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Impact of Disruptive Enabling Technologies on Creative Education

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This presentation was delivered at the 3rd International Conference on Creative Education held in Kuala Lumpur, Malaysia on March 3/4 2017. The presentation charts the changes in Educational Practices and Outcomes driven by disruptive technologies

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Impact of Disruptive Enabling Technologies on Creative Education

  1. 1. The Impact of Disruptive Enabling Technologies on Creative Education 3rd International Conference on Creative Education ICCE 2017 Kuala Lumpur, Malaysia March 2017 David Wortley
  2. 2. About Me Baby Boomer Technologist Human Being Passion for Life and Human Potential
  3. 3. Learning Technologies Portfolio 1998 - 2017 Virtual Classrooms, Hybrid Conferencing, Virtual Worlds, Serious Games, Virtual Reality
  4. 4. The Education Game & The Impact of Technology How we Learn, What we Learn, Who we Learn from
  5. 5. The Education Game & The Impact of Technology Teachers help us navigate Life’s Journey
  6. 6. The Education Game 1960s ● Destination known ● Routes known ● Teachers transfer “The Knowledge”
  7. 7. The Knowledge The London Taxi Driver as an archetypal Knowledge Professional Human skills and experience leveraging technology
  8. 8. Education Game circa 1960 ● Go to School ● Absorb Knowledge ● Pass Exams ● Go to University ● Career for Life ● Knowledge Professionals Rule
  9. 9. My Career Aspiration 1950s ● Extremely responsible job ● High level of skill and technical knowledge ● Responsible for lives of hundreds of people every day ● In charge of expensive machinery ● Mistakes could cost lives and money ● Multi-year career progression
  10. 10. What Career did I Aspire to ?
  11. 11. How do we Learn ?
  12. 12. Who Shall We Ask ? Will they know ? Are they available ? Can I trust them ? How much will it cost ?
  13. 13. Teachers vs Technology 1950s ● Transferers of Knowledge ● Assessors of Competence ● Catalysts for Development ● Challengers ● Facilitators of Collaboration & Peer to Peer ● Role Models & Motivators
  14. 14. 1950’s
  15. 15. 1990’s
  16. 16. 2000’S Virtual Classrooms
  17. 17. 2010’s MOOCs
  18. 18. Benefits of Computer Based Education ● Cost Effective ● Always accessible ● Consistent answers ● Hyperlink connections to more detail ● Massive pool of knowledge ● Global Reach
  19. 19. Is this Enough ? Digital Natives demand more than instant access to knowledge
  20. 20. Teach me to Swim Learning by doing – immersive experiences
  21. 21. Teachers vs Technology 2010s ● Transferers of Knowledge ● Assessors of Competence ● Catalysts for Development ● Challengers ● Facilitators of Collaboration & Peer to Peer ● Role Models & Motivators
  22. 22. Flight Simulation
  23. 23. Mixed Reality Using physical objects in virtual training
  24. 24. Benefits of Immersive E-Learning ● Safe learning environment ● Cost / Practicality of real-life scenarios ● Rare conditions and events ● Learner engagement ● Debriefing opportunities from recorded training sessions ● Knowledge transfer from expert practitioners ● Tracking and Recording of Learner progress
  25. 25. What food has high protein ? Next Generation E-Learning will be adaptive and personalised
  26. 26. Internet of Things & Sensors Biosensor technologies, Cloud computing, big data analytics, data visualisation and mobile apps will transform personal health management
  27. 27. Enabling / Disruptive Technologies and Future Learning ● Virtual Reality ● Augmented / Mixed Reality ● Sensors / Internet of things ● Artificial intelligence ● Machine Learning ● Robotics ● Cloud Computing ● Wireless Broadband ● Mobile Devices ● Natural interface devices ● Big Data Analytics ● Data Visualisation ● Holographics ● 3D Imaging ● 3D printing ● Smart Coaching
  28. 28. What shall we Learn ?
  29. 29. My Career Aspiration 1950s ● Extremely responsible job ● High level of skill and technical knowledge ● Responsible for lives of hundreds of people every day ● In charge of expensive machinery ● Mistakes could cost lives and money ● Multi-year career progression
  30. 30. Which Profession ? Many expert jobs done by humans today will be done by machines tomorrow !
  31. 31. Intelligent Machines I love both cars but which do I rely on?
  32. 32. The Knowledge 2016
  33. 33. Robotics Example Technology empowering ordinary people to do extraordinary things
  34. 34. Who Painted This ?
  35. 35. What shall we Learn ? Future teaching will focus on vocations which cannot be done by machines
  36. 36. Whom shall we learn from ? Human Beings inspire, motivate, influence and shape our lives
  37. 37. Gamification and Learning Every Human activity can be viewed through a Gamification Lens Learning will be personalised and Contextual
  38. 38. Gamification Solutions Challenges, Control, Responsibility Introduce games psychology & mechanics
  39. 39. Key Propositions ● Every human activity uses gamification ● Learning and Development is embedded in our DNA as a control mechanism ● How humans learn is a constant ● The Revolution is in Machine Learning NOT Human Learning ● The Education Game Rules are no longer fit for purpose ● Active Citizenship and Humanity are 21st Century skills ● Vocational Learning critical to future society ● Future Learning will be personalised and contextual
  40. 40. Beaconing Project http://beaconing.eu/
  41. 41. It’s E-Learning Jim but not as we know it !!!
  42. 42. Control the Future (or it might control YOU !!) Humans once used their skill and Intelligence to harness the potential of technology Now machines use their intelligence to harness the potential of humans
  43. 43. The Impact of Disruptive Enabling Technologies on Creative Education 3rd International Conference on Creative Education ICCE 2017 Kuala Lumpur, Malaysia March 2017 David Wortley

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