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Introduction to the Serious Games Institute

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This was a BAFTA boardroom briefing as part of the Learning and development Conference

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Transcript of "Introduction to the Serious Games Institute"

  1. 1. The Immersive Technologies of Serious Games and Virtual Worlds David Wortley FRSA
  2. 2. Serious Games Institute (SGI) “An international centre of excellence for the application of immersive technologies to serious social and economic issues”
  3. 3. Immersive Technologies Games Virtual Worlds Social Networks Immersive Technologies engage our hearts, minds and wallets
  4. 4. SGI Areas of Interest Education Health Environment Smart Buildings Relationships Interface Technology Innovation & Enterprise
  5. 5. Games
  6. 6. Serious Games
  7. 7. Virtual Worlds 24hr Global Virtual Conference in 3 time zones
  8. 8. Social Networks
  9. 9. Serious Social Networks Artificial Intelligence, Geo-location, profiling
  10. 10. New Devices Motion / Voice Controllers
  11. 11. New Ways of Learning
  12. 12. Watch, Copy, Feedback, Learn Immersive Technologies changing the face of Learning
  13. 13. Digital Natives Digital Media is changing our capabilities and attitudes
  14. 14. 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 ?
  15. 15. Student vs Teacher  Student  Generation Y  Portfolio Career  Digital Native  Technophile (“Tech Savvy”)  “Multi-tasker”/task switcher  “Connected”  Mobile  Short attention span  Learner as “Producer”  Collaborative Learning  Distributed/Distance/ Mobile Learning 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
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