Trends in immersive learning environments

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This presentation was prepared for an on-line webinar run from Moscow in November 2010

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  • This is a picture of the Serious Games Institute modelled in Second Life
  • This map gives you an idea of where we are located in the heart of England
  • Trends in immersive learning environments

    1. 1. Moscow On-Line Education Conference Trends in Immersive Learning Environments David Wortley FRSA
    2. 2. Topics <ul><li>Introduction to the Serious Games Institute </li></ul><ul><li>Serious Games & Immersive Technologies </li></ul><ul><li>Challenges of Information Society </li></ul><ul><li>Example Applications </li></ul><ul><li>Future Trends </li></ul>
    3. 3. Introduction to the SGI
    4. 4. Serious Games Institute (SGI) “ An international centre of excellence for the application of immersive technologies to serious social and economic issues”
    5. 5. West Midlands Region London Coventry
    6. 6. Stratford upon Avon
    7. 7. SGI Areas of Interest Education Health Environment Smart Buildings Relationships Interface Technology Innovation & Enterprise
    8. 8. SGI Virtual Events
    9. 9. Serious Games and Immersive Technologies
    10. 10. Immersive Technologies Games Virtual Worlds Social Networks Immersive Technologies engage our hearts, minds and wallets
    11. 11. Games
    12. 12. Patient Rescue Game
    13. 13. Triage Trainer
    14. 14. Virtual Worlds
    15. 15. Serious Virtual Worlds
    16. 16. Social Networks
    17. 17. Social Network Games 11 million people running their own virtual farm with friends
    18. 18. Challenges of Information Society
    19. 19. Technology and Society Knowledge Professionals train for many years to deliver their skills and knowledge more efficiently, and effectively
    20. 20. Technology and Society The internet and digital media delivers current information and knowledge faster, more efficiently, and on demand but what is missing ?
    21. 21. Technology and Society Human beings use intelligence, judgement, sensitivity, emotions, empathy and experience to deliver unique and personal experiences – differentiating us from machines
    22. 22. Machines and Humans Power, speed, efficiency, accuracy, stamina, capacity, availability, inflexible Judgement, sensitivity, care, humanity, fallibility, creativity, versatility
    23. 23. Humanising Technology <ul><li>To love and be loved vs devoid of emotion </li></ul><ul><li>Personalisation vs one size fits all </li></ul><ul><li>Easy to use interfaces vs unnatural devices </li></ul><ul><li>Persistent history vs blank pages </li></ul><ul><li>Facilitated new discovery vs delivery of existing </li></ul><ul><li>Understanding & Wisdom vs Memorisation </li></ul><ul><li>To be Connected vs isolated </li></ul><ul><li>Motivation and challenge vs boring & repetitive </li></ul><ul><li>Creative expression vs standard responses </li></ul>Human Needs Machine Features
    24. 24. Immersive Applications are Humanising Technology Delivering more control over our lives, our world and our relationships – giving us access to a global network – building personalised relationship with our technologies
    25. 25. Immersive Technologies Games Virtual Worlds Social Networks Immersive Technologies deliver personalised experiences based on building “intelligent” relationships
    26. 26. Technology and Learning We use technology to try to make learning faster, easier, more powerful and more efficient in a world which is exploding with information and new knowledge
    27. 27. Who do we learn most from ? Technology can help us disseminate information to a global network of learners and through repetition develop skills and memory but humans inspire us, influence us, motivate us, shape our attitudes and behaviours and help us to imagine, innovate, dream, discover, desire and act.
    28. 28. The Challenge of the Digital Native Immersive Technologies are changing the face of education
    29. 29. The Multi-Tasking Generation There is medical evidence to indicate that the brains of young people are becoming increasingly “hard-wired” for multi-tasking - making them able to handle (and expect) multiple simultaneous information sources and to make judgements on which sources to give attention to. How can/should society respond to this ?
    30. 30. What does Education need from Technology ? In a rapidly changing Knowledge Society, Education needs tools and technologies to inspire us, influence us, motivate us, shape our attitudes and behaviours and help us to imagine, innovate, dream, discover, desire and act.
    31. 31. Conclusion Tomorrow’s learners are using technologies access and manage a rapidly growing wealth of information BUT they need inspiration, motivation, and ability to live in a fast changing world
    32. 32. Humanising Technology We are developing immersive technologies that recognise our voice, our actions and our preferences to deliver personalised experiences
    33. 33. What will this mean in practice ? <ul><li>Personalised learning </li></ul><ul><li>Intelligent persistent lifelong profiling </li></ul><ul><li>Collaborative peer to peer learning </li></ul><ul><li>Learning by discovery </li></ul><ul><li>Virtual worlds linked to real world data </li></ul><ul><li>Tutor/Mentor/Coach tools for content </li></ul><ul><li>Learning communities </li></ul><ul><li>Serious Games linked to societal issues </li></ul>
    34. 34. Example Applications
    35. 35. Webinars
    36. 36. Virtual Events
    37. 37. Virtual Meetings
    38. 38. Playgen Serious Games for Schools www.playgen.com
    39. 39. Mangahigh Maths Game
    40. 40. Caspian Thinking Worlds Tools to develop learning Games
    41. 41. Roma Nova Project
    42. 42. RescueSim Training Platform
    43. 43. WeForest Environment Game Social Network Game to save forests
    44. 44. Future Trends
    45. 45. Visualisation and Fidelity Sophisticated Personalisation
    46. 46. Simulation
    47. 47. New Devices Brain wave controllers
    48. 48. New Devices Motion / Voice Controllers
    49. 49. New Ways of Learning
    50. 50. Watch, Copy, Feedback, Learn Immersive Technologies changing the face of Learning
    51. 51. Collective Human Wisdom Combining the power of humans and machines
    52. 52. What will this mean in practice ? <ul><li>Personalised learning </li></ul><ul><li>Intelligent persistent lifelong profiling </li></ul><ul><li>Collaborative peer to peer learning </li></ul><ul><li>Learning by discovery </li></ul><ul><li>Virtual worlds linked to real world data </li></ul><ul><li>Tutor/Mentor/Coach tools for content </li></ul><ul><li>Learning communities </li></ul><ul><li>Serious Games linked to societal issues </li></ul>
    53. 53. Moscow On-Line Education Conference Trends in Immersive Learning Environments David Wortley FRSA

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