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DIT Asean Trade Mission KL Masterclass on 360 Immersive Learning Technologies


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This is the Powerpoint presentation used for the Storytelling, Gamification and 360 Immersive Learning Technologies workshop held at the Doubletree by Hilton Conference Centre in Kuala Lumpur and organised by Training Gateway in partnership with DIT and the local Britis Embassy

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DIT Asean Trade Mission KL Masterclass on 360 Immersive Learning Technologies

  1. 1. DIT Trade Mission Storytelling and Immersive Learning with 360 Video /VR Technologies and Gamification Techniques
  2. 2. Objectives To make learning more enjoyable and effective To show why and how virtual reality and 360 degree technologies are so significant for education To provide an overview of some available technologies and how they are being used To demonstrate simple and cost effective ways to use gamification techniques in the classroom To identify potential partners to develop effective learning packages
  3. 3. Places, People & Experiences Immersive Technologies & Stories
  4. 4. 21st Century Skills for Professionals Subject Matter Knowledge Judgement Ability to analyse data Experience Sensitivity and Awareness Self-Motivation & Pride Creativity Teamwork Demands years of training, dedication and skills development
  5. 5. My Dream Job as a Schoolboy Subject Matter Knowledge Responsibility for human lives Judgement Ability to analyse data Experience Sensitivity and Awareness Customer Centric Teamwork Demands years of training, dedication and skills development
  6. 6. 2018 Rail Transport Kuala Lumpur MRT – where is the driver?
  7. 7. Cars before Data Technology We used our human skills to get the best from our vehicles supported by knowledge professionals
  8. 8. Breakdowns and Repair The consequence of this lack of technology in older cars was more breakdowns and a reliance on garages and mechanics to diagnose problems, maintain and repair
  9. 9. Data Measurement and Visualisation Modern cars tell us oil pressure, temperature, speed, range of petrol tank, warn us of any impending problems, tell us where we are and how to get to our destination and compute new routes if we go off track
  10. 10. Disruptive Technologies changing Training & Education Disruptive and embedded technologies change the dynamics of our employment and skills development needs
  11. 11. Disruptive Digital Technologies Medical Applications
  12. 12. Some Facts and Figures 20+ years experience in technology enhanced learning Founding Director of Serious Games Institute Pioneer of Immersive Learning Environments Google Street View Trusted Pro Photographer Over 9,000 published 360 photos on Google Maps Over 4 million views of photos
  13. 13. Why is Learning Teaching Different Today? Human beings have a desire to learn and develop from the moment they are born. Exploration, trial and error, testing the world around us, being in control are in our DNA We used to rely on teachers to provide knowledge and understanding but today we have technology Teaching used to be standard for everyone to prepare us for a job for life Today teaching has to be personalised, student-centred to prepare us for a rapidly changing world Many jobs that need human skills today will not exist in a few years
  14. 14. Creativity & Story Telling The ability to communicate through stories and engage others is a vital life skill which requires creativity and innovation
  15. 15. Technology has Changed Everything The teacher is a guide / coach / mentor Learning is self-directed, 24/7 anytime, anywhere activity The flipped classroom idea (students as teachers) Education as a preparation for life challenges (not for remembering facts) Gamification used as a strategy to engage and motivate – Play with Purpose Experiential Learning by Doing
  16. 16. What are Most Popular/significant Technologies for Learning Today? Laptops / Computers (portable, accessible) Mobile phones (portable, accessible, easy to access) Internet (Google, social media) Video Games (test and develop skills, fun to use) Cloud computing and artificial intelligence (24/7, personal) Virtual Reality and 360 Degree Imaging Virtual Reality is as significant as the internet in terms of its potential to change the nature of training & education at all levels
  17. 17. Why Virtual Reality and 360 Imaging? Total Immersion (like being there) Chance to explore and discover Puts learner in control Fun experience Foundation for storytelling and games- based learning
  18. 18. The Impact of VR Experience Latest Generation Camera Technologies Smartphones and Cheap VR Headsets make 360 degree worlds accessible
  19. 19. The Oculus GO Headset 360 Degree Immersive Video and Sound
  20. 20. Virtual Reality and Immersive Learning Five Examples of Virtual/Real Worlds in Education 1 2 3 4 5
  21. 21. Second Life Real Meetings and Simulations in Artificial Worlds Minecraft is another example 1
  22. 22. Fieldscapes Mixing Real and Virtual Worlds 2
  23. 23. Google Expeditions Group Visits and Lessons in 360 Degree Photos 3
  24. 24. 360 Degree Shared Experiences 360 Photos and Videos to share stories
  25. 25. Marzipano Tool for 360 Photos Create your own gamified learning experience 5
  26. 26. The Technologies Needed Example Application created with 360 pics
  27. 27. Six Examples Second Life virtual worlds hosting meetings and simulations Fieldscapes virtual field trips using Unity platform Google Expeditions for group trips using 360 photos 360 photos and videos for shared experiences Marzipano Tool for self-created 360 degree infographics Kuula Tool for Customised Immersive Learning
  28. 28. Kuula Demonstration
  29. 29. The Proposition Collaborative partnerships based on a franchise model Customised learning content and lesson plans Promotion of local culture and heritage to a global audience Focus on student centric peer to peer, self-directed learning Developing the skills and attitudes to survive and prosper in today’s world.
  30. 30. Thank You David Wortley 360in360 Immersive Experiences