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Classrooms of the
Future: How to Add
Mixed Reality and
Robotics to a Schools
STEAM Infrastructure
Dr James Birt
Bond University
Dr Michael Cowling
CQUniversity
LIVE Recording @ youtu.be/hh3lAB8foHM
Dr Michael Cowling & The CREATE Lab
www.michaelacowling.com & www.thecreatelab.org
2
Dr James Birt & The Mixed Reality Research Lab
www.bond.edu.au/profile/dr-james-birt & www.mixedrealityresearch.com
3
Presentation Summary
4
Topic
The Future of Jobs
Emerging Technology Drivers
Required Skills
Learner & Institutional Transition
Mixed Reality
Robotics
STEAM Infrastructure
The Future STEAM Classroom
Pedagogy before Technology
Is this all a Gimmick?
https://youtu.be/RE5C19Y3DMU
5
The Future of Jobs
• 4th Industrial Revolution
• Developments in AI, robotics,
visualization, nanotechnology, 3-D
printing, genetics & biotechnology
• Widespread disruption to business &
labour markets worldwide – automation +
technology
• 40% of current jobs gone in 10 years 
primary disruption white collar jobs!
Ceda Workforce Policy 2015Watch Future Proof – Four Corners ABC
Tomorrows Digitally Enabled
Workforce
6
Technology
Drivers 7
2016 – The Future of
Jobs Report - Core
work skills
8
The NMC/CoSN
Horizon Report:
2016 K-12 Edition
examines
emerging
technologies for
their
potential impact
on and use in
teaching, learning,
and creative
inquiry in schools.
9Adams Becker, S., Freeman, A., Giesinger Hall, C., Cummins, M., and Yuhnke, B. (2016). NMC/CoSN Horizon Report: 2016 K-12 Edition. Austin, Texas: The New Media Consortium.
The 2016 NMC Technology
Outlook for Australian
Tertiary Education Report
reflects a collaborative
research effort between the
New Media Consortium
(NMC) and Open
Universities Australia to
inform Australian campus
leaders and decision-makers
about significant
developments in technologies
supporting teaching,
learning, and creative
inquiry in tertiary education.
10Adams Becker, S., Cummins, M., Davis, A., and Yuhnke, B. (2016). 2016 NMC Technology Outlook for Australian Tertiary Education: A Horizon Project Regional Report. Austin, Texas: The New Media
Consortium.
Mixed Reality and How it Fits
Milgram, P., & Kishino, F. (1994). A taxonomy of mixed reality visual displays. IEICE Transactions on Information and Systems, 77(12),
1321-1329.
11
Future Shock Bond University
https://youtu.be/lxvN2de_ODU
12
Case Study: Mixed Reality Simulation in Paramedic Distance Education
Mixed Reality PedagogyTraditional Teaching Method
13
Augmented reality hands-on skill training simulation,
focusing on laryngoscopy with foreign body removal
www.mixedrealityresearch.com/#paramedics
14
Case Study: Mixed Reality in ICT Networking to Visualize Complex
Theoretical Multi-Step Problems
Mixed Reality PedagogyTraditional Teaching Method
15
Augmented Reality simulation to assist understanding of
networking and the five layer TCP/IP model
www.mixedrealityresearch.com/#networkModeling
16
Case Study: Mixed Reality and Spatial Learning Analytics to Facilitate
Learning of Anatomy
Mixed Reality PedagogyTraditional Teaching Method
17
Mixed Reality Software & Hardware
Tools
• Unity3d game engine (www.unity3d.com)
• Vuforia augmented reality plugin
(www.vuforia.com)
• MySQL (www.mysql.com)
• Php (secure.php.net)
• Google Cardboard headset
(vr.google.com/cardboard)
• Makerbot 3D Printer (www.makerbot.com)
• Oculus Rift (www.oculus.com)
• Leap Motion (www.leapmotion.com)
• HTC VIVE (www.vive.com)
• Adobe Creative (www.adobe.com/CreativeCloud)
18
Robotics in the Classroom
Why Robotics in the Classroom?
• QLD Government – Advancing Education: An action plan for
education in Queensland
 “Through learning coding and robotics, we will prepare students for the
jobs of the future and develop their skills in critical thinking, creativity,
collaboration and innovation.”
• Existing initiatives all about using STEM to teach STEM concepts –
but what about using Technology to Enhance other Areas?
• Called Technology Enhanced Learning – much bigger than just
teaching STEM/STEAM – more about making all classrooms
STEAM-y
• Robotics can be used for much more than STEM; for instance, could
it be used for general classroom learning support?
20
Case Study: Robotic Teaching
Assistant
• Teachers are short of time
• Students sometimes worry about
asking a teacher questions or
interrupting the class
• Teaching Assistants can help, but
they’re not experts in the subject
matter – often volunteers or parents
• Robotics can provide students with a
familiar, humanoid system to interact
with
• Aim: To construct AI supported local
semi-autonomous robot helpers
21
What does a Teaching Assistant Do?
22
Task responsibilities Percent of Sample
Working with small groups of students on academic tasks
(e.g. reading, maths, word study, science)
100%
General classroom support for students and teachers 100%
Administrative duties for teachers (e.g. photocopying
gathering resources, data entry, filing, setting up activities)
96%
One-on-one support for ascertained students with
disabilities
67%
Top 4 Teaching Aide Tasks (Harris & Aprile, 2015)
Robotic Teaching Assistant Demonstration
https://youtu.be/mEskQ2V8tyg
23
NAO Robot
• Produced by Aldebaran Robotics
• Around 2 feet tall
• 2 cameras (top and bottom), multiple
microphones (including left and right)
• Basic Voice Recognition
• Full Articulation (moving hands, feet,
sitting down, laying down etc)
• Programmed using graphical tool
(Choreographe) or Python
24
Choreograph
e
Future STEAM Classrooms – what might they look like?
http://futureclassrooms.org/steam/
25
STEAM Infrastructure
• Cheap Solutions
 Mobile Mixed Reality Headset
 Samsung Gear VR, ColorCross, DayDream
 Lego Mindstorms – EV3 kit
 Sphero
• More Expensive Options
 Oculus Rift / HTC Vive
 Microsoft HoloLens
 3D Printer
 NAO Robot / Pepper Robot
• The right solution is a combination of the two,
building infrastructure for creativity
• Think MakerSpace, lots of little pieces for students to
play with.
26
27
Its not about teaching a tool
these change too quickly
it’s about:
Environments to nurture
creative thinking, problem
solving, agility, digital
skills, entrepreneurship
and communication …
Pedagogy before
technology & lessons
learned
Pedagogy before Technology
29

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Classrooms of the Future: How to Add Mixed Reality and Robotics to a Schools STEAM Infrastructure

  • 1. Classrooms of the Future: How to Add Mixed Reality and Robotics to a Schools STEAM Infrastructure Dr James Birt Bond University Dr Michael Cowling CQUniversity LIVE Recording @ youtu.be/hh3lAB8foHM
  • 2. Dr Michael Cowling & The CREATE Lab www.michaelacowling.com & www.thecreatelab.org 2
  • 3. Dr James Birt & The Mixed Reality Research Lab www.bond.edu.au/profile/dr-james-birt & www.mixedrealityresearch.com 3
  • 4. Presentation Summary 4 Topic The Future of Jobs Emerging Technology Drivers Required Skills Learner & Institutional Transition Mixed Reality Robotics STEAM Infrastructure The Future STEAM Classroom Pedagogy before Technology
  • 5. Is this all a Gimmick? https://youtu.be/RE5C19Y3DMU 5
  • 6. The Future of Jobs • 4th Industrial Revolution • Developments in AI, robotics, visualization, nanotechnology, 3-D printing, genetics & biotechnology • Widespread disruption to business & labour markets worldwide – automation + technology • 40% of current jobs gone in 10 years  primary disruption white collar jobs! Ceda Workforce Policy 2015Watch Future Proof – Four Corners ABC Tomorrows Digitally Enabled Workforce 6
  • 8. 2016 – The Future of Jobs Report - Core work skills 8
  • 9. The NMC/CoSN Horizon Report: 2016 K-12 Edition examines emerging technologies for their potential impact on and use in teaching, learning, and creative inquiry in schools. 9Adams Becker, S., Freeman, A., Giesinger Hall, C., Cummins, M., and Yuhnke, B. (2016). NMC/CoSN Horizon Report: 2016 K-12 Edition. Austin, Texas: The New Media Consortium.
  • 10. The 2016 NMC Technology Outlook for Australian Tertiary Education Report reflects a collaborative research effort between the New Media Consortium (NMC) and Open Universities Australia to inform Australian campus leaders and decision-makers about significant developments in technologies supporting teaching, learning, and creative inquiry in tertiary education. 10Adams Becker, S., Cummins, M., Davis, A., and Yuhnke, B. (2016). 2016 NMC Technology Outlook for Australian Tertiary Education: A Horizon Project Regional Report. Austin, Texas: The New Media Consortium.
  • 11. Mixed Reality and How it Fits Milgram, P., & Kishino, F. (1994). A taxonomy of mixed reality visual displays. IEICE Transactions on Information and Systems, 77(12), 1321-1329. 11
  • 12. Future Shock Bond University https://youtu.be/lxvN2de_ODU 12
  • 13. Case Study: Mixed Reality Simulation in Paramedic Distance Education Mixed Reality PedagogyTraditional Teaching Method 13
  • 14. Augmented reality hands-on skill training simulation, focusing on laryngoscopy with foreign body removal www.mixedrealityresearch.com/#paramedics 14
  • 15. Case Study: Mixed Reality in ICT Networking to Visualize Complex Theoretical Multi-Step Problems Mixed Reality PedagogyTraditional Teaching Method 15
  • 16. Augmented Reality simulation to assist understanding of networking and the five layer TCP/IP model www.mixedrealityresearch.com/#networkModeling 16
  • 17. Case Study: Mixed Reality and Spatial Learning Analytics to Facilitate Learning of Anatomy Mixed Reality PedagogyTraditional Teaching Method 17
  • 18. Mixed Reality Software & Hardware Tools • Unity3d game engine (www.unity3d.com) • Vuforia augmented reality plugin (www.vuforia.com) • MySQL (www.mysql.com) • Php (secure.php.net) • Google Cardboard headset (vr.google.com/cardboard) • Makerbot 3D Printer (www.makerbot.com) • Oculus Rift (www.oculus.com) • Leap Motion (www.leapmotion.com) • HTC VIVE (www.vive.com) • Adobe Creative (www.adobe.com/CreativeCloud) 18
  • 19. Robotics in the Classroom
  • 20. Why Robotics in the Classroom? • QLD Government – Advancing Education: An action plan for education in Queensland  “Through learning coding and robotics, we will prepare students for the jobs of the future and develop their skills in critical thinking, creativity, collaboration and innovation.” • Existing initiatives all about using STEM to teach STEM concepts – but what about using Technology to Enhance other Areas? • Called Technology Enhanced Learning – much bigger than just teaching STEM/STEAM – more about making all classrooms STEAM-y • Robotics can be used for much more than STEM; for instance, could it be used for general classroom learning support? 20
  • 21. Case Study: Robotic Teaching Assistant • Teachers are short of time • Students sometimes worry about asking a teacher questions or interrupting the class • Teaching Assistants can help, but they’re not experts in the subject matter – often volunteers or parents • Robotics can provide students with a familiar, humanoid system to interact with • Aim: To construct AI supported local semi-autonomous robot helpers 21
  • 22. What does a Teaching Assistant Do? 22 Task responsibilities Percent of Sample Working with small groups of students on academic tasks (e.g. reading, maths, word study, science) 100% General classroom support for students and teachers 100% Administrative duties for teachers (e.g. photocopying gathering resources, data entry, filing, setting up activities) 96% One-on-one support for ascertained students with disabilities 67% Top 4 Teaching Aide Tasks (Harris & Aprile, 2015)
  • 23. Robotic Teaching Assistant Demonstration https://youtu.be/mEskQ2V8tyg 23
  • 24. NAO Robot • Produced by Aldebaran Robotics • Around 2 feet tall • 2 cameras (top and bottom), multiple microphones (including left and right) • Basic Voice Recognition • Full Articulation (moving hands, feet, sitting down, laying down etc) • Programmed using graphical tool (Choreographe) or Python 24 Choreograph e
  • 25. Future STEAM Classrooms – what might they look like? http://futureclassrooms.org/steam/ 25
  • 26. STEAM Infrastructure • Cheap Solutions  Mobile Mixed Reality Headset  Samsung Gear VR, ColorCross, DayDream  Lego Mindstorms – EV3 kit  Sphero • More Expensive Options  Oculus Rift / HTC Vive  Microsoft HoloLens  3D Printer  NAO Robot / Pepper Robot • The right solution is a combination of the two, building infrastructure for creativity • Think MakerSpace, lots of little pieces for students to play with. 26
  • 27. 27 Its not about teaching a tool these change too quickly it’s about: Environments to nurture creative thinking, problem solving, agility, digital skills, entrepreneurship and communication …
  • 28. Pedagogy before technology & lessons learned