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Key opportunities for embedding emerging technologies into both curricular and extracurricular learning across CCW

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Key opportunities for embedding emerging technologies
into both curricular and extracurricular learning across CCW

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Key opportunities for embedding emerging technologies into both curricular and extracurricular learning across CCW

  1. 1. Chris Follows What do you see as the key opportunities for embedding emerging technologies into both curricular and extracurricular learning across CCW? 1
  2. 2. Opportunities (Fourth Industrial Revolution) • Societal, Political & Technological trends • Institutional objectives • Respond to educational FE, HE challenges (future of the art school) • Work of the Future Industry & Public, Private & Third Sectors 2
  3. 3. Best Practice – Good Practice – Emergent Practice – Novel Practice • Understanding the relationship between curricular & extracurricular • Improve integration with current academic portfolio - work with academics to embed emerging technologies New curricular opportunities: • Alignment & integration with new academic portfolio & course validation • De-silo the curriculum – encourage more cross curriculum, interest led collaboration and solve real world problems together • Create more spaces for ‘true collaboration’ and sharing across practice & disciplines e.g. makerspaces Image: Student Degree show 3
  4. 4. Opportunities: not all about emergent digital 4
  5. 5. Opportunities across all disciplines • Art • Design • Performance (sector tech) Teaching & Learning Research Knowledge Exchange Automation/Machine Intelligence • Computational thinking, creative computing, AI, voice assistant • Robotics, bionics, drone performance/lighting, data sets • Interactive cities, internet of things, autonomous vehicle design Digital design fabrication/manufacturing • Virtual Prototyping (open design & manufacturing) • 3D Printing Incl. industrial/robotic arms, large scale 3d printing Image: AI Build 5
  6. 6. Opportunities across all disciplines 360/3D/Virtual Creation & Experiences • Capture, scanning (incl. Drone), filming, volumetric video, projection mapping • Representation/ hyper-realistic digital humans/actors (motion tracking) • Augmented, mixed, extended & virtual immersive experiences & environments • Virtual training & place making • Haptic, bio feedback & eye tracking • Immersive sound & voice controlled • Gaming, storytelling & new narratives • Flexible & interactive displays 8K • Faster networks 5G Image: Magic Leap, WCA 1st year student at Camberwell Playground, DMC, Happy Finish Industry workshop 6
  7. 7. Enterprise Opportunities, Staff, Students & Alumni Emerging Digital business/models: • Technology Incubation - Accelerators • Social Entrepreneurship – Social Enterprise Funding & Collaboration: • Collaborative Industry funding bids Happy Finish • Cross college collaboration OD&M, CSM, DAC Research culture & social impacts • Ethics, society impacts, inclusion, cybersecurity • Internet, social media, wellbeing • Sharing economy • Decentralised, distributed systems - Blockchain Image: Instagram 1granary7
  8. 8. Student Journey – Creative Digital Attributes "It's been a great year, I have grown so much and gained so much experience and so many opportunities and I have the DMC to thank for a lot of it!” Jazmin Morris, Chelsea College of Arts BA Fine Art, Year 3 8
  9. 9. Digital Maker Collective Built on Opportunity & True Collaboration Thank You 9

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