Successfully reported this slideshow.
We use your LinkedIn profile and activity data to personalize ads and to show you more relevant ads. You can change your ad preferences anytime.

Andrich Low Cost Training and Simulation


Published on

This presentation was deleivered at the Andrich Low cost training and simulation conference in London in October 2010

Published in: Technology
  • Be the first to comment

  • Be the first to like this

Andrich Low Cost Training and Simulation

  1. 1. Immersive Technologies for Cost Effective Training David Wortley FRSA Serious Games Institute
  2. 2. Key Take Away Questions <ul><li>What are Immersive Technologies? </li></ul><ul><li>What is their impact on next generation learners ? </li></ul><ul><li>How and where are they being used ? </li></ul><ul><li>What are their benefits for education and business ? </li></ul>
  3. 3. Introduction to the SGI
  4. 4. Serious Games Institute (SGI) “ An international centre of excellence for the application of immersive technologies to serious social and economic issues”
  5. 5. SGI Areas of Interest Education Health Environment Smart Buildings Relationships Interface Technology Innovation & Enterprise
  6. 6. The Importance of Immersive Technologies
  7. 7. Immersive Technologies Games Virtual Worlds Social Networks Immersive Technologies engage our hearts, minds and wallets
  8. 8. Games
  9. 9. Serious Games
  10. 11. Serious Virtual Worlds
  11. 12. Social Networks
  12. 13. Serious Social Networks Artificial Intelligence, Geo-location, profiling
  13. 14. Serious Social Networks Social Networks have powerful political impact
  14. 15. The Challenge of Next Generation Learners
  15. 16. Digital Natives Video Games are changing our relationship with technology
  16. 17. The Multi-Tasking Generation There is medical evidence to indicate that the brains of young people are becoming increasingly “hard-wired” for multi-tasking - making them able to handle (and expect) multiple simultaneous information sources and to make judgements on which sources to give attention to. How can/should society respond to this ?
  17. 18. Student vs Teacher <ul><li>Student </li></ul><ul><li>Generation Y </li></ul><ul><li>Portfolio Career </li></ul><ul><li>Digital Native </li></ul><ul><li>Technophile (“Tech Savvy”) </li></ul><ul><li>“ Multi-tasker”/task switcher </li></ul><ul><li>“ Connected” </li></ul><ul><li>Mobile </li></ul><ul><li>Short attention span </li></ul><ul><li>Learner as “Producer” </li></ul><ul><li>Collaborative Learning </li></ul><ul><li>Distributed/Distance/ Mobile Learning </li></ul>Hanlan & Swift, 2007 Teacher Baby Boomer Company Man/Woman Digital Immigrant Technophobe? Serial-tasker? Stand alone technology Static (“Cinemascope”) Long attention span? Learner as “Consumer” Individual Learning Centralized Learning
  18. 19. New Ways of Learning, New Devices, New Challenges
  19. 20. New Devices
  20. 21. New Devices Motion / Voice Controllers
  21. 22. New Ways of Learning
  22. 23. Watch, Copy, Feedback, Learn Immersive Technologies changing the face of Learning
  23. 24. Staff Recruitment Challenge Games and simulation used in selection
  24. 25. Rapid Training Challenge Reducing time to effectiveness
  25. 26. Cultural Challenge Shaping attitudes, building community
  26. 27. Motivating Staff Challenge Making stressful jobs more fulfilling
  27. 28. Building Community Challenge
  28. 29. Example Serious Games and Simulations
  29. 30. Serious Games
  30. 36. Benefits to Business and Education
  31. 37. Benefits <ul><li>More engaged and motivated staff </li></ul><ul><li>Increased workforce productivity </li></ul><ul><li>Self-directed lifelong learning </li></ul><ul><li>Reduced training costs and time to effectiveness </li></ul><ul><li>Stimulated enterprise and innovation </li></ul><ul><li>Community cohesion </li></ul>
  32. 39. Immersive Technologies for Cost Effective Training David Wortley FRSA Serious Games Institute