SMi London Defence Training Wortley 2011


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Presentation prepared for the SMi Military Training Conference held at the London Tower Bridge Hotel in January 2011

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  • This is a picture of the Serious Games Institute modelled in Second Life
  • Photo from a REME Recovery Mechanics Technical Training Exercise in Germany,2007 48/48 students carried a mobile ‘phone. 8/48 carried a Sony PSP in their combats on ex.
  • Direct read-across of some e-competences and psychomotor skills: wpn system operator controls increasingly mimic playstation controls - reduces time required to learn how to operate wpn sys.
  • Photos show device plus student using it to calculate estimated pull required to recover AFV and then undertaking a similar task in another location.
  • Students expect high quality graphics in e-Learning. Serious Game (SG) is where e-Learning is derived from, or mimics, features of a successful recreational computer video game – usually a first person shooter game. E.g MOD’s Dismounted Infantry Virtual Environment (DIVE) – a FIBUA SG derived from Half Life 2 recreational computer video game. The purpose of DIVE was part-task trainer for FIBUA skills and drills in Fighting In Built Up Areas(FIBUA), so as to optimise their training on the relatively expansive and time scarce Copehill Down live training facility.
  • Nintendo DS used for REME vehtronic training.
  • Fire Control Orders training on iPad. Part of a blended solution due to enter service with the Royal artillery at the end of this month (Sep 10).
  • Operation Numerika with Pirbright EL3 students and possibly ITC students as well. COTS Dvr Theory package – DST already using – ITC now have 400 DS and licences, may replace all or part of existing 4 days of trg
  • 11 Bde have just gone into theatre with iPod and language trg. DST need to take on board – make linguists to make input.
  • User generated content using PowerPoint Quizzes generated using iQuiz Also video and audio content easily transferred – e.g. video lesson content, e.g fitting a rifle sling Trialling use of iPod with infantry to replace missed lessons with recorded content e.g. when missing lessons due to medical/dental appointments in Ph 1 training
  • SMi London Defence Training Wortley 2011

    1. 1. Desktop Immersive Technologies A Revolution in Training & Simulation David Wortley FRSA Director
    2. 2. Presentation Structure <ul><li>Introduction to Serious Games Institute </li></ul><ul><li>What are Desktop Immersive Technologies? </li></ul><ul><li>Their impact on next generation learning </li></ul><ul><li>Their role in simulation and training </li></ul><ul><li>Practical examples </li></ul><ul><li>Where to find solutions </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. 6. SGI Areas of Interest Education Health Environment Smart Buildings Relationships Interface Technology Innovation & Enterprise Military
    6. 7. What are Immersive Technologies ?
    7. 8. Immersive Technologies Games Virtual Worlds Social Networks Immersive Technologies engage our hearts, minds and wallets
    8. 9. Patient Rescue Serious Games
    9. 10. Virtual Worlds
    10. 11. Social Networks Engaging Hearts and Minds
    11. 12. Serious Social Networks Geo-location, pattern recognition, artificial intelligence
    12. 13. Social Network Games Games play important role in social media
    13. 14. Impact on Next Generation Learners
    14. 15. Generation Y Learner The multi-tasking generation
    15. 16. 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 ?
    16. 17. Wii Generation
    17. 18. The Challenges <ul><li>The world is changing very fast </li></ul><ul><li>Knowledge is out of date in 2 years </li></ul><ul><li>People have many jobs in their lifetime </li></ul><ul><li>Students will demand engaging learning </li></ul><ul><li>Students will “know” more than their teachers </li></ul><ul><li>Students will learn from their peers and networks </li></ul><ul><li>Learning will be personal and self-directed </li></ul><ul><li>Learning will be based on Information Handling </li></ul>
    18. 19. What’s different about Today ?
    19. 20. Who do we learn from ? Knowledge Professionals Our peers
    20. 21. Impact of Technology on Teaching Methods Collaborative Learning Teacher & Learner Hierarchical Learning Networked Learning Assimilation of existing knowledge Discovery of new knowledge
    21. 22. Facts or Information Handling ?
    22. 23. What’s different about Today ? Apart from teachers, students, how we teach and what we teach
    23. 24. Student vs Instructor <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 Instructor 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
    24. 25. Their Role in Simulation and Training
    25. 26. Primary Roles <ul><li>To engage and motivate the learner </li></ul><ul><li>To illustrate the rare and unusual </li></ul><ul><li>To reduce costs </li></ul><ul><li>To reduce risk </li></ul><ul><li>To improve accessibility </li></ul><ul><li>To shape behaviour and attitudes </li></ul><ul><li>To test, measure and profile </li></ul>
    26. 28. Ship Simulation
    27. 29. Ship Simulation
    28. 30. Some Practical Examples (with thanks to Dr David Swift, MOD)
    29. 31. Checkpoint Control Game
    30. 32. Augmented Reality Mobile devices with 3D capability
    31. 33. Military Interest in Serious Games <ul><li>Save money through re-use of a gaming engine </li></ul><ul><li>Enhanced training effectiveness through learner engagement </li></ul><ul><li>New mental and psychomotor skills of Generation Y </li></ul><ul><li>Young learner expectations </li></ul>Hanlan & Swift, 2007
    32. 34. SG – Human Machine Interface Hanlan & Swift, 2007
    33. 35. Mobile EPSS/e-Learning (Vega Group plc/DTrg(A) joint venture) Hanlan & Swift, 2007
    34. 36. FIBUA TRAINING – DIVE (Half Life 2) Hanlan & Swift, 2007
    35. 37. Electronic Performance Support System (EPSS) Hanlan & Swift, 2007
    36. 38. SA80 Sling & Driving Theory Training Hanlan & Swift, 2007
    37. 39. Fire Control Orders Training Hanlan & Swift, 2007
    38. 40. Numeracy Training Hanlan & Swift, 2007
    39. 41. Language Training Hanlan & Swift, 2007
    40. 42. Mathematics, Legal, Map Reading Training Hanlan & Swift, 2007 Theft: A person is guilty of theft if he dishonestly appropriates property belonging to another with the intention of permanently depriving the other of it.
    41. 43. Learner Profiling Role playing games for recruitment and development
    42. 44. Where to find Solutions
    43. 45. Some Sources <ul><li>Caspian Learning – </li></ul><ul><li>Trusim – </li></ul><ul><li>Playgen – </li></ul><ul><li>Daden Ltd – </li></ul><ul><li>Vstep – </li></ul><ul><li>Ambient Performance – </li></ul><ul><li>Antycip – </li></ul><ul><li>Eliane Alhadeff Blog - </li></ul>