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Incredibleminds Career Exploration Laboratory
Incredibleminds Career Exploration Laboratory
Incredibleminds Career Exploration Laboratory
Incredibleminds Career Exploration Laboratory
Incredibleminds Career Exploration Laboratory
Incredibleminds Career Exploration Laboratory
Incredibleminds Career Exploration Laboratory
Incredibleminds Career Exploration Laboratory
Incredibleminds Career Exploration Laboratory
Incredibleminds Career Exploration Laboratory
Incredibleminds Career Exploration Laboratory
Incredibleminds Career Exploration Laboratory
Incredibleminds Career Exploration Laboratory
Incredibleminds Career Exploration Laboratory
Incredibleminds Career Exploration Laboratory
Incredibleminds Career Exploration Laboratory
Incredibleminds Career Exploration Laboratory
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Incredibleminds Career Exploration Laboratory

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You are 15 years old. Imagine walking into a hip emporium that inspires you to be curious and energizes you to succeed at a career. You sit down and play games; learn how to build games, 3D worlds and …

You are 15 years old. Imagine walking into a hip emporium that inspires you to be curious and energizes you to succeed at a career. You sit down and play games; learn how to build games, 3D worlds and simulations; or just chat with like-minded friends about the future. The entire experience is about helping you "visualize" your science and engineering career exploration. In a "design team setting"  you "play" roles ranging from 3D modeler to aerospace engineer. 

IncredibleMinds goes beyond college guidance and occupational information to address the entire process of STEM career assessment, exploration and action planning necessary to help minority youth find STEM careers that fit their skills, interests, personalities, and developmental needs. New educational solutions need to be relevant and valuable to industry as well as relevant and valuable to youth (National Association of Governors, 2006). The key to the future of education is leveraging current investments in entertainment software and industry technologies.

We use commercial video games as the conceptual bridge to “playing” with industry simulation and modeling tools. Modeling and simulation tools are the immersive environments that our next-generation engineers and scientists must master. These tools provide the means to design and build engineered systems as well as to investigate and visualize complex scientific phenomena. The modeling and simulation industry is a $6 billion U.S. industry that is central to innovation in high-growth industries and the advancement of scientific discovery. Today, Congressional and industry leaders consider the modeling and simulation industry a "national critical technology.” According to Dr. Edwin Crues, NASA Constellation Program Modeling and Simulation Architect, “We cannot have an active and vibrant space program without an active and vibrant modeling and simulation community to support it.”

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  • 1. ™ laboratory Career Exploration In An Advanced Technology Emporium Todd Borghesani, Esq. borghesani@mac.com 703.629.8535
  • 2. • Objective • Need AGENDA • Opportunity • Solution ™ 2008 Copyright © by T. Borghesani laboratory
  • 3. In Demand STEM Careers Aerospace Engineering Behavioral Sciences Biosciences Chemical Engineering Chemistry Civil Engineering Clinical Medicine Cognitive & Neural Computer Science Computational Sciences Ecology & Environment Electrical Engineering Geosciences Immunology Materials Science ™ Mathematics Mechanical Engineering Microbiology laboratory Molecular Biology & Genetics Naval Architecture Ocean Engineering Nanotechnology Neuroscience Oceanography Pharmacology Plant & Animal Science Physics Space & Planetary Sciences OBJECTIVE 2008 Copyright © by T. Borghesani
  • 4. BRIDGE THE DIVIDE • Offer at-risk youth a 21st century environment to explore “in demand” careers • Inspire and prepare at-risk youth to achieve a post secondary education in STEM disciplines • Give them 21st century skills so they can transition into independent adulthood and be successful in the STEM workforce of the future • Design a career exploration system where youth role play "professional" scientists, technologists, engineers and mathematicians (STEM), constructing their own careers and futures ™ 2008 Copyright © by T. Borghesani laboratory
  • 5. In Demand STEM Careers Aerospace Engineering Behavioral Sciences Biosciences Chemical Engineering Chemistry Civil Engineering Clinical Medicine Cognitive & Neural Computer Science Computational Sciences Ecology & Environment Electrical Engineering Geosciences Immunology Materials Science ™ Mathematics Mechanical Engineering Microbiology laboratory Molecular Biology & Genetics Naval Architecture Ocean Engineering Nanotechnology Neuroscience Oceanography Pharmacology Plant & Animal Science Physics Space & Planetary Sciences NEED 2008 Copyright © by T. Borghesani
  • 6. OUR NATION • Our way of life is threatened. We are in danger of falling behind in science, technology, engineering, and math (STEM) education • These disciplines have powered American prosperity for decades • The decline in the state of our competitiveness and innovation in the global marketplace • The low performance of our nation’s middle school and high school students in math and science as compared to their peers in other developed countries • The shortage of native-born computer scientists and engineers that has led to an increasing need to import talent from foreign countries • "Eighty percent of the fastest growing jobs require education and training beyond high school...” Assistant Secretary DeRocca • From DC public schools, only 9% of the students who go to college graduate. ™ 2008 Copyright © by T. Borghesani laboratory
  • 7. OUR COMMUNITY • Teachers can only be expected to accomplish so much during the “school day” • Unfunded mandates and high stakes testing will continue to hamper the adoption of innovative learning in schools • There is not enough time during the day to teach career development • The sophistication of how we teach must evolve with the needs of the workforce • We need to embrace alternative venues of learning using a systems approach: people, process, technology and environment • We need community places that foster learning, innovation and knowledge transfer • Practicing scientists, technologists, engineers and mathematicians to teach advanced technologies as coaches and mentors • Today, there is a disconnect between learning research and learning places • We ask our youth to become the 21st century workforce of the future, yet we teach them in turn of the century (20th) places ™ 2008 Copyright © by T. Borghesani laboratory
  • 8. In Demand STEM Careers Aerospace Engineering Behavioral Sciences Biosciences Chemical Engineering Chemistry Civil Engineering Clinical Medicine Cognitive & Neural Computer Science Computational Sciences Ecology & Environment Electrical Engineering Geosciences Immunology Materials Science ™ Mathematics Mechanical Engineering Microbiology laboratory Molecular Biology & Genetics Naval Architecture Ocean Engineering Nanotechnology Neuroscience Oceanography Pharmacology Plant & Animal Science Physics Space & Planetary Sciences OPPORTUNITY 2008 Copyright © by T. Borghesani
  • 9. GAMER GENERATION • 90 million gamers in the United States • Gamer generation will dominate the workforce. It is already larger than the baby boom • Already 5 out of 10 Americans, 145 million, play video games. 39% are women • 21st century skills that employers want • All the hours immersed in game culture have created masses of employees with unique attributes: bold but measured risk taking, amazing ability to multitask, and unexpected leadership skills.  • Only 3% of elementary school students say they do not play video games of any kind • More than half of K-12 students believe that educational video games in school would help them better understand difficult concepts (a career?), become more engaged in the subject matter and practice skills. ™ 2008 Copyright © by T. Borghesani laboratory
  • 10. TECHNICAL SYNERGIES • Leverage billions of dollars worth of creativity to the advantage of K12 education • What if we could apply commercial games and modeling and simulation applications help narrow the achievement gap? • Video game, modeling and simulation technologies • Learning key technologies in commercial video games--3D Engines, GUI, Physical Models, Networking, Persistence, and Artificial Intelligence--offer a unique foundation • Learning how to build video games sets the stage for learning how to work with M&S applications • Every industry vertical and every scientific discipline uses modeling & simulation tools • The modeling and simulation industry is a $5 billion, cross-cutting industry • Video game, modeling & simulation technologies support STEM education • Use in the Career Exploration Program has “in-school” implications for STEM education ™ 2008 Copyright © by T. Borghesani laboratory
  • 11. SUPPLEMENTAL EDUCATION • Afterschool market • Offers creative environment to advance learning and workforce development • Just 6.5 million children are in afterschool programs • The parents of another 15.3 million children say their children would participate in afterschool—if a program were available Afterschool Association • There is no afterschool program for advanced career exploration • For profit model is Sylvan Learning Centers • With over 200 locations, annual revenue exceeds $240 million for teaching the basics • Inner cities remain a significant untapped retail market • Unmet demand is estimated to be over $40 billion • To put this in perspective, the $40+ billion inner city retail gap is larger than the total retail markets of twenty-six states Initiative for a Competitive Inner City • Not only is the future consumer in the US increasingly non-white, but the non- white consumer globally, is exploding Carl Stern, Vice Chairman, Boston Consulting Group ™ 2008 Copyright © by T. Borghesani laboratory
  • 12. In Demand STEM Careers Aerospace Engineering Behavioral Sciences Biosciences Chemical Engineering Chemistry Civil Engineering Clinical Medicine Cognitive & Neural Computer Science Computational Sciences Ecology & Environment Electrical Engineering Geosciences Immunology Materials Science ™ Mathematics Mechanical Engineering Microbiology laboratory Molecular Biology & Genetics Naval Architecture Ocean Engineering Nanotechnology Neuroscience Oceanography Pharmacology Plant & Animal Science Physics Space & Planetary Sciences SOLUTION 2008 Copyright © by T. Borghesani
  • 13. CAREER EXPLORATION • Blend commercial video games with modeling & simulation technologies • Commercial video games offer motivational insight across numerous industries and careers • We introduce youth to "in-demand" industries and careers while they learn how to build video games • They play "professional" roles, learning 21st century skills and building critical background knowledge • They work in teams on "real world" challenges that are germane to an industry and its careers, solving problems by “constructing” answers as active agents. • They use the authentic tools of the trade: modeling & simulation tools • Mentoring & coaching support the teams • Based on RPGs where a taste for chaos and a collaborative spirit will continue to define the entertainment of the future. ™ 2008 Copyright © by T. Borghesani laboratory
  • 14. AEROSPACE CAREER TRACK Bridging The Future of Learning With The Needs of Industry ™ 2008 Copyright © by T. Borghesani laboratory
  • 15. CAREER EXPLORATION Sample Game Library Represents Over $300 Million In Development ™ 2008 Copyright © by T. Borghesani laboratory
  • 16. TECHNOLOGY EMPORIUM • Harmonize people, process and technology • The cornerstone of this program is a "real world" laboratory with a "library" of video games advanced simulation and modeling applications • The emporium’s environment is built from design patterns for 21st century learning • The environments of “Laboratory” and “social cafe” are blended • Design 21st century learning interior into existing structure in DC’s inner city ™ laboratory
  • 17. BECOME YOUR DREAM Imagine 100 incredible minds thinking together ™ 2008 Copyright © by T. Borghesani laboratory

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