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Revolutionary Learning for Gen-Z

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What and How do we Teach Generation Z?
Delivering 21st Century Skills in the Robotics Age
Technology has had a major impact on the role of teachers and the expectations of Generation Z who have never known life without ready on-line access to knowledge. Today, developments in artificial intelligence, cloud computing, video games and immersive technologies are not only capable of delivering context aware, engaging personalised learning environments, they are also increasingly used to continuously assess learners and offer adaptive learning experiences that were previously the domain of human tutors.
Now that the primary role of teachers has shifted away from knowledge dissemination towards coaching and mentoring, what technologies can best enhance and augment the role of the human tutor and what skills will be required for the 21st Century when an increasing number of knowledge profession jobs will be done by robots?
The presentation looks at not only how students and teachers will use technology for education in the 21st century but also what skills will be required in both tutors and students.

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Revolutionary Learning for Gen-Z

  1. 1. What and How do we Teach Generation Z Revolutionary Learning Conference 2016 New York, USA David Wortley
  2. 2. About Me Baby Boomer Technologist Human Being Passion for Life and Human Potential
  3. 3. The Education Game & The Impact of Technology How we Learn, What we Learn, Who we Learn from
  4. 4. The Education Game & The Impact of Technology Teachers help us navigate Life’s Journey
  5. 5. The Education Game 1960s ● Destination known ● Routes known ● Teachers transfer “The Knowledge”
  6. 6. The Knowledge The London Taxi Driver as an archetypal Knowledge Professional Human skills and experience leveraging technology
  7. 7. Education Game circa 1960 ● Go to School ● Absorb Knowledge ● Pass Exams ● Go to University ● Career for Life ● Knowledge Professionals Rule
  8. 8. 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
  9. 9. What Career did I Aspire to ?
  10. 10. How do we Learn ?
  11. 11. Who Shall We Ask ? Will they know ? Are they available ? Can I trust them ? How much will it cost ?
  12. 12. Teachers vs Technology 1950s ● Transferers of Knowledge ● Assessors of Competence ● Catalysts for Development ● Challengers ● Facilitators of Collaboration & Peer to Peer ● Role Models & Motivators
  13. 13. 1950’s
  14. 14. 1990’s
  15. 15. 2000’S Virtual Classrooms
  16. 16. 2010’s MOOCs
  17. 17. Benefits of Computer Based Education ● Cost Effective ● Always accessible ● Consistent answers ● Hyperlink connections to more detail ● Massive pool of knowledge ● Global Reach
  18. 18. Is this Enough ? Digital Natives demand more than instant access to knowledge
  19. 19. Teach me to Swim Learning by doing – immersive experiences
  20. 20. Teachers vs Technology 2010s ● Transferers of Knowledge ● Assessors of Competence ● Catalysts for Development ● Challengers ● Facilitators of Collaboration & Peer to Peer ● Role Models & Motivators
  21. 21. Flight Simulation
  22. 22. Triage Trainer Re-creating a physical experience in a virtual environment
  23. 23. Simulating Medical Conditions Commercial games company skills applied to medicine
  24. 24. Simulating Medical Conditions Commercial games company skills applied to medicine
  25. 25. Patient Rescue Training Junior Doctors in A&E to recognise conditions and visualise outcomes
  26. 26. Mixed Reality Using physical objects in virtual training
  27. 27. Connecting the Unconnected Humour is very effective for memorability
  28. 28. 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
  29. 29. Integrating Real/Virtual Worlds Datascape Virtual Control Room Environment to visualise real data streams
  30. 30. Pegaso ● Targets obesity in young people ● Encourages healthy eating and exercise ● Uses a pervasive game ● Combines wearable sensors, food diaries, companion messaging and gamification strategies ● Game mechanics co-designed with teenage focus groups – “Zombies Attack Game” ● Short-term intervention leading to long-term lifestyle changes http://www.pegasof4f.eu/
  31. 31. What food has high protein ? Next Generation E-Learning will be adaptive and personalised
  32. 32. Internet of Things & Sensors Biosensor technologies, Cloud computing, big data analytics, data visualisation and mobile apps will transform personal health management
  33. 33. 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
  34. 34. Immersive Imaging / VR
  35. 35. What shall we Learn ?
  36. 36. 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
  37. 37. Which Profession ? Many expert jobs done by humans today will be done by machines tomorrow !
  38. 38. Intelligent Machines I love both cars but which do I rely on?
  39. 39. The Knowledge 2016
  40. 40. Robotics Example Technology empowering ordinary people to do extraordinary things
  41. 41. Who Painted This ?
  42. 42. What shall we Learn ? Future teaching will focus on vocations which cannot be done by machines
  43. 43. Whom shall we learn from ? Human Beings inspire, motivate, influence and shape our lives
  44. 44. Gamification and Learning Every Human activity can be viewed through a Gamification Lens
  45. 45. Gamification and Learning
  46. 46. Gamification Solutions Challenges, Control, Responsibility Introduce games psychology & mechanics
  47. 47. 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 ● The Singularity threatens the human species
  48. 48. It’s E-Learning Jim but not as we know it !!!
  49. 49. 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
  50. 50. What and How do we Teach Generation Z Revolutionary Learning Conference 2016 New York, USA David Wortley

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