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Immersive technologies and the future of education

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Keynote presentation at Computers and Advanced Technology for Education Conference in Cambridge UK on July 11th 2011

Keynote presentation at Computers and Advanced Technology for Education Conference in Cambridge UK on July 11th 2011

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Immersive technologies and the future of education Immersive technologies and the future of education Presentation Transcript

  • Computers and Advanced Technology in Education Conference – CATE 2011
    Immersive Technologies and the Future of Education
    David Wortley FRSA
  • Key Takeaway
    Driven by developments in immersive technologies, education is undergoing a revolution :-
    We are entering the era of the portable lifelong personal coach / mentor facilitated by a transformed relationship between humans and technology
  • Topics
    The Prosumer Revolution and our relationship with technology
    Definition and role of Serious Games and Immersive Technologies
    Example Applications
    Future Challenges and Trends
    Summary and Conclusion
  • The ProsumerRevolution and our Relationship with Technology
  • Why are Immersive Technologies Disruptive ?
  • Disruptive Communications Technologies
    The internet is different in its scope and impact on businessand society to any previous disruptive technology
  • The Prosumer
    The prosumer effect is unique in our history
  • The Prosumer Phenomenon
    Digital Media Technologies empower individuals in ways previously unknown in mankind’s history
  • The Attention Economy
    Capturing and retaining attention and loyalty are critical in today’s digital media society
  • Technology and Society
    Is technology replacing human beings in the knowledge economy ?
  • Technology and Society
    Knowledge Professionals train for many years to deliver their skills and knowledge more efficiently, and effectively
  • Technology and Society
    The internet and digital media delivers current information and knowledge faster, more efficiently, and on demandbut what is missing ?
  • Technology and Society
    Human beings use intelligence, judgement, sensitivity, emotions, empathy and experience to deliver unique and personal experiences – differentiating us from machines
  • Machines and Humans
    Power, speed, efficiency, accuracy, stamina, capacity, availability, inflexibility
    Judgement, sensitivity, care, humanity, fallibility, creativity, versatility
  • Humanising Technology
    Human Needs
    Machine Features
    To love and be loved vs devoid of emotion
    Treated as individual vs one size fits all
    Easy to get on with vs unnatural interfaces
    Be remembered vs blank pages
    To discover new things vs repeat existing things
    To be understood vs Memorisation of facts
    To be Connected vs Self sufficiency
    Motivated and challenged vs Repetition
    To create new things vs standard responses
  • Are Immersive Applications Humanising Technology ?
    Delivering more control over our lives, our world andour relationships – giving us access to a global network – building personalised relationship with our technologies
  • Definition and Role of Serious Games and Immersive Technologies
  • Serious games have been defined as games whose primary purpose is not entertainment but which have been developed for a potentially serious benefit or outcome. It might also include entertainment games that have been intentionally re-purposed to deliver serious outcomesThis definition is not always helpful because it does not reflect or embrace the full range or potential of technologies which create or use immersive experiences to deliver serious benefits. These applications may not use gameplay at all.
  • Most Popular Games are Serious
    Games generate passion, excitement, commitment, loyalty, belonging, awareness, support and action
  • Serious Games are Immersive Experiences
    They usually Involve Challenges, Rules, Rewards, Physical and Virtual Worlds, Social Networks, Personal Development and Commercial Exploitation
  • Serious Games are NOT New
    Games have always been an essential and ubiquitous part of life
  • Serious Games are Our Personal Choice
    Serious Games are where we choose to spend our discretionary time, attention and finances which makes them very important commercially and developmentally
  • The Secret of Success
    Attractiveness
    Accessibility
    Affordability
    Does it interest/excite me ?
    Is it easy to access ?
    Can I afford the time, attention and money ?
  • Attractive, Accessible, Affordable
    Immersive technologies focusing on attractiveness (engagement), accessibility (no barriers) and affordability (cost and time)
  • Immersive Technologies
    Games
    Virtual Worlds
    Social Networks
    Immersive Technologies make serious games an attractive, accessible and affordable space in which to devote our discretionary time, attention and money
  • The Importance of Immersive Technologies
    Immersive Technologies are hugely important because of three main factors – commercial potential, societal disruption and technological innovation
  • Example Applications
  • What are the Key Features ?
    Personalisation / relevance
    Interface and Ubiquity
    Cost in time and money
    Ability to control / shape
    Richness of experience
    Challenge / motivation
    Intrinsic and extrinsic rewards
  • Ticking all the Boxes
    Immersive Technologies have not only created huge market potential but have driven innovations across all sectors
  • Driving Innovation
    3D rendering, image processing, broadband speed, collaboration tools, networking, artificial intelligence, pattern recognition are all driven by Immersive Technology features
  • Learning through Games
    Watch, copy, get feedback, iterate and share
  • Incubating Creativity
    Bringing Science and Art together
  • Solving Complex Problems
    Collaboration under Pressure
  • Harnessing Local Talent
    Empowering citizens and employees
  • Building Knowledge Networks
    Windows help – Get a friend to help you over the internetAsk experts and other Windows users !!
  • Building Relationships
    Using Artificial Intelligence, Geo-location, and Profiling to build new partnerships and knowledge networks
  • Building Community
    Intel’s Planet Blue is an internal social network
  • Connecting the Physical & Virtual
    Building new ways to learn and collaborate
  • Preparing for the unexpected
    Simulating emergency or combat scenarios
  • Hosting Virtual and Hybrid Events
  • Future Challenges and Trends
  • In a Nutshell
    Successful Immersive technologies need multiple disciplines
  • Common Language ?
    Experts speak in different languages
  • Expectations
    End users expect console quality action and gameplay
  • Expectations
    Clients expect value for money and modest costs
  • Likely Solution
    Software which has embedded expertise and resources and partners to provide pedagogical and storytelling skills
  • Likely Solution
    Software which has embedded expertise and resources and partners to provide pedagogical and storytelling skills
  • Visualisation and Fidelity
    Sophisticated Personalisation
  • Simulations linked to real data
  • Simulations linked to real data
  • Build your own Training Scenarios
  • New Devices
    Brain wave controllers
  • New Applications
    Using Sensor interfaces to control learning activities
  • New Devices
    Motion / Voice Controllers
  • Summary and Conclusion
  • Technology and Learning
    Today we use technology to try to make learning faster, easier, more powerful and more efficient in a world which is exploding with information and new knowledge
  • Who do we learn most from ?
    Technology can help us disseminate information to a global network of learners and through repetition develop skills and memory but humans have traditionally inspire us, influence us, motivate us, shape our attitudes and behaviours and help us to imagine, innovate, dream, discover, desire and act.
  • The Challenge of the Digital Native
    Immersive Technologies are changing the face of education
  • 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 ?
  • What does Education need from Technology ?
    In a rapidly changing Knowledge Society, Education needs tools and technologies to inspire us, influence us, motivate us, shape our attitudes and behaviours and help us to imagine, innovate, dream, discover, desire and act.
  • Conclusion
    Tomorrow’s learners are using technologies access and manage a rapidly growing wealth of information BUT they need inspiration, motivation, and ability to live in a fast changing world
  • Humanising Technology
    We are developing immersive technologies that recognise our voice, our actions and our preferences to deliver personalised experiences
  • Key Takeaway
    Driven by developments in immersive technologies, education is undergoing a revolution :-
    We are entering the era of the portable lifelong personal coach / mentor facilitated by a transformed relationship between humans and technology
  • What will this mean in practice ?
    Personalised learning
    Intelligent persistent lifelong profiling
    Collaborative peer to peer learning
    Learning by discovery
    Virtual worlds linked to real world data
    Tutor/Mentor/Coach tools for content
    Learning communities
    Serious Games linked to societal issues
  • Questions
  • Computers and Advanced Technology in Education Conference – CATE 2011
    Immersive Technologies and the Future of Education
    David Wortley FRSA