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Andrich Low Cost Training and Simulation
Andrich Low Cost Training and Simulation
Andrich Low Cost Training and Simulation
Andrich Low Cost Training and Simulation
Andrich Low Cost Training and Simulation
Andrich Low Cost Training and Simulation
Andrich Low Cost Training and Simulation
Andrich Low Cost Training and Simulation
Andrich Low Cost Training and Simulation
Andrich Low Cost Training and Simulation
Andrich Low Cost Training and Simulation
Andrich Low Cost Training and Simulation
Andrich Low Cost Training and Simulation
Andrich Low Cost Training and Simulation
Andrich Low Cost Training and Simulation
Andrich Low Cost Training and Simulation
Andrich Low Cost Training and Simulation
Andrich Low Cost Training and Simulation
Andrich Low Cost Training and Simulation
Andrich Low Cost Training and Simulation
Andrich Low Cost Training and Simulation
Andrich Low Cost Training and Simulation
Andrich Low Cost Training and Simulation
Andrich Low Cost Training and Simulation
Andrich Low Cost Training and Simulation
Andrich Low Cost Training and Simulation
Andrich Low Cost Training and Simulation
Andrich Low Cost Training and Simulation
Andrich Low Cost Training and Simulation
Andrich Low Cost Training and Simulation
Andrich Low Cost Training and Simulation
Andrich Low Cost Training and Simulation
Andrich Low Cost Training and Simulation
Andrich Low Cost Training and Simulation
Andrich Low Cost Training and Simulation
Andrich Low Cost Training and Simulation
Andrich Low Cost Training and Simulation
Andrich Low Cost Training and Simulation
Andrich Low Cost Training and Simulation
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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

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

Published in: Technology
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  • This is a picture of the Serious Games Institute modelled in Second Life
  • Transcript

    • 1. Immersive Technologies for Cost Effective Training David Wortley FRSA Serious Games Institute
    • 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. Introduction to the SGI
    • 4. Serious Games Institute (SGI) “ An international centre of excellence for the application of immersive technologies to serious social and economic issues”
    • 5. SGI Areas of Interest Education Health Environment Smart Buildings Relationships Interface Technology Innovation & Enterprise
    • 6. The Importance of Immersive Technologies
    • 7. Immersive Technologies Games Virtual Worlds Social Networks Immersive Technologies engage our hearts, minds and wallets
    • 8. Games
    • 9. Serious Games
    • 10.  
    • 11. Serious Virtual Worlds
    • 12. Social Networks
    • 13. Serious Social Networks Artificial Intelligence, Geo-location, profiling
    • 14. Serious Social Networks Social Networks have powerful political impact
    • 15. The Challenge of Next Generation Learners
    • 16. Digital Natives Video Games are changing our relationship with technology
    • 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 ?
    • 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
    • 19. New Ways of Learning, New Devices, New Challenges
    • 20. New Devices
    • 21. New Devices Motion / Voice Controllers
    • 22. New Ways of Learning
    • 23. Watch, Copy, Feedback, Learn Immersive Technologies changing the face of Learning
    • 24. Staff Recruitment Challenge Games and simulation used in selection
    • 25. Rapid Training Challenge Reducing time to effectiveness
    • 26. Cultural Challenge Shaping attitudes, building community
    • 27. Motivating Staff Challenge Making stressful jobs more fulfilling
    • 28. Building Community Challenge
    • 29. Example Serious Games and Simulations
    • 30. Serious Games
    • 31.  
    • 32.  
    • 33.  
    • 34.  
    • 35.  
    • 36. Benefits to Business and Education
    • 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>
    • 38.  
    • 39. Immersive Technologies for Cost Effective Training David Wortley FRSA Serious Games Institute

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