2006, What's Next in Ed Tech: 5th World, National School Boards Association by Jim Brazell.
 

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5th World: What's Next in Ed Tech, National School Boards Association, October 2006, by Jim Brazell. Where video games and robotics intersect with jobs and education.

5th World: What's Next in Ed Tech, National School Boards Association, October 2006, by Jim Brazell. Where video games and robotics intersect with jobs and education.

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2006, What's Next in Ed Tech: 5th World, National School Boards Association by Jim Brazell. Presentation Transcript

  • 1. 5th World: What’s Next in Ed Tech National School Boards Association, October 2006, JimBrazell@ventureramp.com
  • 2. What is this?
  • 3. TERAFLOP SUPER COMPUTER for $300!
  • 4. 10 years ago, the cost of a 2 Teraflop supercomputer was $100M. --Frietas, The Future of Computers
  • 5. “The medium is the message”
  • 6. What is the message?
  • 7. What is the average age of all video gamers in US?
  • 8. Entertainment Software Association (ESA), 2005 Essential Facts About the Computer and Video Game Industry, May 18, 2005.
  • 9. “My 66 year old mom plays World of Warcraft.” --Kerem Floor, Digital Learning Landscapes, Stavanger, Norway
  • 10. What percent female and male?
  • 11. 55% and 43% of all games Entertainment Software Association (ESA), 2005 Essential Facts About the Computer and Video Game Industry, May 18, 2005.
  • 12. “It’s not true that women do not like to hunt. They like to hunt in packs and with a reason to kill.” --My Mom
  • 13. Lineage Games are a medium—not content.
  • 14. Case 4: Disaster Configurator for the Rotterdam Port Authority Case study: Emergency Response Training, Pjotr van Schothorst VSTEP BV, Rotterdam, The Netherlands The medium of gaming represents a qualitative shift in learning systems.
  • 15. Games are an extension of the physical environment.
  • 16. Games are an extension of the human nervous system.
  • 17. The physical world is an extension of games.
  • 18. This is about much, much more than fun and games. On 10.19.2006, the MacArthur Foundation announced a $50MM fund for digital learning and games.
  • 19. Jobs Context
  • 20. A robust program of research and experimentation is needed to enhance development of educational games by stimulating transfer of the art and technologies of video games to education and learning systems. High development costs in an uncertain market for educational innovations make developing complex high-production learning games too risky for video game and educational materials industries. Educational institutions need to transform organizational systems and instructional practices to take greater advantage of new technology, including educational games. Outcome data from large-scale evaluations of educational games are needed to demonstrate that these technologies are equal to or offer comparative advantage vs. conventional IM.
  • 21. We seek to advance the learning and career development of science, technology, engineering and mathematics domains (STEM) using a vanguard educational solution that combines real world simulation tools with video game technologies.
  • 22. • Serious Games • Models and Differentiation • The Next Wave of HSI-HCI • The 5th World • K-12 Opportunities 5th World
  • 23. Games for… Games for Health Serious Games Games for Change Learning Games
  • 24. Case study: Emergency Response Training, Pjotr van Schothorst VSTEP BV, Rotterdam, The Netherlands
  • 25. USC ISI and Tactical Language Training (ITSEC 2005)
  • 26. NETC – 24 Blue (ITSEC 2005)
  • 27. French Budget Minister Jean-Francois Cope has announced the launch of an online game for the country's taxpayers to have a go at balancing the books. http://news.bbc.co.uk/1/hi/world/europe/4946496.stm
  • 28. Games for… Games for Health Serious Games Games for Change Learning Games
  • 29. www.food-force.com
  • 30. seriousgames.dk
  • 31. Games for… Games for Health Serious Games Games for Change Learning Games
  • 32. VRPHOBIA.COM Fear of flying, fear of driving, fear of heights, fear of public speaking, fear of thunderstorms, claustrophobia, agoraphobia, social phobia, panic disorder, and posttraumatic stress disorder due to motor vehicle accidents
  • 33. http://www.hopelab.org/remission.html
  • 34. $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 Pulse!!
  • 35. Games for… Games for Health Serious Games Games for Change Learning Games
  • 36. Recruiting Games
  • 37. COPYRIGHT 2003-2005 CRITICAL MASS INTERACTIVE, INC. ALL RIGHTS RESERVED. USAF: AIR DOMINANCE ACTION FLIGHT SIMULATOR
  • 38. Documentary and Activist Games
  • 39. http://parisriots.free.fr
  • 40. http://www.kumawar.com/ http://www.kumawar.com/
  • 41. http://www.selectparks.net/911survivor/
  • 42. ctlss.com/treasure_hunt/html/main.html
  • 43. www.pacmanhattan.com
  • 44. www.tele-actor.net
  • 45. • Serious Games • Models and Differentiation • The Next Wave of HSI-HCI • The 5th World • K-12 Opportunities 5th World
  • 46. 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.edu/~ycai/biogame.pdf BIOSIM 1.0
  • 47. SIMChallenge
  • 48. Recommendation #1: Increase emphasis on evaluating the effectiveness of new learning technologies and approaches to designing and implementing such systems. Use an adaptive learning approach that integrates real world problems, data, processes and systems; empirical research and human performance; and instructional design and delivery. The key is to integrate empirical research into the design and implementation of new modes of learning in order to inform future selection and variation of learning systems. This requirement is also shared by the US Department of Education (DOE) and the National Science Foundation (NSF) in its efforts toward educational reform especially in Science, Technology, Engineering and Mathematics (STEM).
  • 49. GlucoboyThe video game that runs on blood.
  • 50. www.virtual-u.org
  • 51. DMC Lab Project: Medical Leadership Trainer - Scenario Authoring Engine “Joe Medic” UT Austin DMC and Fort Sam Houston AMED NCO Academy
  • 52. Different rooms for learning styles Group work Reflective observation Active experimentation GC: Palestine Lecture Abstract concepts Concrete experiences •  Kolb’s cycle covered with different teaching forms in the course. •  The teacher is crucial to facilitate a full learning experience. Empirical study
  • 53. Context is King!
  • 54. How are games different than Modeling, Simulation and Training?
  • 55. Population: 1.4MM Growth: 1200/day Educational Sites 3 - 5 minutes EA online games 9 minutes AOL Entertainment 10 minutes Whyville.net 59 minutes Yahoo! Games 78 minutes MEAN TIME PER USER LOGIN Discovery.com: 96 million Whyville.net: 58.4 million BigChalk: 11 million Time for Kids: 8 million New York Times Learning Net: 1.2 million Cosmogirl: 425,000 PAGE VIEWS ©numedeon,inc.2003" The average time per log in July was 3.8 hours making it second to Neopets.
  • 56. ©numedeon,inc.2004" SPACE STATION
  • 57. Whyville City Hall ©numedeon,inc.2004" Whyville Senators OrEoBaBy Sooner
  • 58. ©numedeon,inc.2003" 0 clams 80 clams 20 clams 50 clams 100 clams Progressive Involvement
  • 59. Feb. 14- March 13, 2002 3,000 BBS postings
  • 60. www.watercoolergames.org
  • 61. forecasting.tstc.edu
  • 62. • Serious Games • Models and Differentiation • The Next Wave of HSI-HCI • The 5th World • K-12 Opportunities 5th World
  • 63. NOSE
  • 64. 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
  • 65. Improved Target Acquisition System Trainer
  • 66. Augmented Human Cognition Sandia National Laboratories, 2002 BMH, Delta 3D, DARPA, 2005
  • 67. Machine Reality
  • 68. Video games are leading us to new affective, cognitive and psychomotor domains of HSI… A new relationship between humans and machines.
  • 69. What is this new relationship? What does it look like?
  • 70. What is this?
  • 71. http://www-bsac.eecs.berkeley.edu/archive/users/warneke-brett/SmartDust/ Berkeley’s Golem Dust 11.7 mm3 total circumscribed volume ~4.8 mm3 total displaced volume Berkeley’s Deputy Dust 6.6 mm3 total circumscribed volume 4th Gen 11.7 mm3 6.6 mm3
  • 72. MIT Tech Review, 2005 Sensors Physical Chemical Biological http://www.rieti.go.jp/en/events/bbl/03102801.pdf , page 16 Actuators Physical Chemical Biological PhiloMetron™ 4th GEN
  • 73. MIT Technology Review, January, 2005 4th GEN
  • 74. Micro-robotics team and biologists at Tsukuba University Source: The Guardian Date: 2 May 2002 State University of New York (Suny) "Go go gadget: With a remote control sensor hotwired to its central nervous system, developments like the "roborat," created at SUNY's Downstate Medical Center, herald the coming of the biotronic age. What is the message?
  • 75. We need to think beyond these. v v
  • 76. Nanobionics: What is the message? Tethered bacterium Swimming bacterium Swimming speed ~ 20-30 µm Protons flux/motor ~ 1200 proton/rev Tethered bacterium Motor efficiency ~ 90-100 % Output power ~ 2.9×10-4 pW Stall torque ~ 4600 pN-nm Nano-motor (45 nm wide)Genetic Engineering Harmless E. coli Mohamed Al-Fandi, Ph.D. Research Assistant Professor of NEMS & MEMS Dept. of Mechanical Engineering & Biomechanics University of Texas
  • 77. Adapted from Charles Ostman Senior Fellow Institute for Global Futures NEURO NANO BIOINFO 21st Century Architecture
  • 78. Adapted from Charles Ostman Senior Fellow Institute for Global Futures NEURO NANO BIOINFO S&T Convergence
  • 79. We live in a constructionist world which is open to design. The world is extensible.
  • 80. How can we characterize this technological age?
  • 81. By routing signals from helmet-mounted cameras, sonar and other equipment through the tongue to the brain, they hope to give elite soldiers superhuman senses similar to owls, snakes and fish…. Researchers at the Florida Institute for Human and Machine Cognition envision their work giving Army Rangers 360-degree unobstructed vision at night and allowing Navy SEALs to sense sonar in their heads while maintaining normal vision underwater -- turning sci-fi into reality. Brain Port: Warriors of the future will 'taste' battlefield CNN - Tuesday, April 25, 2006; Posted: 11:23 a.m. EDT (15:23 GMT)
  • 82. www.kurzweilai.net/.../ SIN_headshot_highres.html “An analysis of the history of technology shows that technological change is exponential, contrary to the common-sense ‘intuitive linear’ view. So we won't experience 100 years of progress in the 21st century -- it will be more like 20,000 years of progress (at today's rate)… because we're doubling the rate of progress every decade, we'll see a century of progress--at today's rate--in only 25 calendar years.” Kurzweil, KurzweilAI.net, March 7, 2001.
  • 83. Cybernetics is the discipline that studies and creates communication and control systems in living organisms and in the machines built by humans. Greek kybernetes (meaning steersman, governor, pilot, or rudder).
  • 84. Industrial Age Notion of INFO AGE Historic – Economic – Social Shift Cybernetic Age
  • 85. • Serious Games • Models and Differentiation • The Next Wave of HSI-HCI • The 5th World • K-12 Opportunities 5th World
  • 86. Player Incr. hand-eye coord reaction time spatial visualization neuro-psych. tests visual attentiveness and mental rotation http://www.wehealnewyork.org/BI%20Surgeon%20teams%20up%20with%20Hollywood.htm James “Butch” Rosser, M.D., Chief of Minimally Invasive Surgery, Director of the Advanced Medical Technology Institute (AMTI) Beth Israel Medical Center in Manhattan According to Rosser’s study, surgeons who currently play or previously played video games had a 37% reduction in errors and accomplish laparoscopic surgical tasks 27% quicker.
  • 87. US Nano Soldier FCS 2020 defenselink.mil/news/Jul2004/n07272004_2004072705.html Game Builder – Nano Soldier
  • 88. US Nano Soldier FCS 2020
  • 89. UT, DMC: NERO Game Builder – AI for Sensors
  • 90. Game Operators
  • 91. http://www.itsdocs.fhwa.dot.gov/JPODOCS/REPTS_TE/13599.htmlhttp://www.roadtraffic-technology.com/contractors/traffic_man/electrosonic/electrosonic1.html ß BACK FLIP C4 Operations Centers Air Land Sea Space Cyber
  • 92. forecasting.tstc.edu
  • 93. The learning and workforce needs of the game industry are most similar to the needs of 21st Century science (nano-bio-info-neuro).
  • 94. Adapted from Charles Ostman Senior Fellow Institute for Global Futures NEURO NANO BIOINFO S&T Convergence
  • 95. Nanobionics: What is the message? Tethered bacterium Swimming bacterium Swimming speed ~ 20-30 µm Protons flux/motor ~ 1200 proton/rev Tethered bacterium Motor efficiency ~ 90-100 % Output power ~ 2.9×10-4 pW Stall torque ~ 4600 pN-nm Nano-motor (45 nm wide)Genetic Engineering Harmless E. coli Mohamed Al-Fandi, Ph.D. Research Assistant Professor of NEMS & MEMS Dept. of Mechanical Engineering & Biomechanics University of Texas
  • 96. Engineering Biology ChemistryPhysics Computer Science Nanobionics
  • 97. Engineering Biology ChemistryPhysics Computer Science Game Builder
  • 98. GAME TEAMS Games have captured millennials imagination and time. Leverage the attention economy of games to develop next generation workforce. We need to pierce the veil of play and support game-based constructivist learning. Transdisciplinarity is the common denominator. Games NANO BIO INFO NEURO Game Builder = System Builder TEAMS Educational Pull
  • 99. 5th World Millennials Not Low Socio-Economic Status Ninja’s Crew, GameCamp, 2005
  • 100. Why do you modify games? 9 8 14 3 9 8 8 9 0 2 4 6 8 10 12 14 16 Playing Yes Playing No Learning Yes Learning No Show Yes Show No Better Yes Better No
  • 101. 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 5th World
  • 102. How are 5th World’ers exercising 21st century learning and work skills today?
  • 103. Math Engineering TechScience What are they learning? ?
  • 104. Math Engineering TechScience Arts What are they learning?
  • 105. Math Engineering TechScience TEAMS What are they learning?
  • 106. “Nobelist Herbert A. Simon has written that the availability of technologies to youth is its own instructor.” Dr. George Kozmetsky
  • 107. Mixing Realities – Physical, virtual, imaginary and machine TEAMS – Transdisciplinary communities of practice SWARMING – Network socialization and learning (communal) GROUP – Global Generation 1980 Emergence of the 5th World 198219641946 Boomers Generation X Millennials 46-64 65-79 82-Present 5th World 4th World = Digital Divide
  • 108. What about the digital divide?
  • 109. 4th World Millennials Low Socio-Economic Status Goldberg’s Crew, Houston Community College
  • 110. 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
  • 111. Low SES: More TV and More Video Games TV Games A. Gold, IC2 Institute, UT Austin, Forthcoming
  • 112. 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, Forthcoming
  • 113. 0 10 20 30 40 50 60 70 80 90 100 High school or less Community college/technical College degree or beyond How Much Education do You Want? White African American Latino Other How much education? A. Gold, IC2 Institute, UT Austin, Forthcoming 4th World
  • 114. 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 5th World
  • 115. What is the fundamental difference between the 4th and the 5th world?
  • 116. 4th World Millennials Low Socio-Economic Status Arnold Goldberg’s Game Campers, HCC
  • 117. 5th World Millennials Not Low Socio-Economic Status Ninja’s Crew, GameCamp, 2005
  • 118. The toys we play with as children!
  • 119. • Serious Games • Models and Differentiation • The Next Wave of HSI-HCI • The 5th World • K-12 Opportunities 5th World
  • 120. Transcend the semantic gap between “gaming” and learning. Game systems, game technologies and gaming techniques are transforming the world at Kurzweil’s pace.
  • 121. www.kurzweilai.net/.../ SIN_headshot_highres.html “An analysis of the history of technology shows that technological change is exponential, contrary to the common-sense ‘intuitive linear’ view. So we won't experience 100 years of progress in the 21st century -- it will be more like 20,000 years of progress (at today's rate)… because we're doubling the rate of progress every decade, we'll see a century of progress--at today's rate--in only 25 calendar years.” Kurzweil, KurzweilAI.net, March 7, 2001.
  • 122. Cut the time between the discover of new learning science and it’s application in the classroom.
  • 123. Michigan State University
  • 124. The SGD-MA is designed to prepare students for industry, as well as academic pursuits, including careers in: · Game design · Educational media design and production · Health media design and production · Simulation design and production · Corporate training · Military simulation and training · Interactive media design and production · Advergaming · Digital media consultant · Academia (background for PhDs in mass communication, education, computer science, psychology, digital rhetoric)
  • 125. Modeling, Simulation and Gaming (MS&G) require an evolution of our notions of media literacy, media criticism, educational technology and 21st Century skills.
  • 126. Experiment with learning systems that integrate physical, virtual, imaginary and machine realities.
  • 127. Join emerging global education networks such as NMC to develop collaboration and to learn.
  • 128. Place equal value on playing games to learn and building games to learn.
  • 129. Learning games represent a new mode of instruction to be blended with current pedagogical techniques.
  • 130. Population: 1.4MM Growth: 1200/day Educational Sites 3 - 5 minutes EA online games 9 minutes AOL Entertainment 10 minutes Whyville.net 59 minutes Yahoo! Games 78 minutes MEAN TIME PER USER LOGIN Discovery.com: 96 million Whyville.net: 58.4 million BigChalk: 11 million Time for Kids: 8 million New York Times Learning Net: 1.2 million Cosmogirl: 425,000 PAGE VIEWS ©numedeon,inc.2003" The average time per log in July was 3.8 hours making it second to Neopets. Leverage free world-class learning environments such as whyville, squeak and alice.
  • 131. Different rooms for learning styles Group work Reflective observation Active experimentation GC: Palestine Lecture Abstract concepts Concrete experiences •  Kolb’s cycle covered with different teaching forms in the course. •  The teacher is crucial to facilitate a full learning experience. Empirical study
  • 132. Contact jim@ventureramp.com you would like to be part of the March 2007 launch of Global Conflicts.
  • 133. Place equal value on playing games to learn and building games to learn.
  • 134. Building games represents a qualitative transformation of our notion of production, learning and R&D. They are united in game construction into one transdisciplinary act.
  • 135. Math Engineering TechScience Arts K-12 Transformation
  • 136. gameCAMP is for teachers too…
  • 137. SpaceTEAMS
  • 138. Gameboy Video Game BRAIN Vision System Lego Actuators and Building Blocks
  • 139. Link the pipeline forward and backward..
  • 140. Elementary spaceTEAMS San Antonio,TX Robot competition plus career and academic exploration and history of science and technology.
  • 141. spaceTEAMS San Antonio,TX Middle School
  • 142. US First-EISD Andrew Schuetze San Antonio,TX High School
  • 143. If we use games as “bait”, we must bridge…
  • 144. Mechatronics The synergistic combination of mechanical engineering, electronics, control systems and computers. Mechanical, Aerospace, and Nuclear Engineering Departments at RPI All Contents Copyright(C) 2001 Mechatronics Lab at RPI
  • 145. Think BIG and place gaming in a larger context…
  • 146. “spaceTEAMS can return San Antonio to the path of human development and space exploration making it in the realm of possibility that the first person to walk on Mars will be from San Antonio.” --General Robert F. McDermott and Dr. Francis “Duke” Kane
  • 147. • Serious Games • Models and Differentiation • The Next Wave of HSI-HCI • The 5th World • K-12 Opportunities 5th World
  • 148. What is this?
  • 149. Learning Machine
  • 150. 21st Century Teacher
  • 151. Can you make the shift?
  • 152. The End
  • 153. 5th World: What’s Next in Ed Tech National School Board Association, October 2006, Jim Brazell, Ventureramp.com