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Next generation games based learning with virtual reality and 360 camera technologies

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This is a presentation covering Gamification, Storytelling and the role of 360 degree imaging technologies to develop gamified learning experiences and tools for debriefing.

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Next generation games based learning with virtual reality and 360 camera technologies

  1. 1. ISAGA 2018 Next Generation Games-based Learning with Virtual Reality and 360 Camera Technologies
  2. 2. Three Inter-Related Topics Gamification Storytelling 360 Degree Imaging
  3. 3. Objectives To demonstrate why these 3 skills are so important for 21st century learning To equip you with useful and inexpensive tools and techniques to support learning and development To entertain you with stories that inspired my passion for lifelong learning To challenge you to think about the future of education and the world we are creating
  4. 4. 4 What is Gamification? Every Human Activity can be Viewed as a Game !!
  5. 5. Gamification is a Life Skill Gamification and the ability/motivation to Gamify is embedded in the genetic make up of every living creature. We are born to develop through games
  6. 6. 6 Games are part of Everyday Vocabulary
  7. 7. 7 The Gamification Lens Strategist Tactician Motivator Coach Skill Ability Motivation Self-Esteem Loyal Passionate Engaged Supportive Interested Aware Knowledgeable Uninterested Independent Self-sufficient Growing Influence and Ability to Influence Outcomes
  8. 8. 8 The Gamification Cycle 8 Challenge Mechanism Response Mechanism Measurement Mechanism Feedback Mechanism
  9. 9. The Big Question If every human activity can be viewed as a game, how is it possible to Gamify an activity?
  10. 10. Gamifying a Game!!!!!!!!
  11. 11. Injecting Gamification Elements Games become more effective learning environments
  12. 12. 1 2 Gamification Elements Scenarios/Narratives Challenges Rules Chance/Uncertainty Risks Rewards/Incentives Penalties Competition Exploration Success/Achievement Failure Discovery Leaderboards Learning Development Skill/Ability Action/Reaction Measurement Feedback Reflection Gamification introduces some or all of these elements into everyday situations
  13. 13. 1 3 Everybody is Different 13 Every Individual responds to different influencers in making decisions or choices
  14. 14. 1 4 Why Gamification? 14
  15. 15. 1 5 Learner Engagement Next Generation Learners have very different expectations
  16. 16. Why Humans Need Games Human Beings need to believe that they have some control over their (uncertain) destiny and an opportunity to develop those abilities
  17. 17. Why Humans Need Games To travel hopefully is a better thing than to arrive and the true success is to labour “Robert Louis Stevenson”
  18. 18. Learn More about Gamification https://www.slideshare.net/dwortley/gamification-and-enabling-technologies-white-paper
  19. 19. Storytelling
  20. 20. Places, People & Experiences Immersive Technologies & Stories
  21. 21. 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
  22. 22. 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
  23. 23. 2018 Rail Transport Kuala Lumpur MRT – where is the driver?
  24. 24. Cars before Data Technology We used our human skills to get the best from our vehicles supported by knowledge professionals
  25. 25. 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
  26. 26. 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
  27. 27. Disruptive Technologies changing Training & Education Disruptive and embedded technologies change the dynamics of our employment and skills development needs
  28. 28. Disruptive Digital Technologies Medical Applications
  29. 29. 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
  30. 30. Creativity & Story Telling The ability to communicate through stories and engage others is a vital life skill which requires creativity and innovation
  31. 31. 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
  32. 32. 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
  33. 33. 360 Degree Imaging 360 Degree Imaging is arguably as disruptive as the internet in terms of its potential to change the nature of training & education at all levels
  34. 34. 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
  35. 35. The Impact of VR Experience Latest Generation Camera Technologies Smartphones and Cheap VR Headsets make 360 degree worlds accessible
  36. 36. The Oculus GO Headset 360 Degree Immersive Video and Sound
  37. 37. Seven Examples of Virtual Learning 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 360 Video for Debriefing
  38. 38. Virtual Reality and Immersive Learning Five Examples of Virtual/Real Worlds in Education 1 2 3 4 5
  39. 39. Second Life Real Meetings and Simulations in Artificial Worlds Minecraft is another example 1
  40. 40. Fieldscapes Mixing Real and Virtual Worlds 2
  41. 41. Google Expeditions Group Visits and Lessons in 360 Degree Photos 3
  42. 42. 360 Degree Shared Experiences 360 Photos and Videos to share stories
  43. 43. Marzipano Tool for 360 Photos Create your own gamified learning experience 5
  44. 44. The Technologies Needed Example Application created with 360 pics http://www.davidwortley.com/thaisimchallenge/index.html#
  45. 45. Kuula Demonstration
  46. 46. 360 Degree Video for Debriefing The Marshmallow Team Building Game
  47. 47. 360 Degree Video for Debriefing The TIGA Ice Breaker Game
  48. 48. Conclusions Human qualities will be vital for success in a world dominated by AI and robotics – vocational education is the new priority Building relationships, communicating, collaborating and influencing require the development of key skills that cannot be replicated yet by machines Gamification, storytelling and creative use of technology will be vital attributes 360 degree imaging applications can play a major role in learning and development for gamification, storytelling and debriefing
  49. 49. Thank You David Wortley 360in360 Immersive Experiences david@360in360ix.co.uk

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