US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communications Clusters, October 20, 2009, White House, OSTP, PCAST, Public Comments.
 

US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communications Clusters, October 20, 2009, White House, OSTP, PCAST, Public Comments.

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SIGN BRAZELL's PETITION TO RE-ESTABLISH CTE-TECH-PREP-RPOS FUNDING OF $100M to $380M, IN THE PROPOSED 2015 STEM BUDGET CAPTURED BY OSTP, RELEGATING CTE TO THE FRINGE OF ED REFORM ...

SIGN BRAZELL's PETITION TO RE-ESTABLISH CTE-TECH-PREP-RPOS FUNDING OF $100M to $380M, IN THE PROPOSED 2015 STEM BUDGET CAPTURED BY OSTP, RELEGATING CTE TO THE FRINGE OF ED REFORM

https://petitions.whitehouse.gov/petition/re-establish-discreet-tech-prep-budget-amount-100m-380m-ostp-stem-budget-38b/y6MQQFLz

MARCH 29, 2014, SAN ANTONIO, TX: A SPUTNIK MOMENT FOR U.S. STEM. EDUCATION AND WHITE HOUSE OFFICE OF SCIENCE AND TECHNOLOGY POLICY - Robin hood movement seeks equity and adequacy in funding from White house for CTE-TECH PREP Rigorous Programs of Study (R-POS) for the Nation’s P-20 education students & adults from White House.

At issue, contrary to OSTP’s Open Government Plan, public comments and specifically supporting enclosures related to the role of Career and Technical Education (formally, vocational education) in science, technology, engineering, and mathematics (STEM) were ignored and not appropriately incorporated into the public record by the White House Office of Science and Technology Policy (OSTP), President’s Council of Advisors on Science and Technology (PCAST). Although delivered as parcel to the OSTP call for public comments, RE: PCAST STEM Meeting 10.22-23, 2009, Two Minute Public Comment Letter, the following items submitted by Brazell, et. al., were not included by OSTP-PCAST in the public record:

1) Co-author’s were redacted from the letter sent to PCAST;
2) The white paper delivered in the same document as the three minute testimony letter was redacted, while other’s giving testimony reflect their white papers and related research references in the PCAST public record;
3) 570 pages of powerpoint slides including research on select TECH PREP model CTE programs were not appropriately submitted to the public record including a) From STEM to TEAMS a US educational innovation strategy which unifies the houses of academia, vocational learning and the arts and b) US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communications Clusters; and,
4) Jim white paper is not reflected in the record, What is next long term growth strategy to face the financial crisis? Transdisciplinary places, industries, technologies, work and education.

The public record includes letters submitted to PCAST including Jim’s redacted response. By comparison, Jim’s original letter includes a list of supporters and editors, a draft white paper written for the committee in one (1) week with academic references, and the items above referenced within the Public Comments submitted to PCAST.

Full Explanation: https://dl.dropboxusercontent.com/u/32034593/Sputnik_Moment_OSTP_STEM_TECHPREP.docx

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US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communications Clusters, October 20, 2009, White House, OSTP, PCAST, Public Comments. US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communications Clusters, October 20, 2009, White House, OSTP, PCAST, Public Comments. Presentation Transcript

  • US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communications Clusters Jim Brazell, Jim.brazell@ventureramp.com
  • October 4, 1957
  • S&T Demography Our Sputnik Diversity Innovation Globalization Integration
  • “If the U.S. is to maintain its economic leadership and compete in the new global economy, the nation must prepare today’s K- 12 students better to be tomorrow’s productive workers and citizens. Changing workforce requirements mean that new workers will need ever more sophisticated skills in science, mathematics, engineering and technology ... http://www.nsf.gov/nsb/documents/2006/0502/testimony.pdf
  • China
  • Percentage of the population scoring at IALS literacy level 3 or higher on the document scale, 1994-95 53 56 62 66666767 7677 80 45 35 50 4547 49 58 52 4546 52 73 51 17 34 52 0 90 Sweden Netherlands Belgium Canada Switzerland (g) Switzerland (Fr) Germany Australia United Kingdom New Zealand Ireland United States Poland % 16-25 yrs of age 46-55 yrs of age Source: Centre for Educational Research and Innovation, Organization for Economic Cooperation and Development, Education at a Glance OECD Indicators 1998 U.S. Older Adults Have Stronger Skills Than Young Adults
  • Why Games and MS&T? Modeling, Simulation, Training & Games (MST&G)
  • http://www.uwsp.edu/news/photos/Classroom.jpghttp://www.eva-eu.org/images/classroom.jpg NECC 2004 U.S. education market is $750 billion (Credit Suisse First Boston, 2003). More money is spent in the United States on education than in any other industry with the exception of health care. Annual expenditures are more than Social Security and defense combined. (Glakas, National Council of Higher Education Loan Programs, 2003)
  • Millennial Classroom
  • 21st Century Digital Teacher
  • Digital Natives
  • Digital Immigrants
  • 3D Square and LITE where STEM intersects with the ARTS and Research, Development & Commercialization (RD&C)
  • LITE http://www.lite3d.com/ Modeling, Simulation, Gaming and Training (MSG&T): Science, Engineering, Medicine, Defense, Aerospace, Health, Arts, Energy
  • LITE http://www.lite3d.com/ Modeling, Simulation, Gaming and Training (MSG&T): Science, Engineering, Medicine, Defense, Aerospace, Health, Arts, Energy
  • LITE http://www.lite3d.com/ Modeling, Simulation, Gaming and Training (MSG&T): Science, Engineering, Medicine, Defense, Aerospace, Health, Arts, Energy
  • LITE http://www.lite3d.com/ Modeling, Simulation, Gaming and Training (MSG&T): Science, Engineering, Medicine, Defense, Aerospace, Health, Arts, Energy
  • Math Engineering TechScience ARTS MSG&T
  • LITE is one of the world's leading 3D immersive visualization and high- performance computing resource centers hosting clients in commercial industry, government, and university sectors. LITE features a comprehensive set of advanced visualization systems including the world's largest 3D immersive visualization theatre and one of the world's first six-sided digital 3D total immersive space (TIS) based on CAVE® technologies. LITE visualization, super computing and high speed networks enable MST&G capabilities to be applied across STEM disciplines and research areas while enabling critical next generation digital learning environments globally.
  • 21st Century Learning Capability
  • 3D Square and LITE, Arts, STEM & IT Digital Workforce Initiative, Lafayette, Louisiana
  • 3D Square Arts, STEM & IT Digital Workforce Initiative, Lafayette, Louisiana
  • 3D Square and LITE, Arts, STEM & IT Digital Workforce Initiative, Lafayette, Louisiana
  • Math Engineering TechScience What are they learning? ?
  • Math Engineering TechScience TEAMS What are they learning?
  • Game Builders
  • Big Sesh Studios Austin, TX defenselink.mil/news/Jul2004/n07272004_2004072705.html Engineering Design
  • Engineering Design: Georgia-Michigan-Texas Dassault Systems
  • $7.5 million project that immerses students in the hectic environment of a hospital's intensive care unit and places them in a first-person role as a health-care professional. Funded by the U.S. Office of Naval Research, Pulse!! is being developed by Texas A&M-Corpus Christi, which in turn hired Hunt Valley (Md.)-based BreakAway to produce and design the platform. – Business Week http://www.businessweek.com/innovate/content/apr2006/id20060410_051875.htm MS&GModeling, Simulation & Gaming (MS&G)
  • ©numedeon,inc.2004 Virtual Worlds E-Learning WHYville.net
  • Scientist Engineer Technologist Technician Artist Architect Industrial Designer Electronic Artist
  • http://www.philisoft.com/personal/misc/davinci/davinci-1600x1200.jpg
  • Innovation is a function of moving beyond the disciplines, solving real world problems and integrating theory and applied techniques to create new knowledge, tools, processes, systems, environments, etc. In a word transdisciplinarity.
  • Games? Global STEM, IT & Arts, A/V Technology and Communications Clusters National CTE Transformation Leadership Strategies Model TEAMS Schools and Outcomes* Cluster Networking TEAMS Strategy for STEM, IT and Arts Clusters
  • http://www.wheels.org/spacewar/ First Joy Stick First Winner, Intergalactic Spacewar Olympics Stephen "Slug" Russell at MIT. Other major contributors include Peter Samson, Martin Graetz, Wayne Witanen, Alan Kotok and Dan Edwards. . DEC PDP-1 assembler http://www3.sympatico.ca/maury/games/space/spacewar.html 1962 1972
  • http://www.pong-story.com/odyssey.htm#P1 1972 “Ready or not, computers are coming to the people.” Stewart Brand, Rolling Stone December, 1972
  • “The medium is the message”
  • What is the Message?
  • Vienna University of Technology Players operate track switches and adjusting the speed of virtual trains to prevent virtual trains from colliding. Researchers Daniel Wagner, Thomas Pintaric and Dieter Schmalstieg
  • Vienna University of Technology Players operate track switches and adjusting the speed of virtual trains to prevent virtual trains from colliding. Researchers Daniel Wagner, Thomas Pintaric and Dieter Schmalstieg
  • http://geeklit.blogspot.com/2007_03_01_archive.html Nokia Research Center, Helsinki Finland in MIT Technology Review NOKIA
  • Through mixing realities, research is expanding the potential of embedded training in the field and in battle labs to provide integrated training anytime, anywhere. Advancements are being transferred across industries from business prototypes to hospitality training. Integrated research in tracking, registration, rendering, display, and scenario delivery are expanding the possibilities of CONSTRUCTIVE simulation as well as after action review, and command and control visualizations.
  • Games represent the emergence of new realities…
  • First Person & Fidelity
  • Evolution of Human Computer Interaction
  • Improved Target Acquisition System Trainer First Person & Fidelity
  • First Person & Fidelity
  • A new relationship between humans and machines.
  • MindBall
  • Video games are leading us to new affective, cognitive and psychomotor domains of HSI…
  • 66 Demo! Randy Brown randy.brown@virtualheroes.com Virtual Heroes Inc. http://www.virtualheroes.com
  • 67 After Action Review (Real Time) Randy Brown randy.brown@virtualheroes.com Virtual Heroes Inc. http://www.virtualheroes.com
  • Diffusion of Technology Arts, STEM and IT cross cluster strategy. Defense, Homeland Security, Education, Health, Manufacturing, Energy.
  • Games and game technologies are migrating across domains beyond entertainment.
  • Games for… Games for Health Serious Games Games for Change Learning Games
  • $7.5 million project that immerses students in the hectic environment of a hospital's intensive care unit and places them in a first-person role as a health-care professional. Funded by the U.S. Office of Naval Research, Pulse!! is being developed by Texas A&M-Corpus Christi, which in turn hired Hunt Valley (Md.)-based BreakAway to produce and design the platform. – Business Week http://www.businessweek.com/innovat Pulse!!
  • USC ISI and Tactical Language Training (ITSEC 2005)
  • Case study: Emergency Response Training, Pjotr van Schothorst VSTEP BV, Rotterdam, The Netherlands
  • Simulation-Based Triage Training, Games for Health: Mass Casualty Care Panel , RTI International
  • Simulation-Based Triage Training, Games for Health: Mass Casualty Care Panel , RTI International
  • http://www.hopelab.org/remission.htm
  • seriousgames.dk
  • Whyville.net a Pasadena, CA and San Antonio, TX Based Company
  • Game-based simulations are the new e-learning paradigm.
  • Source: Brazell, IC2 Institute, 2004 Yang Cai, Ingo Snel, Betty Chenga, Suman Bharathi, Clementine Klein d, Judith Klein-Seetharaman; Carnegie Mellon University, University of Frankfurt, Research Institute, University of Pittsburgh School of Medicine. www.andrew.cmu.ed BIOSIM 1.0
  • Educational institutions need to transform organizational systems and instructional practices to take greater advantage of new technology, including educational games.
  • 29-Mar-14
  • Games? STEM, IT & Arts, A/V Technology and Communications Clusters National CTE Transformation Leadership Strategies Model TEAMS Schools and Outcomes* Cluster Networking TEAMS Strategy for STEM, IT and Arts Clusters
  • US Arts, A/V Technology and Communications
  • The Current and Potential Economic and Fiscal Impacts of Texas’ Moving Media Industry, 12.1.2008, Prepared for Texas Comptroller of Public Accounts, Prepared by Bernard L. Weinstein, Ph.D., Terry L. Clower, Ph.D., Michael Seman, M.S, Center for Economic Development and Research University of North Texas http://www.window.state.tx.us/specialrpt/mmedia/96-1357_Media_Industry.pdf
  • The Current and Potential Economic and Fiscal Impacts of Texas’ Moving Media Industry, 12.1.2008, Prepared for Texas Comptroller of Public Accounts, Prepared by Bernard L. Weinstein, Ph.D., Terry L. Clower, Ph.D., Michael Seman, M.S, Center for Economic Development and Research University of North Texas http://www.window.state.tx.us/specialrpt/mmedia/96-1357_Media_Industry.pdf
  • http://www.window.state.tx.us/specialrpt/mmedia/ The Current and Potential Economic and Fiscal Impacts of Texas’ Moving Media Industry, December 1, 2008, Prepared for Texas Comptroller of Public Accounts, Prepared by Bernard L. Weinstein, Ph.D., Terry L. Clower, Ph.D., Michael Seman, M.S, Center for Economic Development and Research University of North Texas http://www.window.state.tx.us/specialrpt/mmedia/96-1357_Media_Industry.pdf
  • Global “Emerging” Leaders: Arts, STEM and IT City-State-Region-Country Networks
  • Engineering Mathematic TechnologyScience Digital Convergence Technopolei Arts
  • Digital Convergence Leaders US Digital Convergence Centers • New York City • Washington DC MSA • Central Florida • San Francisco/Silicon Valley • Los Angeles • San Diego MSA • Phoenix • Denver • Las Vegas • Austin-San Antonio- Waco Global Digital Convergence Centers • South Korea • Finland • China • Taiwan • Sweden • Denmark • Germany • UK • Israel • Malaysia • Japan Evans, Eliza, Michael Sekora, Alexander Cavalli, Kinman Chan, Jeeyoung Heo Kenneth Kan, Yue Kuang, Prakash Mohandas, Xiaoxiang Zhang, and Jim Brazell. Digital Convergence Initiative: Creating Sustainable Competitive Advantage in Texas. San Marcos, Texas: Greater Austin- San Antonio Corridor Council, 2005. Full Report: http://www.dcitexas.org/DCI_report.pdf
  • Brazell, Adapted from NSFNEURO CHEM BIOINFO Science & Technology Convergence Technopolei Arts
  • STEM, IT, Arts Integration Leaders US Digital Convergence Centers • New York City • Washington DC MSA • Central Florida • San Francisco/Silicon Valley • Los Angeles • San Diego MSA • Phoenix • Denver • Las Vegas • Austin-San Antonio- Waco Global Digital Convergence Centers • South Korea • Finland • China • Taiwan • Sweden • Denmark • Germany • UK • Israel • Malaysia • Japan Evans, Eliza, Michael Sekora, Alexander Cavalli, Kinman Chan, Jeeyoung Heo Kenneth Kan, Yue Kuang, Prakash Mohandas, Xiaoxiang Zhang, and Jim Brazell. Digital Convergence Initiative: Creating Sustainable Competitive Advantage in Texas. San Marcos, Texas: Greater Austin- San Antonio Corridor Council, 2005. Full Report: http://www.dcitexas.org/DCI_report.pdf
  • Structure of Digital Convergence Technologies Scientific Research map for STEM, IT and Arts Integration Dr. Mike Sekora and Dr. Eliza Evans, Ic2.org
  • Aerospace, Defense & Security Electronics & Telecom Medical Tech-Life Science Optics/ Photonics Edtech & MS&T Film/ New Media Central Florida DCI MST&G
  • FOR IMMEDIATE RELEASE MARCH 2, 2009 CONTACT: GOVERNOR’S OFFICE OF FILM & ENTERTAINMENT (850) 410-4765 Study Shows $29.2 Billion Economic Impact for Film and Entertainment Industry in Florida ~ Florida Productions Generate Jobs, Stimulate Local Economies
  • Source: The Film and Entertainment Industry in Florida Part II ‐ Statewide Economic and Fiscal Impact, Sep 29, 2008, Haas Center for Business Research and Economic Development The University of West Florida
  • Source: The Film and Entertainment Industry in Florida Part II ‐ Statewide Economic and Fiscal Impact, Sep 29, 2008, Haas Center for Business Research and Economic Development The University of West Florida
  • Aerospace, Defense & Security Electronics & Telecom Medical Tech-Life Science Optics/ Photonics Edtech & MS&T Film/ New Media San Diego County DCI MST&G
  • RD&C Art CHEM BIO INFO NEURO Calit2
  • First Flight 3 of 6 Dave Kenny
  • Aerospace, Defense & Security Electronics & Telecom Medical Tech-Life Science Optics/ Photonics Edtech & MS&T Instrumentation DC MSA GAMES military-industrial-academic-life science-entertainment spurred by
  • K-16/Adult Career Development: A Systematic Process for Educating the Workforce of the 21st Century Katharine M. Oliver Maryland State Department of Education Division of Career Technology and Adult Learning
  • AI & Visualization Microelectronics & Instrumentation Biotech- Health- Medical Telecom- Optics- Photonics Art- New Media- Design Semiconductors Finland DCI MST&G
  • Today, Finland’s progressive strategy includes: multi-disciplinary and multi-industry collaboration to integrate nano science-, bio science-, information science- and cognitive science-based research and development (Tieke, 2005, p.9); converging design, art and science in the contexts of education and human development (Tahkokallio and Koivusilta, 2004, p.1); national R&D policy and urban-rural development establishing connected regional centers of innovation; partnering with global high tech markets and industries (Embassy of Switzerland, Beijing, 2005, p.12); and leading the world in “Public-Private Partnership” (with efforts dating back to the year of their independence, 1917) (Tieke, 2005, p.12-15).
  • Aerospace, Defense & Security Electronics & Telecom Broadcast Equipment Optics/ Photonics New Media/ Animation Semiconductors South Korea DCI MST&G
  • transitioning from a manufacturing to an innovation economy http://mit.edu/cre/research/ncc/proceedings/ncc-casestudies.pdf
  • e-Korea Vision 2006 also set the following basic directions: · From Quantitative Expansion to Qualitative Accomplishments such as the increase in productivity through legal and institutional reforms and innovations in business processes throughout society…Social transformation not just technical. · From Creation of new industries led by the government to Foundation for new industries. The government’s new role is to focus on the enabling environment and the private sector will be developing new independent and creative industries… Bottom up and top down organization for innovation. · From Catch-up Strategy to Leading Strategy - To strengthen competitiveness in IT, the government will increase leading investments in core technologies and strategic services which have the potential to produce significant added value in the future. Innovation leader…. http://www.apdip.net/projects/2003/asian-forum/docs/papers/comparative.pdf
  • INFO UP BIO NANO COGNO SCIENCE ARTS “Roughly 100 million jobs… cross-disciplinary fields.” NII, Business Week, 10.11.2004 UTSA & UTHSC “Latin Rennisance” George Cisneros “$83M Integrated Sciences and Engineering Facility”
  • First Aero Squadron, Old # 1 1910 • 1910 First military man to teach himself to fly • Only person to ever learn to fly by mail • First and only military test pilot flying Old No. 1 • First to invent seat belt and wheels • 1911 First to fly more than 100 miles non-stop • First on an operational reconnaissance flight • First to test use of radio in flight Benjamin D. Foulois
  • SwRI, Training, Simulation and Performance Improvement AETC Holodeck Northrop Grumman 2005
  • Star Film Ranch 1910 Georges Méliès "Viaje a la luna"
  • Star Wars: Episode 2, Harry Potter and the Prisoner of Azkaban, Lord of the Rings, The Passion of the Christ, Spider-Man 2, The Matrix, Pirates of the Caribbean, Black Hawk Down, Star Trek Nemesis, AI, Jimmy Neutron, Jurassic Park III, Spy Kids, Charlie’s Angels, The Gladiator, Red Planet, Titanic Tim Jenison 1985
  • Future Work Queue – July 2009: Science, Technology and Knowledge Networks – long term growth strategies to face the financial crisis by leveraging digital ARTS, STEM and IT 12th International Conference on Technology Policy and Innovation (ICTPI), which will be held in Porto, on 13 and 14 July 2009. The recent financial crisis is having important repercussions on world economies and will certainly impact in most areas of economic policy. Governments in OECD and in major non-OECD countries are currently setting up economic stimulus packages to address the economic crisis. In such a scenario, concerns grow that these actions should not only be limited to producing short-term gains or alleviating distress situations: they should also help restore favorable conditions for innovation-based long term growth. Sharing of country-specific experiences and practices is certainly the way to move policy thinking in this area forward at these crucial times. The theme and motto of the 12th ICTPI Conference - Science, Technology and Knowledge Networks – long term growth strategies to face the financial crisis – is due to challenge us in developing strategic responses to the crisis that integrate long-term concerns, by involving research and development, higher-education and science-based innovation.
  • July 2009 July 2009 The role of the arts in innovation across STEM, IT and Arts, A/V Technology and Communications Clusters in the context of
  • Dr. David Gibson, IC2 Institute, University Technology Enterprise Network
  • Games? Global STEM, IT & Arts, A/V Technology and Communications Clusters National CTE Transformation Leadership Strategies Model TEAMS Schools and Outcomes* Cluster Networking TEAMS Strategy for STEM, IT and Arts Clusters
  • California “The line separating CTE and academics must be erased.”
  • Key Messages • Career Education will be a primary feature of a transformed high school system. • The line separating CTE and academics must be erased. • The public and policy makers expect the the K- 12 and Higher Education systems to work together. • It is imperative that we abandon parochial and isolationist traditions and deliberately align/design our systems at all levels to increase student outcomes. CTE in the Future, 20th Annual CALCP/CAROCP Conference, Patrick Ainsworth Ed.D., Assistant Superintendent, Director Secondary Postsecondary and Adult Leadership Division, November 20, 2008
  • Shell Test Track 1,000 MPG eq. Fuel Cell Car
  • “Like many school systems, Maryland's Charles County Public Schools had different tracks for high school students who were going on to college and those pursuing vocational training. This outdated model ultimately reduced the status of voc ed to a lower level than academic programs. James Richmond, our district superintendent, championed the idea of a 21st- century school that would bring vocational and academic students together in one facility.” Maryland eSchool News: Creating a '21st-century school' for learning and working together By Peter Cevenini Sun, Oct 01, 2006 http://www.eschoolnews.com/news/top-news/news-by-subject/international/index.cfm?i=41342
  • K-16/Adult Career Development: A Systematic Process for Educating the Workforce of the 21st Century Katharine M. Oliver Maryland State Department of Education Division of Career Technology and Adult Learning
  • Skills From: To: Management Functions Centralized Separated Decentralized Shared Professional/Technical Knowledge Centralized and Specialized Some Workers Decentralized Integrated All Workers Work Design Jobs Functional/ Cross-functional Teams Organizational Structure Vertical Hierarchies Customer-Supplier Networks Employee Responsibility Job Task Performance Work Unit Performance Business Process Management Career Progression Vertical Limited Range Vertical and Horizontal Full Range K-16/Adult Career Development: A Systematic Process for Educating the Workforce of the 21st Century Katharine M. Oliver Maryland State Department of Education Division of Career Technology and Adult Learning Changing Workplace
  • Equipped For the Future (EFF) Standards for Adult Learning K-16/Adult Career Development: A Systematic Process for Educating the Workforce of the 21st Century Katharine M. Oliver Maryland State Department of Education Division of Career Technology and Adult Learning
  • Orlando and Central FL High Tech Corridor Model and Emerging FL State Model: Arts, STEM & IT
  • 153 Today’s Students, Tomorrow’s Workforce Enterprise Florida Targeted Sectors for Economic Development Life Sciences • Nursing (CNA, LPN, RN) • Emergency Medical Technician • Paramedic • Dental Hygiene • Respiratory Care • Surgical Technology • Patient Care Technician • Nursing Assistant/Long- Term Care • Biotechnology Laboratory Technician Manufacturing • Drafting & Design Technology • Manufacturing Technology • Computer Electronics Technology • Machining • Sheet Metal Fabrication Technology Information Technology • Computer Information Administrator • Computer Programming & Analysis • Network Administrator • Computer Programming • Internet Services Technology • Web Development Specialist • Multimedia Design Technology Homeland Defense/Security • Criminal Justice Technology • Law Enforcement Officer • Correctional Officer • Fire Science Technology • Civil Engineering Technology Financial/Professional Services Accounting Technology Business Administration Office Administration Administrative Assistant Medical and Legal Administrative Specialist Court Reporting/Voice Writing Technology Aviation/Aerospace Aviation Administration Aerospace Technology Aircraft Airframe Mechanics Aircraft Power Plant Mechanics Avionics
  • “techCAMP” Introduces CFL Teachers to Simulation Industry Tuesday, 11 December 2007 Through presentations from academic, industrial and military simulation experts, 43 teachers were introduced to the world of simulation and its related technologies. As part of the program, the teachers visited the Interservice/Industry Training, Simulation & Education Conference at the Orange County Convention Center, were given physics simulation software to use in their classrooms, and had the opportunity to experience hands-on lessons about the Modeling, Simulation & Training (MS&T) industry. Program arms educators with tools to interest students in high tech careers http://www.simulationinformation.com/cms/index2.php?option=com_content&do_pdf=1&id=957
  • Ocoee Demonstration Middle School
  • Orlando Tech – High School Program
  • Orlando Tech – High School Program
  • Orlando Tech – High School Program
  • Orlando FIEA University Program
  • NYC:Next Generation CTE
  • The challenges for CTE in New York City schools include: Tradition and negative perception in the City; Uneven performance across the City’s CTE schools; Limited access & opportunity to enroll in innovative programs; Insufficient preparation for postsecondary success; Inadequate integration in classroom instruction; Seat time versus competency-based pathways to graduation; Definitions of student success; Disjointed management of industry engagement; Disproportionate distribution of resources; and Limited opportunity for CTE innovation.
  • Games? Global STEM, IT & Arts, A/V Technology and Communications Clusters National CTE Transformation Leadership Strategies Model TEAMS Schools and Outcomes* Cluster Networking TEAMS Strategy for STEM, IT and Arts Clusters
  • http://www.uwsp.edu/news/photos/Classroom.jpghttp://www.eva-eu.org/images/classroom.jpg NECC 2004 U.S. education market is $750 billion (Credit Suisse First Boston, 2003). More money is spent in the United States on education than in any other industry with the exception of health care. Annual expenditures are more than Social Security and defense combined. (Glakas, National Council of Higher Education Loan Programs, 2003)
  • Indian River State College: Transdiscplinary Action CTE-Academic-Arts Integration
  • Indian River State College Current and Emerging Pattern Languages Entrepreneurship, Innovation & Leadership Humanities-Law-Human Development Engineering-Design-*C.S. Medical-Bio-Life Sciences Architecture, Media & Arts Entrepreneurship, Innovation & Leadership FLOW: A Pattern for Play, Learning, Cooperation and Invention *C.S. - Computer science Faculty Students World Community
  • Indian River State College Current and Emerging Pattern Languages Theory Action Real world tools, environments, systems & simulations Transdisciplinarity: Unification of theory, action and real world opportunities and/or problems. Connecting andragogy and pedagogy into a single learning strategy which unifies cross-generational-action, -learning and -impact on the world.
  • Indian River State College Current and Emerging Pattern Languages Theory Action Real world tools, environments, systems & simulations Transdisciplinarity: Unification of theory, action and real world opportunities and/or problems. Connecting andragogy and pedagogy into a single learning strategy which unifies cross-generational-action, -learning and -impact on the world.
  • Engineering Science Arts Mathematics Humanities Technology Indian River State College Current and Emerging Pattern Languages Act 1 - Humanities Vision, Creativity & Criticism
  • Humanities • Literature • Philosophy • Economics • History • Sociology Why are we here? What is the human condition? How does science and technology relate to our current condition? What are our challenges and opportunities in health, education, energy, defense, security, etc? What are our future prospects? Are we losing our ability to communicate and relate in the physical world when we spend so much time in technology worlds? How are we different now than we were in 1990 in terms of technology, culture, values and beliefs? Will we ever discover intelligent life in the universe?
  • Asimov’s Last Question
  • Humanities & Sciences Cultural & Technical Arts Indian River State College Current and Emerging Pattern Languages Act 3 – FUSION: Quantitative and qualitative rearticulation of the Whole
  • Indian River State College Current and Emerging Pattern Languages Research Cove at Treasure Coast FL : Entrepreneurship, Employment, Education and Economic Development Coordination Entrepreneurship Employment Education Economic Development
  • Indian River State College Current & Emerging Pattern Languages P-20 Integration: Networking the Points and Institutional Silos Primary Ed Secondary Ed College University Pre-K & K
  • Denton ISD, Texas: High School Advanced Technology Hub Serving 5 high Schools
  • Outcomes* - CTE is defined as Texas CTE 2 and 3. Non-CTE is defined as CTE 0 and 1.
  • Outcomes* - CTE is defined as Texas CTE 2 and 3. Non-CTE is defined as CTE 0 and 1.
  • Outcomes* - CTE is defined as Texas CTE 2 and 3. Non-CTE is defined as CTE 0 and 1.
  • Technology Engineering Arts (Liberal & Fine) Mathematics Science
  • TEAMS Model Schools Systems of Systems • High degree of faculty interaction across disciplines and grades (systems) • Integrating CTE, Arts and Academics (systems) • Learning laboratories and worldly experience with industry-standard tools, processes and problems (systems) • Emerging P-20 systems (P-20) -- Sequenced, integrated and transferable courses HS to CTC to University (systems) • Transdisciplinary culture (systems) Context and frame for learning is real world, purpose driven and action oriented.
  • Pre Architecture
  • Pre Med
  • Pre Law
  • Pre Engineering
  • Welding Tech
  • CISCO Network Tech
  • CSI & Crime Scene Tech
  • 911 and Emergency Operations
  • Arts, A/V Tech & Communications
  • Arts, A/V Tech & Communications
  • MarylandModel State Outcomes Outcomes** - Note Maryland consider only coherent sequence CTE students as CTE as opposed to Texas who counts students with one CTE class as a CTE student.
  • Maryland Classroom: CTE: Educating Tomorrow’s Workforce Today, April 2008
  • Maryland Classroom: CTE: Educating Tomorrow’s Workforce Today, April 2008
  • Maryland Classroom: CTE: Educating Tomorrow’s Workforce Today, April 2008
  • Maryland Classroom: CTE: Educating Tomorrow’s Workforce Today, April 2008
  • “…newer programs like Pre- engineering, Biomedical Sciences, Manufacturing Engineering Technologies, and Homeland Security and Emergency Preparedness [and gaming] are attracting more and more students.” Maryland Classroom: CTE: Educating Tomorrow’s Workforce Today, April 2008
  • Homeland Security and Emergency Preparedness Geospatial Application Project Advanced Skill-Based Training for Geographic Information Systems and Remote Sensing Administration of Justice II Homeland Security Science Research Methods and Applications Skill-Based Training for Geographic Information Systems and Remote Sensing Introduction to Geographic Information Systems and Remote Sensing Administration of Justice IHomeland Security Science Information/ Communications Technology Pathway Criminal Justice/Law Enforcement Pathway Homeland Security Sciences Pathway Foundations of Homeland Security and Emergency Preparedness Internship/Capstone Experience
  • Governor Rick Perry Texas Competitiveness Council and Industry Cluster Initiative
  • National Indicators
  • Growing evidence shows that pathways hold promise for reducing high school dropout rates, increasing academic achievement and learning, and increasing students’ earning power when they graduate. Equally compelling, studies show that students enrolled in pathways perform as well as their traditionally educated counterparts on key measures.” http://www.connectedcalifornia.org/advance_copy/policy_pa per.pdf
  • “Those who complete both a strong academic curriculum and a vocational program of study (dual concentrators) may have better outcomes than those who pursue one or the other (Silverberg, Warner, Fong, & Goodwin, 2004; Plank, 2001; Stone & Aliaga, 2003)” (National Alliance for Secondary Education and Transition, 2005, Career Preparatory Experiences, ¶ 3).
  • Games? Global STEM, IT & Arts, A/V Technology and Communications Clusters National CTE Transformation Leadership Strategies Model TEAMS Schools and Outcomes* Cluster Networking TEAMS Strategy for STEM, IT and Arts Clusters
  • Economic Development, Workforce and Education Strategy: TEAMS Gateway Strategy STEM, IT & Arts, A/V Technology and Communications Cluster Integration
  • Modeling, Simulation, Games, & Training is the Gateway Todd Burgassani National STEM GAMES Grand Challenge
  • STEM, IT & Arts Position Todd Burgassani National STEM GAMES Grand Challenge
  • 3D Square and LITE where STEM intersects with the ARTS and Research, Development & Commercialization (RD&C)
  • Training
  • $7.5 million project that immerses students in the hectic environment of a hospital's intensive care unit and places them in a first-person role as a health-care professional. Funded by the U.S. Office of Naval Research, Pulse!! is being developed by Texas A&M-Corpus Christi, which in turn hired Hunt Valley (Md.)-based BreakAway to produce and design the platform. – Business Week http://www.businessweek.com/innovate/content/apr2006/id20060410_051875.htm MSG&T
  • Engineering Design: Georgia-Michigan-Texas Dassault Systems
  • Big Sesh Studios Austin, TX defenselink.mil/news/Jul2004/n07272004_2004072705.html Engineering Design
  • ©numedeon,inc.2004 SPACE STATION E-Learning
  • Games for play Video Game Shift MSG&T systems, processes and knowledge driving 21st Century invention, design, concept, engineering, marketing, learning & work.
  • Economic Development, Workforce and Education Strategy: TEAMS Gateway Strategy Understanding jobs in the game industry
  • Forecasting.TSTC.edu
  • Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth. Gaming: A Technology Forecast, Implications for Texas Community and Technical Colleges Austin, Texas: Texas State Technical College System and IC2 Institute, University of Texas Austin, 2004. ISBN 0978677358 Table of Contents: http://www.system.tstc.edu/forecasting/reports/dgames.asp
  • Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth. Gaming: A Technology Forecast, Implications for Texas Community and Technical Colleges Austin, Texas: Texas State Technical College System and IC2 Institute, University of Texas Austin, 2004. ISBN 0978677358 Table of Contents: http://www.system.tstc.edu/forecasting/reports/dgames.asp
  • Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth. Gaming: A Technology Forecast, Implications for Texas Community and Technical Colleges Austin, Texas: Texas State Technical College System and IC2 Institute, University of Texas Austin, 2004. ISBN 0978677358 Table of Contents: http://www.system.tstc.edu/forecasting/reports/dgames.asp
  • Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth. Gaming: A Technology Forecast, Implications for Texas Community and Technical Colleges Austin, Texas: Texas State Technical College System and IC2 Institute, University of Texas Austin, 2004. ISBN 0978677358 Table of Contents: http://www.system.tstc.edu/forecasting/reports/dgames.asp
  • Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth. Gaming: A Technology Forecast, Implications for Texas Community and Technical Colleges Austin, Texas: Texas State Technical College System and IC2 Institute, University of Texas Austin, 2004. ISBN 0978677358 Table of Contents: http://www.system.tstc.edu/forecasting/reports/dgames.asp
  • VIDEO GAME BUILDER KSAO • Integrate artistic design and problem solving with STEM disciplines • Design Object-Oriented systems, write computer code and use computer design tools • Use systems theory to design, learn and problem solve • Innovate using story, game theory and simulation • Integrate two or more academic disciplines within a field of practice • Work and learn in synchronous and asynchronous network environments • Create systems across physical, virtual and imaginary worlds • Communicate and collaborate in multidisciplinary teams
  • Arts, A/V Tech and Communications NAICS Employers 334612 Prerecorded CD (except software), tape, & record reproducing 51211 Motion picture & video production 51212 Motion picture & video distribution 512191 Teleproduction & other postproduction services 512199 Other motion picture & video industries 51221 Record production 51224 Sound recording studios 51229 Other sound recording industries 51512 Television broadcasting 5152 Cable & other subscription programming 54181 Advertising agencies 541922 Commercial photography 71113 Musical groups & artists 7114 Agents/managers for artists, athletes, & other public figures 7115 Independent artists, writers, & performers
  • Arts, A/V Tech and Communications NAICS Employers 334612 Prerecorded CD (except software), tape, & record reproducing 51211 Motion picture & video production 51212 Motion picture & video distribution 512191 Teleproduction & other postproduction services 512199 Other motion picture & video industries 51221 Record production 51224 Sound recording studios 51229 Other sound recording industries 51512 Television broadcasting 5152 Cable & other subscription programming 54181 Advertising agencies 541922 Commercial photography 71113 Musical groups & artists 7114 Agents/managers for artists, athletes, & other public figures 7115 Independent artists, writers, & performers
  • PLUS STEM & IT Cross Over
  • Economic Development, Workforce and Education Strategy: TEAMS Gateway Strategy Understanding the culture of innovation in the Game Industry
  • Forecasting.TSTC.edu
  • Self Organized Innovation Networks – Cross appropriation of game technology to other human endeavors. Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth. Gaming: A Technology Forecast, Implications for Texas Community and Technical Colleges Austin, Texas: Texas State Technical College System and IC2 Institute, University of Texas Austin, 2004. ISBN 0978677358 Table of Contents: http://www.system.tstc.edu/forecasting/reports/dgames.asp
  • Creation of new knowledge, processes, systems, and languages. Game Building is Transdisciplinary Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth. Gaming: A Technology Forecast, Implications for Texas Community and Technical Colleges Austin, Texas: Texas State Technical College System and IC2 Institute, University of Texas Austin, 2004. ISBN 0978677358 Table of Contents: http://www.system.tstc.edu/forecasting/reports/dgames.asp
  • Applied Learning Real world or simulated problems and opportunities Theoretical Knowledge Transdisciplinarity Beyond the disciplines
  • Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth. Gaming: A Technology Forecast, Implications for Texas Community and Technical Colleges Austin, Texas: Texas State Technical College System and IC2 Institute, University of Texas Austin, 2004. ISBN 0978677358 Table of Contents: http://www.system.tstc.edu/forecasting/reports/dgames.asp
  • Dr. David Thornburg, Center for Professional Development
  • Dr. David Thornburg, Center for Professional Development and Jim Brazell, VentureRAMP, Inc. DIGITAL ARTS
  • Learning, problem solving and production in one act resulting in creation of new knowledge, processes, systems, and language. Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth. Gaming: A Technology Forecast, Implications for Texas Community and Technical Colleges Austin, Texas: Texas State Technical College System and IC2 Institute, University of Texas Austin, 2004. ISBN 0978677358 Table of Contents: http://www.system.tstc.edu/forecasting/reports/dgames.asp
  • Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth. Gaming: A Technology Forecast, Implications for Texas Community and Technical Colleges Austin, Texas: Texas State Technical College System and IC2 Institute, University of Texas Austin, 2004. ISBN 0978677358 Table of Contents: http://www.system.tstc.edu/forecasting/reports/dgames.asp
  • Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth. Gaming: A Technology Forecast, Implications for Texas Community and Technical Colleges Austin, Texas: Texas State Technical College System and IC2 Institute, University of Texas Austin, 2004. ISBN 0978677358 Table of Contents: http://www.system.tstc.edu/forecasting/reports/dgames.asp
  • Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth. Gaming: A Technology Forecast, Implications for Texas Community and Technical Colleges Austin, Texas: Texas State Technical College System and IC2 Institute, University of Texas Austin, 2004. ISBN 0978677358 Table of Contents: http://www.system.tstc.edu/forecasting/reports/dgames.asp
  • Specialized Knowledge & Skills Systems Knowledge & Skills Next Gen Jobs
  • Economic Development, Workforce and Education Strategy: TEAMS Gateway Strategy “Head end” pipeline strategy for growing P-20 Human Capital and Intellectual Capital
  • Math Engineering TechScience TEAMS
  • Math Engineering TechScience ARTS
  • Math Engineering TechScience TEAMS
  • http://www.philisoft.com/personal/misc/davinci/davinci-1600x1200.jpg Da Vinci Minds
  • Gaming Robotics Liberal Arts IT-ART University Mechatronics-ENG K-12 Informal Feeders CTC K-12 Formal Pathways TEAMS
  • Economic Development, Workforce and Education Strategy: TEAMS Gateway Strategy Move robots from informal to formal education
  • Robot Math Systems Donna McKethan WISD, TSTC & Baylor Post Algebra II
  • Georgia-Detroit-Texas Digital Engineering Program using $500,000 per seat M&S Tools
  • 280 DASSAULT SYSTEMES – DELMIA USER CONFERENCE – Oct – Nov 2007 Product Development Process Planning Manufacturing Concept Layout planning Standard Time Measurement Workstation Layout Ergonomics Robot Simulation Manufacturing Simulation Quality Control Material Flow Simulation Production Planning 3D Work Instructions DELMIA Digital Manufacturing Solutions Texas-Georgia-Michigan Engineering and Math Courses Control Engineering Process Planning
  • Girls?And Young Women
  • ACCD San Antonio, TX
  • ACCD San Antonio, TX
  • Space Teams ACCD San Antonio, TX
  • ACCD San Antonio, TX Space Teams
  • ACCD, San Antonio, TX Space Teams Champions 2 Years in a Row!
  • ACCD, San Antonio, TX SpaceTeams
  • Economic Development, Workforce and Education Strategy: TEAMS Gateway Strategy Start MSG&T game programs in both informal and formal education MSG&T = Modeling, Simulation, Gaming and Training (MSG&T)
  • Females Males Designer/Decorator Professional athlete Doctor Video Game Designer Cosmetologist Business Owner Lawyer Engineer Teacher Lawyer Business Owner Military Service Musician/Singer Auto Mechanic Cook/Chef Computer Programmer A. Gold, IC2 Institute, UT Austin
  • This study was funded by the State Farm Companies Foundation and by Dr. George Kozmetsky (1917-2003), founder of the IC² Institute. The study was designed and analyzed, and the report was written by a team at The University of Texas at Austin: Aliza Gold, Senior Producer and Researcher at the Digital Media Collaboratory, part of the IC² Institute Emily Durden, PhD candidate in Sociology Marjorie L. Kase, M.A. in Communication Shane Alluah, PhD candidate in Educational Psychology Ana Boa-Ventura, PhD candidate in Communication The research team would like to thank the participating schools and their administrators: Elgin Middle School Goodnight Middle school Miller Junior High Fleming Middle School
  • Boys?And Young Men
  • Game Camp
  • What are they learning? Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth. Gaming: A Technology Forecast, Implications for Texas Community and Technical Colleges Austin, Texas: Texas State Technical College System and IC2 Institute, University of Texas Austin, 2004. ISBN 0978677358
  • What do you want to be when you graduate college?
  • 22 48 0 10 20 30 40 50 60 Graduate HS Graduate CC or TC Graduate University Plans for education Computer Science 20 Video Game Design 9 Design/Art 8 Write in to survey
  • What do you want to be when you graduate college? A Judge.
  • Girls?Anime (art and storytelling), social games and girl game camps are a key to attracting girls to Arts, STEM and IT
  • 3D Square and LITE, Arts, STEM & IT Digital Workforce Initiative, Lafayette, Louisiana
  • Whyville.net a Pasadena, CA and San Antonio, TX Based Company
  • The other unique thing about Whyville is its popularity. There are over 90,000 registered users at the site (not counting guests). On a typical day last summer about 4000 different users visit the site each day. Most visits to the site are short (media logon time: 18 minutes, mean 50 minutes) but over 1000 users stay on for over an hour at a time. This amount of time is longer than most school science classes! The population ranges from young children (7-8 years old) to college age users, but the vast majority are in the range of 11-14 years old. Most surprising is the very high percentage of girls (~60% of users) on a science focused website. This age (middle school) is particularly important for girls’ interest in science because middle school is when a gender gap in science often appears (Jones, Howe & Rua, 2000). The appeal of the site to young girls suggests that the design and features of the Whyville site may have important implications for how to get girls interested in science and technology. Why Girls: Gender Differences in the Perception and Use of an Informal Science Learning Web Site, Funded by NSF, Program for Gender Equity in Science, Math, Engineering and Technology
  • ©numedeon,inc.2004 SPACE STATION
  • Economic Development, Workforce and Education Strategy: TEAMS Gateway Strategy Use history as a platform for arts, STEM and IT integration. Create a documentary and online project to capture the past and present history of the “art of innovation” for the state. Have CTE Arts, STEM and IT students designs the next 100 year vision for the State.
  • San Antonio 2010 100 Years of Innovation
  • Texas
  • BUS TOUR
  • Students designing the future and learning past and current history
  • Artist - Carlos Lucio, University of the Incarnate; Art Director - Adam Watkins, University of the Incarnate Word Concept for Institute of Texas Science, Technology and Culture
  • Economic Development, Workforce and Education Strategy: Stand up systemic CTE-academic-arts integration project to be a High School Teacher Academy for the State
  • Dentonxt Generation Learning
  • http://www.howard.k12.md.us/cte/programs/a cademies/documents/TeacherAcad.pdf
  • Economic Development, Workforce and Education Strategy: TEAMS Gateway Strategy Marketing, awareness and perception shifting are the number one issues mentioned across ed, workforce and economic development
  • California Best Practice CTE Marketing
  • CTE-College bound, life-long and medium to high value CTE-Not for college bound students, terminal and low value CTE Position
  • Best Practice: Game-based Career Simulation Texas
  • Whyville Planeworks
  • Games? Global STEM, IT & Arts, A/V Technology and Communications Clusters National CTE Transformation Leadership Strategies Model TEAMS Schools and Outcomes* Cluster Networking TEAMS Strategy for STEM, IT and Arts Clusters
  • October 4, 1957
  • My last story for you. A story of courage…
  • I do not know how to do that, but I can figure it out. Give me a minute. My last story for you. A story of courage…
  • “Nobelist Herbert A. Simon has written that the availability of technologies to youth is its own instructor.” Dr. George Kozmetsky
  • The Future is Here
  • US TEAMS Economic Development, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communications Clusters Jim Brazell, Jim.brazell@ventureramp.com
  • Jim Brazell’s speech, research and consulting experience include shaping community competitiveness, developing educational innovation, commercializing emerging technology and studying emerging jobs. In education, Jim is a model of learning that connects science, technology, engineering and mathematics (STEM) to all subjects and disciplines to give rise to innovation and a modern Renaissance. For workforce and industry, Jim shares model community initiatives and strategies to increase civil and workforce readiness. In the world of economic development, Jim’s work at the IC2 Institute has paved the way for current thinking and research on the role of innovation, the arts and high technology in community development. Jim’s recent work includes technology forecasting for the Texas State Technical College System, learning strategies projects with the Texas Workforce Commission, cultural and technical arts workforce and education strategies for the State of Florida and 3D Square in Louisiana, technology assessment for the country of Portugal in concert with the the Innovation, Creativity and Capital (IC2.org) Institute. Jim's mentor is Dr. Francis Kane, a principal member of "Project Forecast" undertaken just after the launch of Sputnik. While in college, Jim was a George Gilder Fellow in High Technology, Entrepreneurship and Public Policy and a distinguished member of the Bradley University speech team. Today, Jim is an advisory board member to P-20 educational initiatives spaceTEAMS, Gamecamp.org and the National Science Foundation’s Mechatronics program. Jim Brazell, Jim.brazell@ventureramp.com
  • Vanston, John H., Henry Elliott, James Irwin, Jim Brazell, and Michael Bettersworth. Mechatronics Forecast: Implications for Texas Community and Technical Colleges. Austin, Texas: Texas State Technical College System, 2007. Table of Contents: http://system.tstc.edu/forecasting/reports/mechatronics.asp Brazell, Jim, Laurel Donoho, John Dexheimer, Robert Hanneman, George Langdon, and Eliza Evans M2M: The Wireless Revolution. A Technology Forecast, Implications for Community and Technical Colleges in the State of Texas. Austin, Texas: Texas State Technical College System and IC2 Institute, University of Texas Austin, 2005. ISBN 0976850346 Table of Contents: http://www.system.tstc.edu/forecasting/reports/m2m.asp Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth. Gaming: A Technology Forecast, Implications for Texas Community and Technical Colleges Austin, Texas: Texas State Technical College System and IC2 Institute, University of Texas Austin, 2004. ISBN 0978677358 Table of Contents: http://www.system.tstc.edu/forecasting/reports/dgames.asp Evans, Eliza, Michael Sekora, Alexander Cavalli, Kinman Chan, Jeeyoung Heo Kenneth Kan, Yue Kuang, Prakash Mohandas, Xiaoxiang Zhang, and Jim Brazell. Digital Convergence Initiative: Creating Sustainable Competitive Advantage in Texas. San Marcos, Texas: Greater Austin- San Antonio Corridor Council, 2005. Full Report: http://www.dcitexas.org/DCI_report.pdf Research Informing this Strategy