Keynote Digital Technology Symposium

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  • + sparkbouy Chris Sparshott 5 months ago
    Mistake in the presentation, my blog is at http://www.chrissparshott.com
  • + sparkbouy Chris Sparshott 7 months ago
    (Thanks for the comments)

    Here is the web site for the proposed curriculum in NZ. http://dtg.tki.org.nz
  • + guest820ec4 guest820ec4 7 months ago
    super
  • + etalbert etalbert 7 months ago
    Fabulous deck! Nifty graphics, all the key concepts and trends. Many opportunities for educators.
  • + GreenBeingNancy Nancy Poh 7 months ago
    I love reading anything relating to teaching the young and you have a number of websites posted to look into. I like the table from 'Lancaster, L.C., Stillman, D. (2002), When Generations Collide: Who They Are, Why They Clash, How to Solve the Generational Puzzle at Work'. You get the information at a glance. Thanks for sharing this, Chris.
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Keynote Digital Technology Symposium - Presentation Transcript

  1. Thinking of the Future Chris Sparshott, Social Media Consultant
  2. Time to Think - Video
  3. Agenda • IBM’s Innovation • Chloe’s World • Needs of the Global Economies • Emerging Technology • Final Thoughts • Summary
  4. Thinking of the future - from the past “I think there is a world market Thomas Watson, chairman of IBM, 1943 for maybe five computers.” “Computers in the future may weigh Popular Mechanics, 1949 no more than 1.5 tons. ” “There is no reason anyone Ken Olsen, founder of DEC, 1977 would want a computer in their home. ” “640K ought to be enough Bill Gates, 1981 for anybody. ”
  5. History of IBM Innovationtechnology Lasik 5
  6. History of IBM Innovationtechnology Lasik 6
  7. Chloe’s World
  8. Meet Chloe
  9. A.K.A… Redeye_Cheeza a 14 year old girl
  10. She likes…
  11. ..her best friend Lucy
  12. ..her kitten Björk
  13. ..her boyfriend Matt
  14. ..her mobile phone
  15. …chocolate
  16. …Computer Games
  17. ..hair dye
  18. Digital Media http://elouai.com/doll-makers/new- dollmaker.php#aligntop
  19. She LOVES her iPod
  20. She doesn’t like...
  21. …her parents
  22. E
  23. …her teacher (Mr Perkins)
  24. Disconnected
  25. …tidying her room
  26. Chloe likes to think she knows a lot
  27. Chloe likes to think she knows Everything
  28. http://www.pewinternet.org/pdfs/PIP_Teens_Social_Media_Final.pdf Who are we dealing with? 93% use the internet (social interaction) 64% 12-17yr, content creating activities Girls dominate content creation 35% of all teen girls blog (20% Boys) 54% of wired girls post photos online 19% of boys have posted videos 39% share their own artistic creations online 26% of teens remix content 27% of teens maintain a personal webpage 28% of teens have created their own blog 33% of teens create or work on webpages or blogs for others http://www.flickr.com/photos/14692968@N00/1351463530/
  29. The difference in the Generations Generation Traditionalist Boomer Gen X (Chris) Gen Y (Chloe) Born 1922 - 1945 1946 - 1964 1965 – 1976 1977 – 2000 between… Too much and I’ll Training The hard way Required to keep me Continuous & expected leave Collaborative & Learning style Classroom Facilitated Independent networked Communication style Top down Guarded Hub & Spoke Collaborative Problem-solving Hierarchical Horizontal Independent Collaborative Decision-making Seeks Approval Team informed Team included Team decided Command & Leadership style Get out of the way Coach Partner control No news is good Feedback Once per year Weekly / Daily On demand news Unable to work Unfathomable if not Technology use Uncomfortable Unsure without it provided Job changing Unwise Sets me back Necessary Part of my daily routine Lancaster, L.C. and Stillman, D. When Generations Collide: Who They Are. Why They Clash. How to Solv e the Generational Puzzle at Work. Wheaton, IL. Harper Business, 2003.
  30. Learning Styles Generation Traditionalist Boomer Gen X (Chris) Gen Y (Chloe) Born 1922 - 1945 1946 - 1964 1965 – 1976 1977 – 2000 between… Too much and I’ll Training The hard way Required to keep me Continuous & expected leave Collaborative & Learning style Classroom Facilitated Independent networked Communication style Top down Guarded Hub & Spoke Collaborative Problem-solving Hierarchical Horizontal Independent Collaborative Decision-making Seeks Approval Team informed Team included Team decided Command & Leadership style Get out of the way Coach Partner control No news is good Feedback Once per year Weekly / Daily On demand news Unable to work Unfathomable if not Technology use Uncomfortable Unsure without it provided Job changing Unwise Sets me back Necessary Part of my daily routine Lancaster, L.C. and Stillman, D. When Generations Collide: Who They Are. Why They Clash. How to Solv e the Generational Puzzle at Work. Wheaton, IL. Harper Business, 2003.
  31. Generation Y Generation Traditionalist Boomer Gen X (Chris) Gen Y (Chloe) Born 1922 - 1945 1946 - 1964 1965 – 1976 1977 – 2000 between… Too much and I’ll Continuous & Training The hard way Required to keep me leave expected Collaborative & Learning style Classroom Facilitated Independent networked Communication style Top down Guarded Hub & Spoke Collaborative Problem-solving Hierarchical Horizontal Independent Collaborative Decision-making Seeks Approval Team informed Team included Team decided Command & Leadership style control Get out of the way Coach Partner No news is good Feedback news Once per year Weekly / Daily On demand Unable to work Unfathomable if Technology use Uncomfortable Unsure without it not provided Part of my daily Job changing Unwise Sets me back Necessary Lancaster, L.C. and Stillman, D. When Generations Collide: Who They Are. Why They Clash. How to Solv e the Generational Puzzle at Work. Wheaton, IL. Harper Business, 2003. routine
  32. Chloe is a… • Collaborator and Networker • Technologist • Demanding • Young Teen • Future Leader?
  33. What do the major economies of the world (OECD) want Chloe to do when she grows up?
  34. Call Centre Operator?
  35. Blogger?
  36. Sales Executive?
  37. Programmer? (Coder / Hacker)
  38. Teacher? (Teachers can be cool too)
  39. A Service Scientist?
  40. What is a Service Scientist?
  41. What is the Global Need? • For the first time in human history worldwide service jobs (42%) outnumbered jobs in agriculture (36.1%) and manufacturing (21.9%) The International Labour Organisation report in 2007 Value of Services to economies compared to Industry, Construction and Agriculture
  42. A Simple Service System
  43. My Service System
  44. • Transparency / Efficiency • Capabilities • SLA / Fulfilment G2B, B2G Service Systems
  45. Definition of a Service “A dynamic configuration of resources (people, technology, organisations and shared information) that creates and delivers value between the provider and the customer through service.”
  46. The Service Sector is very important • Two thirds of GDP and therefore jobs rely on the service sector • Less than 1% R&D is spent on services research • To drive future economic growth
  47. Vision of Service Science “The vision of service science is to discover the underlying principles of complex service systems” We don’t have a roadmap for investment e.g. if I put 80% of my investment in a service no way of knowing or predicting the performance improvements.
  48. Service Science needs to answer these questions • How to invest in service systems to sustainably improve key performance indicators e.g. revenue, margin, growth, customer satisfaction, productivity, innovation, quality of life, social responsibility, environmental sustainability, regulatory compliance • How to develop new service offerings together with creative value propositions and improved service systems
  49. How do we go about answering those questions? • Business and Organisations – Schools of Management Business and Technology Operations (marketing ops mgmt, supply chain) • Technology Formulate – Schools of Science and responses Engineering (industrial eng, computer, statistical control Shared theory) People Information • People – Schools of Social Science and Humanities (economics, Communication Skills Across Other Fields political science, design, arts) • Shared Information – Schools of Information (communications, MIS, process modelling, simulation) Depth
  50. The Global Economies Need… • A new breed of professional, the T-Shaped professional • Service Scientist • Your help to educate pupils like Chloe and her friends to become Innovators.
  51. Classroom Idea • Pick a service that is delivered in or by your School – e.g. catering, sports, maintenance of the building, • Identify the processes, providers and clients – all those involved • Create a wiki or team room to capture and share information • Get students to identify gaps in their knowledge and ways they can fill those gaps • Get students to suggest ideas for improvements to the service
  52. Emerging Technology
  53. On-line Console Games? Virtual Worlds
  54. On-line Console Games? Virtual Worlds
  55. Console
  56. Are Console Games just toys?
  57. Console On-line Games? Virtual Worlds
  58. http://www.mmorpg.com/ Mmorpgs – Massively multiplayer Online Role-playing Games Online Games
  59. Are online Games just toys?
  60. Video - World of Warcraft (WoW)
  61. Future of Business Leadership “If you want to see what business leadership may look like in three to five years look at what’s happening in online games.” Byron Reeves Ph.D. – Stanford University
  62. On-line Games you play to Educate
  63. Teaching Resource: Games
  64. Teaching Resource: Games
  65. Teaching Resource: Simulation Games
  66. Games-To-Team Projects
  67. On-line Games you create to Educate
  68. Teachers Resource: Game Making Marshall Community and Technical College - \"Game Making\" learning experience Wiki: http://www.myglife.org/usa/wv/ mctcwiki/index.php/Final_Game
  69. http://worldwideworkshop.org/programs Teachers Resource: World Wide Workshops
  70. Fortune Magazine “Educators who teach kids to make their own video games are on education's cutting edge.” David Kirkpatrick, Senior Editor, Fortune Magazine http://money.cnn.com/2008/06/06/technology/games_change.fortune/?postversion=2008060606
  71. On-line Console Games? Virtual Worlds
  72. Virtual Worlds
  73. Are Virtual Worlds just toys?
  74. Virtual Worlds - Video A virtual world is a computer-based simulated environment intended for its users to inhabit and interact via avatars.
  75. The Most Talked about How many hours have you spent in SecondLife (SL)?
  76. Economy Daily Spend: US$1,500,000 (approx) Monthly 14.5 million Transactions: Profitable in-world 31,929 merchants: Total Currency L$2.6B (Linden Dollars) Supply:
  77. What are the possibilities?
  78. DISPLAY & ENTERTAINMENT Architecture and Sport BBC hosted a weekend party
  79. NEWS – reporting on SL news Reuters have a Second Life office, complete with an embedded journalist
  80. Education: Youth Venture and Global Kids to improve health and healthcare Design Build http://teen.secondlife.com Explorer 13 – 17 year olds Games
  81. Gartner “By the end of 2011, 80 % of active Internet users (and Fortune 500 enterprises) will have a second life” but not necessarily in Second Life.
  82. On-line Console Games? Virtual Worlds
  83. What’s Next? Convergence 1. Applications 2. Interoperability
  84. 1. Applications
  85. PKR Gambling
  86. Health: Anatomic and Symbolic Mapper Engine Google Earth for the body Provides an interactive 3D model of the human body that displays health record information at a glance http://jp.youtube.com/watch? v=VAwYdmUd59A&feature=related
  87. Video: PowerUp www.powerupthegame.org Game-based approach for education Rich 3D User Interface, extensible missions, highly collaborative Complemented with teacher guide and lesson plans Focus: • Motivate students to apply science and maths concepts to real world problems (environmental responsibility) • Practice team-building, team-based problem resolution • Learn about environmental responsibilities
  88. Training: Crossing the Ravine Game 90 Games for Virtual Team Building 11/20/08
  89. Video Addresses Industry need for skills that help bridge the gap between business and IT - Service Oriented Architecture (SOA) and Business Process Management (BPM) Combines the concept of simulators with the latest in gaming technology to provide a “serious game” where the focus is on education rather than entertainment Complimentary to and incorporated within existing IBM and institutional curricula. (Most effective in conjunction with face-to-face classroom debriefs) www.ibm.com/soa/innov8
  90. 2. Interoperability Today’s Virtual Worlds Future Virtual Worlds TOOLS TOOLS TOOLS COMMON TOOLS SHARED CONTENT CONTENT CONTENT CONTENT UNIQUE UNIQUE UNIQUE CONTENT CONTENT CONTENT RUNTIME RUNTIME RUNTIME RUNTIME RUNTIME RUNTIME CLIENT CLIENT CLIENT Standard Standard Standard Based Based Based Clients Clients Clients
  91. The Pace of Change “Working in Labs today is beyond what we thought we could do last year” John Cohn – IBM Gaming Futurist, 2008
  92. Final Thoughts: Challenges and Opportunities • Vision to see the potential • Keeping up with the kids!! (and the cost) • Skills to manage teaching and technology • New strategies and resources to keep students engaged • Scepticism regarding benefits of technology in learning • Security concerns
  93. Summary • Students who can Innovate will drive future growth for New Zealand and the World • The proposed Digital Technology Guidelines looks to be a pathway to engage and retain the brightest students in our field
  94. Who is educating the leaders of tomorrow ?
  95. YOU
  96. Thank you Think
  97. Introducing Augmented Reality

+ Chris SparshottChris Sparshott, 7 months ago

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