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IP: ThinkQuestSM -- A New Way to Learn Via the Internet
From: Dave Farber <farber () central cis upenn edu>
Date: Thu, 07 Dec 1995 00:30:48 -0500
For Immediate Release =09 =09 Contact: Robin Goodman or Karen Haines at 212-508-9600 ThinkQuestSM -- A New Way to Learn Via the Internet http://www.advanced.org/ThinkQuest=20 A Contest for Grades 7-12 Offers Scholarships and Awards that can Total Over $1 Million=20 Picture students across town, and across the country, collaborating to help each other learn about their favorite subjects -- and also learning how to tap into the vast information resources of the Internet. And picture that these same students, along with their teachers and schools, will be rewarded not only with increased knowledge, but with total scholarships and other awards that can exceed $1 million. Top awards are $25,000 individual scholarships. This is the vision of ThinkQuest -- a new, annual contest created by Advanced Network & Services, Inc. for students in grades 7-12. ThinkQuest challenges students to work in teams with their teachers to build educational tools and materials for the Internet that can be shared with fellow students. =20 "ThinkQuest will lead students to experience the Internet as a compelling new communications medium that can change how they learn today and will live in the future," said Allan H. Weis, President and CEO of Advanced Network & Services. "Our goal is to significantly expand the number of high-quality educational tools and materials that are available on the Internet and exploit the Internet style of learning." "The 'Internet Style' of learning encourages students to explore, collaborate with one another, and tap the Internet's enormous reservoir of information," said Larry Landweber, President of the Internet Society. "We support the creation of ThinkQuest and its goals as a call to action for teachers, students and the business community to improve their understanding of new technologies," he added. The Internet Society is a non-governmental International organization for global cooperation and coordination for the Internet and its internetworking technologies and applications. About ThinkQuest The contest will create collaboration among students in different grades, from dissimilar schools, and with different levels of knowledge about using computers and communications. "ThinkQuest is intended to help improve the quality and diversity of educational tools and materials now available on the Internet," said Yvonne Marie Andres, President of The Global SchoolNet Foundation (GSN), a leader in instructional applications of telecommunications and a major contributor to educational networking on the Internet and in the classroom. "The best of these tools will exploit the Internet's unique interactive nature to communicate excitement, share information and build relationships."=20 Each team entering ThinkQuest will consist of two or three eligible students from one, two or three different schools, and one teacher from each school to guide and assist the team. The students will be asked to create World Wide Web pages that are learning tools or educational materials that can be used by other students. "Learning on the Internet is new and very open to fresh ideas," said Linda Roberts, Director of the Office of Educational Technology of the U.S. Department of Education. "ThinkQuest encourages students to explore new pathways for learning, seek out experts, and create innovative and powerful applications." What is an Educational Tool? Examples of the types of entries that will be considered include: Scientific and Mathematical Phenomena in Sports. A team could create a "growing library" that analyzes the science and mathematics behind different sports phenomena, like the curve ball and sailing. The library would grow over time as fans across the country submitted analyses of their favorite sporting skills. National Environment Survey. A team could raise awareness about environmental issues by tracking key data on a national scale. For example, a team could track the decline of the U.S. frog population by creating a base survey that is made available to students across the country. They could collect all the data and create a national map of the results. History Through Song. A team could encourage students to use two important resources to learn: the elderly and music. The team could interview grandparents and neighbors to learn old songs that tell historical stories. They could sing and record the songs; present the score, text and interpretation; provide the songs' origins and create a structure for other students to do the same and add to this historical database. =20 ThinkQuest Awards=20 To help students continue their education beyond high school, Advanced Network & Services, Inc. is sponsoring scholarship awards for students and cash awards for the teachers and their schools. Each of the five categories: science and mathematics; arts and literature; social sciences; sports; and interdisciplinary, will have five awards:=20 First Place Award: $15,000 per Student, $2,500 per Teacher, and $2,500 per School Second Place Award: $12,000 per Student, $2,000 per Teacher, and $2,000 per School Third Place Award: $ 9,000 per Student, $1,500 per Teacher, and $1,500 per School Fourth Place Award: $ 6,000 per Student, $1,000 per Teacher, and $1,000 per School Fifth Place Award: 3,000 per Student, $ 500 per Teacher, and $ 500 per School And, one team will win "Best Entry in the Contest, " with an award of $25,000 per Student, $5,000 per Teacher, and $5,000 per School.* =20 =20 How To Enter Each team must submit a written proposal for its Web pages by April 15, 1996.** If the proposal is approved, the team will develop its entry which must be submitted between June 15 and August 15, 1996.** If the entry complies with the rules and has educational merit it will be placed on the ThinkQuest Server and made available to the Internet community. The entries will then be judged by The Internet Society and the finalists will be determined. Final judging will take place at an awards event in November of 1996.** Contest information and complete instructions will be sent to schools in January. Students and teachers can find out more about ThinkQuest via the ThinkQuest server at http://www.advanced.org/ThinkQuest. There, they may receive help in choosing collaborators, finding a list of frequently asked questions (FAQs), finding helpful hints on how to build entries, as well as tips and pointers to software tools to help them build their educational Web pages. Beginning in February 1996, regional workshops will be held for teachers to help them support contestants. Details will be available on the ThinkQuest server. "The Internet is going to have a profound impact on our lives," Weis concludes. "We hope ThinkQuest will energize students to take the lead in creating and mastering this new communications medium." Advanced Network & Services, Inc., the sponsor of ThinkQuest, is dedicated to advancing education and science through the promotion, use and diffusion of computer networking technology. ThinkQuest is one of the programs it has selected to help carry out that purpose. The organization is a nonprofit corporation that was formed in 1990. Between 1990 and 1995, Advanced Network & Services provided the NSFnet Backbone Service and other Internet services that resulted in 12,000 miles of 45 Mbps circuits serving the U.S. from New England to Hawaii.=20 * No team can win more than one award ** Actual deadlines will be announced in the official rules and guidelines, to be issued in January=20 1996. # # # =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D = =20 = =20 Backgrounder THE INTERNET STYLE OF LEARNING =B7 In Hawaii, students use the Internet to pilot a virtual robotic= submarine as it explores sea life along the Antarctic coast line. =B7 Across the country, children in different grades have created the= nation's premier database on water acidity and have created the best acid rain database in the country by measuring local water bodies and compiling the information over the Internet.=20 =B7 In Tucson, Arizona, the National Solar Observatory sends images of the Shoemaker-Levy comet over the World Wide Web as astronomers answer student questions.=20 =B7 In Southern California and Kobe, Japan, students learn about earthquake preparedness by sharing experiences through Internet video conferencing. =B7 In cities and small towns around the world, high school students= received first-hand accounts of life in a besieged Bosnian town and anxiously hoped for peace.=20 All over the United States, students and schools are using the Internet and World Wide Web to create a unique style of learning that emphasizes resources, relationships, and exploration. =20 The Five Rs By going on line, students can delve into special libraries, develop relationships that dissolve the barriers of age and distance, and share the enthusiasm of experts who love their careers. Over the Internet, pupils from different schools and backgrounds work together on projects and publish their results for thousands to view. Together, they are opening a window onto a vital world that might otherwise exist only as a flickering two-dimensional image on a television screen. As a result, many educators are rethinking the three traditional "Rs" and adding resources and relationships to reading, writing, and 'rithmetic. A Wealth of Resources Internet resources range from libraries and scholarly papers to Web sites where students can dissect a virtual frog, view the history of the Berlin Wall, or simply watch a live broadcast of people walking down Hollywood Boulevard. They also include forums for exchanging information and even shopping malls. Many organizations, from NASA to the American Heart Association have set up home pages. These sites often serve as clearinghouses for specialized information. On the home page of the Global SchoolNet Foundation (GSN), for example, teachers can review hundreds of collaborative projects between schools from around the world. Students who visit this page can talk with geologists, learn about geography from a family roaming the globe, or find out what students in other countries eat for dinner.=20 Because the Web is so easy to navigate, students can follow an idea wherever it may lead. By clicking on highlighted icons or words (hot links), students can jump to related sites. For example, a class studying Renaissance paintings might start with the collection in the Louvre, then follow links to sites that specialize in individual painters or discuss the types of paints available to artists of the time. Other links might lead to a description of Italian politics or a catalog of architectural treasures of the period.=20 These examples are among tens of thousands of Web sites. (The Web, which is the most easily accessible part of the Internet, is growing at about 15 percent per month.) Yet the Web is only a limited part of the Internet, which is estimated to have 30 to 40 million users around the world.=20 =20 Building Relationships The new dimension of relationships that the Internet brings multiplies the value of the resources on the Net. Unlike reading a book, watching TV, or looking at a CD-ROM, the Internet is a participatory experience where collaborative learning can have extraordinary power. And, each interaction enhances the quality and value of the information exchanged. At Philadelphia's Franklin Institute, for example, six classes in grades two through six, all from different schools, collaborated on a project about wind. Each class evolved a different approach to building windmills and fans. By sharing their individual approaches over the Web, classes were able to build on one another's work, creating sophisticated experiments to define the shape of the best windmill blades for various conditions. Other schools have worked with students from other countries. For example, in the Virgin Islands, middle school students collaborated with eight classes on four continents. The classes exchanged reports on local geography and unique aspects of their culture. According to the class teacher, the project motivated and engaged his students. It also spurred students to improve their grammar and writing skills so they could help overseas correspondents who spoke English as a second language. Some students have corresponded with scientists at universities and research institutes, who use the Internet for communications and collaborations of their own. Through the Net, others have followed the fall of the Iron Curtain, the growth of China's democracy movement, and the war in Bosnia -- making the world part of their curriculum. =20 ThinkQuest: Turning Promise to Opportunity These projects, however, represent only the promise of what the Internet can hold for students. Although the opportunities are enormous, there is much to be done to realize the Internet's potential as a medium for advancing education -- to create a whole new set of educational tools to take advantage of the "Five Rs" and give teachers and students the access and skills to benefit from them. But, like many new technologies, this medium also has the potential to further widen the gap between students from more technologically advanced schools and students from schools that aren't as high on the information age ladder. The ThinkQuest program begins to tackle these issues. It creates a structure, and a dynamic within that structure, where students and teachers are motivated to form teams from dissimilar schools and build high quality educational tools and materials that foster the Internet style of learning.= =20 # # # =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D =20 Outline of ThinkQuest Rules Eligibility Any student in good standing in grades 7 through 12 at any public, private or parochial school in the 50 states of the United States may participate on a Team. A student can participate in only one Team. Forming Teams & Submitting Proposals & Entries Two or three students are required for a Team. They may be from one, two or three schools. The formation of teams of students from dissimilar schools is strongly encouraged. A teacher is required from each school of a student team member. Any potential team participant may register on the ThinkQuest server to receive future information and to participate in the ThinkQuest Meeting Place to form a Team. The ThinkQuest server is at http://www.advanced.org/ThinkQuest. Proposals must be submitted via the ThinkQuest server, using the Proposal Form on that server, on or before April 15, 1996.* The Proposal Form must be completed. A Team whose Proposal is approved may create an Entry and submit it via the ThinkQuest server between June 15 and August 15, 1996.* Completed Entry Forms must be signed and submitted at the time the Entry is submitted. All Proposals, Entries and Entry Forms must comply with all of the ThinkQuest rules. These rules are available on the ThinkQuest server. Teachers, parents and others may guide and coach students, but the students must do their own work and must not copy from others, except as is permitted under the ThinkQuest rules. *Actual deadlines will be announced in the official rules and guidelines, to be issued in January 1996. =20 Use of Entry Complying entries will be placed on the ThinkQuest server for use by students and others. The frequency and nature of the use of an entry will be a factor for the Judges to consider. Teams may submit comments stating why the usage of their entry demonstrates that it is exciting and educationally valuable. Judging Guidelines and Criteria The Judging Guidelines and Criteria are contained in the ThinkQuest rules. In general: (a) 10% weight will be placed on the extent to which (i) the students on a Team cooperated effectively between or among dissimilar schools, and (ii) the Entry creates collaboration among other students at different locations. (b) 30% weight will be placed on the extent that the Entry is an exciting and innovative tool or material for learning in the Internet style. (c) 30% weight will be placed on the educational value and merit of an Entry indicated by the frequency and nature of the use of an Entry and the nature of the users. (d) 30% weight will be placed on the technical quality of an Entry. All decisions of the Judges will be final. Award Categories and Awards There are five award categories: Science & Mathematics; Arts & Literature; Social Sciences; Sports; and Interdisciplinary (this can involve multiple disciplines -- students can use their imagination). In each category, there will be these awards: Place= -------------------------------Awards---------------------------------- First: $15,000 per Student, $2,500 per Teacher & $2,500 per School Second: $12,000 per Student, $2,000 per Teacher & $2,000 per School Third: $ 9,000 per Student, $1,500 per Teacher & $1,500 per School Fourth: $ 6,000 per Student, $1,000 per Teacher & $1,000 per School Fifth: $ 3,000 per Student $ 500 per Teacher & $ 500 per School The Best of Contest Entry will have a $25,000 Award per Student, $5,000 per Teacher, and $5,000 per School. No Entry can win more than one award. Awards for students will be in the form of scholarships to a college or university. Awards for teachers and schools will be paid in cash. =20 Awards Ceremony About 36 teams will be invited to an Awards Ceremony scheduled for November 1996. Transportation and accommodations will be provided for the students and teachers associated with these Teams. Frequently Asked Questions Students and teachers are encouraged to read the Frequently Asked Questions and the answers that will be available on the ThinkQuest server, and are invited to submit questions about, and suggestions for, the ThinkQuest= contest. The Sponsor Advanced Network & Services, Inc., the sponsor of ThinkQuest is dedicated to advancing education and science through the promotion, use and diffusion of computer networking technology. ThinkQuest is one of the programs it has selected to help carry out that purpose. Advanced Network & Services, Inc. is located at 200 Business Park Drive, Armonk, NY 10504. Between 1990 and 1995, Advanced Network & Services provided the NSFnet Backbone Service and other Internet services that resulted in 12,000 miles of 45Mbps circuits serving the U.S. from New England to Hawaii. The ThinkQuest Rules The full set of ThinkQuest rules will be made available on the ThinkQuest server. The outline of the rules provided above is not complete and thus may not be relied upon. Other helpful information is available to students and teachers on that server. # # # =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D = =20 B ackgrounder Advanced Network & Services, Inc. Advanced Network & Services, Inc. was formed in September of 1990. It is a nonprofit corporation dedicated to advancing education and science through the promotion, use and diffusion of computer networking technology. It is recognized by the IRS as being qualified under IRC 501(c)(3). Shortly after formation, Advanced Network & Services, with the help of IBM, MCI, Merit, Northern Telecom, and many others, built the largest and fastest part of the Internet. Between 1990 and 1995, Advanced Network & Services provided the NSFnet Backbone Service interconnecting the research and education regional networks in the United States and raised the network speed from 1.5Mbps to 45 Mbps. Much of the underlying technology that allowed the dramatic growth of the Internet during that period was developed by Advanced Network & Services. Its network operated at 45 Mbps and spanned 12,000 miles, serving the U.S.
From New England to Hawaii. It also provided other services to government,
universities and business including the first secure gateway which enabled the rapid growth of the commercial Internet. In February of 1995, Advanced Network & Services sold substantially all of its assets and operations to America Online. With the proceeds of that sale, Advanced Network & Services initiated several new programs in support of education and science. ThinkQuest is one of those programs. Advanced Network & Services is located at 200 Business Park Drive in Armonk, New York, 10504, 914-273-1700. # # #
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- IP: ThinkQuestSM -- A New Way to Learn Via the Internet Dave Farber (Dec 06)