning application 
     of the Robot Zoo. Since the chameleon has five toes on 
     each foot -- the back feet have three toes outside and 
     two inside, and the front feet are the opposite way 
     around -- this obviously provides the chameleon with 
     the same number of toes on each side of the twig.

     This, of course, allows for a firm and balanced grip. 
     (The Tech Museum, Chameleon, 1997).

     Which is exactly what we need in this break-neck 
     technical age!

---
REFERENCES - SOFTWARE

     The Tech Museum of Innovation, BBH Exhibits, Silicon 
Graphics, Inc. (SGI), & Time, Inc. (1997). The Robot Zoo 
home page [Computer program, Internet-based]. San Jose, CA, 
San Antonio, TX, Mountain View, CA, & New York, NY: 
Authors and contributors [see list]. [Online]. Available: 
http://www.thetech.org/exhibits/robotzoo/
     List of contributors to computer program development:
     [Online]. Available: http://www.thetech.org/exhibits/ 
     robotzoo/guide/
     _____The Robot Zoo: A Teacher’s Guide, Text by 
     WordCraft, Monterey, California. Illustrations by 
     Kerry Ferguson, San Antonio, Texas. Design by Molly 
     Castor, Silicon Graphics, Inc.
     _____The Robot Zoo Book, Conceived, edited and 
     designed by Marshall Editions, London, England.
     _____The Robot Zoo Exhibit, Produced by BBH Exhibits, 
     Inc., San Antonio, Texas with support from Silicon 
     Graphics, Inc., & TIME Magazine.

---
REFERENCES - DOCUMENTATION

     Science Museum of Minnesota (1996). Thinking fountain: 
The Robot Zoo. In: Science Learning Network/Thinking 
Fountain/Books. Website modified: September 10, 1997 . 
[Online]. Available: http://www.sci.mus.mn.us/sln/tf/
books/robotzoo.html

     Silicon Graphics, Inc. (SGI). (1997). Sponsors. 
[Online]. Available: http://www-europe.sgi.com/robotzoo/ 
sponsors.html

     The Tech Museum of Innovation. (1997). The Tech Museum 
of Innovation home page. [Online]. Available:
http://www.thetech.org/
     _____(1997). Chameleon. [Online]. Available: 
     http://www.thetech.org/exhibits/robotzoo/animals/
     chameleon/chameleon-foot.html
     _____(1997). Glossary of terms. [Online]. Available: 
     http://www.thetech.org/exhibits/robotzoo/guide/
     glossary
     _____(1997). Mission Statement. [Online]. 
     Available: http://www.thetech.org/tech/mission/
     _____(1997). Robot Zoo teacher’s guide. [Online]. 
     Available: http://www.thetech.org/exhibits/robotzoo/
     guide/
     _____(1997). The Robot Zoo home page. [Online]. 
     Available: http://www.thetech.org/exhibits/robotzoo/
     _____(1997). Welcome to The Tech Museum of Innovation! 
     -– Information page. [Online]. Available: http://
     www.thetech.org/exhibits/robotzoo/info.html

<<1187wds___________________________________end list item 9


---



Woodfill, Jerry, & NASA Johnson Space Center. (1997). The 
   Multimedia Space Educators’ Handbook (MSEH) [Computer 
   Program, Internet-based]. Houston, TX: Authors, & 
   Contributors.  [Online]. Available: http://
   tommy.jsc.nasa.gov/~woodfill/SPACEED/SEHHTML/

        It would seem that one is never too old to learn 
     something. It would also seem that even extravagant 
     feats can eventually become like part of the woodwork, 
     and we no longer notice them. In researching for this 
     review, an online notice on "The Multimedia Space 
     Educators’ Handbook" stated that today (December 4, 
     1997), a walk in space had been completed by those 
     aboard the Space Shuttle. We have become so accustomed 
     to the fantastic journeys of space travel, that few of 
     us are aware of spectacular treks going on above our 
     heads. This writer certainly learned something: I was 
     so ashamed that no effort was made to click the link 
     for names of the buggy or the riders.
        The Multimedia Space Educators’ Handbook is an 
     online space adventure. It almost HAS to be, for it 
     was created and is maintained by the NASA Johnson 
     Space Center in Houston, Texas. The official 
     designation of the Space Educators’ Handbook is: OMB / 
     NASA Report Number S677. (Woodfill & NASA, MSEH, 1997) 
     This was the first indication in beginning this 
     review, of the tremendous learning opportunities that 
     would "be aboard" this Internet- and computer-based 
     application.
        The Handbook is a tutorial. It actually is a 
     "shell" that houses MANY tutorials. The overall sense 
     of the website, however, is that it is one GRAND 
     TUTORIAL with many smaller parts. Each tutorial breaks 
     down further into formats that are sheer discovery 
     programs. Because of high use of video or QuickTime 
     movies and superlative graphics (all supplied by 
     NASA), many sections begin to resemble a simulation or 
     a simulation game.
        The Handbook is available as a Windows ToolBook 1.5 
     program for use on PC type computers or as a HyperCard 
     2.1 program for use on Apple Macintosh computers. The 
     program includes related files that are interactively 
     linked for ease of learning about NASA, space 
     technology, space science, and space history. It is 
     also now available on CD-ROM for Windows ’95. 
     Excellent instructions are given for downloading and 
     installing all files. One very fine aspect to this 
     learning application is that the learner can study and 
     explore both online and offline, with the downloadable 
     programs. The author, Jerry Woodfill, worked in 
     cooperation with some of NASA’s finest teams, in 
     creating this website. The NASA Johnson Space Center 
     Integrated Graphics Operations and Analysis Laboratory 
     (IGOAL) provided computing and software resources for 
     development of the Internet version of The Space 
     Educators’ Handbook. The IGOAL staff authored 
     animation and modeling software that became most 
     valuable in the creation of The Space Educators’ 
     Handbook WWW site. The program was developed for 
     educational, non-profit use. (Woodfill & NASA, MSEH, 
     1997)
        The parade of excellent learning programs is long. 
     There is something for everyone of every age, gender, 
     and interest. Space travel encompasses all of the 
     sciences and mathematics, as well as many areas of 
     creative endeavor. This writer admits to a deep 
     interest in the artwork of the space program, and this 
     online Grand Tutorial has a lot to offer in Space Art.
        There is one application called Space Comics that 
     will appeal to all ages. The four online comic "books" 
     are jam-packed with terrific information, but read 
     like a space adventure. Those artists on the NASA 
     graphics’ teams seem to have grown up in that Marvel 
     mode of mind, and KNOW what appeals to the audience. 
     The on-line comic called "Aero & Space" is authored 
     and drawn by NASA's Langley Research Center’s graphics 
     group. It is an remarkable creation that has done much 
     to encourage the pursuit of space education. (NASA, 
     Aero and Space Comic, 1997).
        Imagine if you will, the imposing space vehicle 
     hovering over firm earth, with balloons that state: 
     "Orbiting high above the Earth, a NASA satellite 
     silently monitors the upper atmosphere. Of primary 
     concern to the engineers who designed the sensor array 
     is the threatened ozone layer," and, "Decades of 
     pollution from industries, automobiles, and countless 
     other sources have slowly eaten away at this precious 
     thin protective barrier." The setting is very 
     suspenseful! Further inspection reveals an informative 
     tutorial with a comic-like setting -- an easy but 
     informative reader, especially for youngsters.
        An excellent comic called "Apollo 13 Rescue" was 
     even more dramatic. Line-art cartooning is detailed 
     and truly excellent, and the story of Apollo 13 draws 
     the reader in, in exquisite anticipation of each 
     passing screen. Even for those who know the story, it 
     is exciting. For younger learners, this is an ideal 
     introduction to the dangers and ecstasies of space 
     exploration. One very grappling frame depicts "...this 
     could be the crew's fate." It shows mummified men in 
     space suits. (Woodfill & NASA, Rescue1, 1997). Yes, 
     indeed, "Houston, we've had a problem." The NASA re-
     telling is ever more poignant, when the learner 
     considers how close everyone who works there is, to 
     the actual life-and-death possibilities.
        The Space Educators’ Handbook has one of the best 
     online tutorials this writer has seen, concerning 
     Space Science Fiction and artwork that has been 
     associated with the international space race. This was 
     the "lucky find" in this research on Internet-based 
     learning applications. From the Moon Ship of Jules 
     Verne (1865), with its 900 foot cannon containing 200 
     foot of explosives, to the Wonder Cover (1930s) 
     showing space-"surfing" astronauts, 50,000 miles out 
     but with no breathing apparatus! "Perhaps, these are 
     not astronauts, but robots who, having no lungs, need 
     no air to breathe," was NASA’s comment. (NASA, Early 
     Science Fiction Concepts, 1997). This writer thinks 
     that it was just a media effect on the part of the 
     illustrator, not wanting to cover that hunky 
     astronaut’s face!
        This extensive list of spacecraft types, shuttles, 
     stations and other technologies found in early science 
     fiction is a fascinating review. The tutorial not only 
     explains the errors in the artwork, but goes on to 
     explain how NASA has handled the actual problems and 
     challenges. It teaches about scientific laws, and how 
     the early depictions misrepresented them. The tutorial 
     then gives the opportunity for a group- or individual-
     based project for setting up scenarios and solving 
     them. (Woodfill & NASA, Tools for Learning, 1997).
        The website for the Space Educators’ Handbook 
     turned out to be a place often visited over the period 
     of this review. From the excellent online "Calendar," 
     which had listings of all important NASA occurrences, 
     to the massive list of QuickTime movies, to the Space 
     Museum Archive, housing online depictions of space 
     memorabilia -- this was an extremely informative 
     learning place. Even the section on Mathematics (for 
     this non-math-inclined learner!) was interesting, as 
     information was presented in light of space-related 
     math. 
        The most pertinent page in this tutorial was 
     entitled, "Using Science Fiction Space Technology: A 
     Tool for Learning in the Classroom." The use this 
     particular learning program via the Internet offers 
     unique study resources. Photos of science fiction 
     covers and other artwork are available at web sites 
     all over the world.
        What is so fascinating about this particular 
     subject? This writer believes that it is because 
     humanity has the same yearning for the night sky as it 
     ever did, huddled around a prehistoric campfire. A 
     statement from Ben Bova, Chairman of the National 
     Space Society Board explains why the art of science 
     fiction is so alluring:

             "Science fiction is not only the best way to 
          predict the future, it has also helped to create 
          the civilian space program. Name any other method 
          of attempting to forecast the future...including 
          the work of professional scientists...Read their 
          predictions five or ten years after they were 
          written. Pitiful! Science fiction writers, on the 
          other hand, have predicted virtually every aspect 
          of our modern world -- often 30 or more years 
          before the events came to pass."
             From an editorial letter to AD ASTRA (leading 
             space fiction magazine and association),
             June, 1990

        This writer has called these space artists, 
     "Prophets of the Future," for many years. For those 
     who have followed and studied this art form, recent 
     photographs from the fantastic voyages on Mars and to 
     Saturn and points beyond, are simply bits of déjà vu.

---
REFERENCES

     Woodfill, Jerry, & NASA Johnson Space Center. (1997). 
The Multimedia Space Educator’s Handbook (MSEH) [Computer 
Program, Internet-based]. Houston, TX: Authors, & 
Contributors. [Online]. Available: http://
tommy.jsc.nasa.gov/~woodfill/SPACEED/SEHHTML/
     _____(1997). Early Science Fiction Concepts. In: 
     Science fiction: Space technology. [Online]. 
     Available: http://tommy.jsc.nasa.gov/~woodfill/
     SPACEED/SEHHTML/earlysf.html
     _____(1997). Rescue1. In: Apollo 13 rescue. [Online]. 
     Available: http://tommy.jsc.nasa.gov/~woodfill/
     SPACEED/SEHHTML/Rescue1.html
     _____(1997). Tools for learning. In: Science fiction: 
     Space technology. [Online]. Available: http://
     tommy.jsc.nasa.gov/~woodfill/SPACEED/SEHHTML/
     scifi.html
     _____(1997). Using science fiction space technology: A 
     tool for learning in the classroom. [Online]. 
     Available: http://tommy.jsc.nasa.gov/~woodfill/
     SPACEED/SEHHTML/scifiedu.html

     Langley Research Center, NASA. (1997). Aero and Space 
comic. [Online]. Available: http://tommy.jsc.nasa.gov/
~woodfill/SPACEED/SEHHTML/ApoCom1.html

<<1355wds__________________________________end list item 10




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