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Immersive technologies and recruitment assessment and lifelong learning

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Immersive technologies and recruitment assessment and lifelong learning

  1. 1. Immersive Technologies for Recruitment, Assessment and Lifelong Learning<br />Moscow Edutech2011<br />David Wortley FRSA<br />
  2. 2. Key Takeaway<br />Immersive technologies will be used for continuous formative assessment, lifelong learning, career development and e-portfolios / profiles<br />We are entering the era of the portable lifelong personal coach / mentor facilitated by serious games, social networks, virtual learning environments and cloud computing<br />
  3. 3. Topics<br />Definition and role of Serious Games and Immersive Technologies<br />Example Applications<br />Future Challenges and Trends<br />Summary and Conclusion<br />
  4. 4. Definition and Role of Serious Games and Immersive Technologies<br />
  5. 5. Immersive Technologies<br />Games<br />Virtual Worlds<br />Social Networks<br />Immersive Technologies provide an attractive, accessible and affordable space in which to devote our discretionary time, attention and money<br />
  6. 6. Serious Games and Immersive Experiences<br />Involve Challenges, Rules, Rewards, Physical and Virtual Worlds, Social Networks, Assessment, Profiles, Personal Development and Commercial Exploitation <br />
  7. 7. Serious Games are Our Personal Choice<br />Serious Games are where we choose to spend our discretionary time, attention and finances which makes them very important commercially and developmentally<br />
  8. 8. Attractive, Accessible, Affordable<br />Immersive technologies focus on attractiveness (engagement), accessibility (no barriers) and affordability (cost and time)<br />
  9. 9. The Importance of Immersive Technologies<br />Immersive Technologies are important because they provide an ideal platform for engagement, motivation, assessment, training needs analysis, profiling, coaching and development<br />
  10. 10. What are the Key Features ?<br />Personalisation / relevance<br />Interface and Ubiquity<br />Cost in time and money<br />Ability to control / shape<br />Richness of experience<br />Challenge / motivation<br />Intrinsic and extrinsic rewards<br />
  11. 11. Example Applications<br />
  12. 12. Learning through Games<br />Watch, copy, get feedback, iterate and share<br />
  13. 13. From Cradle to Grave<br />Immersive technologies will engage, motivate, assess, adjust and profile<br />
  14. 14. Profiling and Needs Analysis<br />Identifying strengths and weaknesses, profiling and personalising needs<br />
  15. 15. Building Knowledge Communities<br />Intel’s Planet Blue is an internal social network<br />
  16. 16. Connecting the Physical & Virtual<br />Virtual visualisation of real time data<br />
  17. 17. The Digital Alter Ego<br />The mobile device will become our digital mentor<br />
  18. 18. Future Challenges and Trends<br />
  19. 19. In a Nutshell<br />Successful Immersive technologies need multiple disciplines<br />
  20. 20. Common Language ?<br />Experts speak in different languages<br />
  21. 21. Expectations<br />Generation Y learners expect high levels of engagement<br />
  22. 22. Expectations<br />Clients expect value for money and modest costs<br />
  23. 23. Likely Solution<br />Software which has embedded expertise and resources and partners to provide pedagogical and storytelling skills<br />
  24. 24. Simulations linked to real data <br />
  25. 25. New Applications<br />Using Sensor interfaces to control learning activities<br />
  26. 26. Summary and Conclusion<br />
  27. 27. Key Takeaway<br />Immersive technologies will be used for continuous formative assessment, lifelong learning, career development and e-portfolios / profiles<br />We are entering the era of the portable lifelong personal coach / mentor facilitated by serious games, social networks, virtual learning environments and cloud computing<br />
  28. 28. What will this mean in practice ?<br />Personalised learning<br />Integrated games-based learning & assessment<br />Intelligent persistent lifelong profiling<br />Collaborative peer to peer learning<br />Learning by discovery of new knowledge<br />Virtual worlds linked to real world data<br />Tutor/Mentor/Coach tools for content management<br />Learning communities<br />
  29. 29. Questions<br />
  30. 30. Immersive Technologies for Recruitment, Assessment and Lifelong Learning<br />Moscow Edutech2011<br />David Wortley FRSA<br />

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