Andrich Low Cost Training and Simulation


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This presentation was deleivered at the Andrich Low cost training and simulation conference in London in October 2010

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  • This is a picture of the Serious Games Institute modelled in Second Life
  • Andrich Low Cost Training and Simulation

    1. 1. Immersive Technologies for Cost Effective Training David Wortley FRSA Serious Games Institute
    2. 2. Key Take Away Questions <ul><li>What are Immersive Technologies? </li></ul><ul><li>What is their impact on next generation learners ? </li></ul><ul><li>How and where are they being used ? </li></ul><ul><li>What are their benefits for education and business ? </li></ul>
    3. 3. Introduction to the SGI
    4. 4. Serious Games Institute (SGI) “ An international centre of excellence for the application of immersive technologies to serious social and economic issues”
    5. 5. SGI Areas of Interest Education Health Environment Smart Buildings Relationships Interface Technology Innovation & Enterprise
    6. 6. The Importance of Immersive Technologies
    7. 7. Immersive Technologies Games Virtual Worlds Social Networks Immersive Technologies engage our hearts, minds and wallets
    8. 8. Games
    9. 9. Serious Games
    10. 11. Serious Virtual Worlds
    11. 12. Social Networks
    12. 13. Serious Social Networks Artificial Intelligence, Geo-location, profiling
    13. 14. Serious Social Networks Social Networks have powerful political impact
    14. 15. The Challenge of Next Generation Learners
    15. 16. Digital Natives Video Games are changing our relationship with technology
    16. 17. The Multi-Tasking Generation There is medical evidence to indicate that the brains of young people are becoming increasingly “hard-wired” for multi-tasking - making them able to handle (and expect) multiple simultaneous information sources and to make judgements on which sources to give attention to. How can/should society respond to this ?
    17. 18. Student vs Teacher <ul><li>Student </li></ul><ul><li>Generation Y </li></ul><ul><li>Portfolio Career </li></ul><ul><li>Digital Native </li></ul><ul><li>Technophile (“Tech Savvy”) </li></ul><ul><li>“ Multi-tasker”/task switcher </li></ul><ul><li>“ Connected” </li></ul><ul><li>Mobile </li></ul><ul><li>Short attention span </li></ul><ul><li>Learner as “Producer” </li></ul><ul><li>Collaborative Learning </li></ul><ul><li>Distributed/Distance/ Mobile Learning </li></ul>Hanlan & Swift, 2007 Teacher Baby Boomer Company Man/Woman Digital Immigrant Technophobe? Serial-tasker? Stand alone technology Static (“Cinemascope”) Long attention span? Learner as “Consumer” Individual Learning Centralized Learning
    18. 19. New Ways of Learning, New Devices, New Challenges
    19. 20. New Devices
    20. 21. New Devices Motion / Voice Controllers
    21. 22. New Ways of Learning
    22. 23. Watch, Copy, Feedback, Learn Immersive Technologies changing the face of Learning
    23. 24. Staff Recruitment Challenge Games and simulation used in selection
    24. 25. Rapid Training Challenge Reducing time to effectiveness
    25. 26. Cultural Challenge Shaping attitudes, building community
    26. 27. Motivating Staff Challenge Making stressful jobs more fulfilling
    27. 28. Building Community Challenge
    28. 29. Example Serious Games and Simulations
    29. 30. Serious Games
    30. 36. Benefits to Business and Education
    31. 37. Benefits <ul><li>More engaged and motivated staff </li></ul><ul><li>Increased workforce productivity </li></ul><ul><li>Self-directed lifelong learning </li></ul><ul><li>Reduced training costs and time to effectiveness </li></ul><ul><li>Stimulated enterprise and innovation </li></ul><ul><li>Community cohesion </li></ul>
    32. 39. Immersive Technologies for Cost Effective Training David Wortley FRSA Serious Games Institute
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