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Genesee v1.0 10.12.2006

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Genesee v1.0 10.12.2006

  1. 1. The Age of Science Nonfiction Jim Brazell – jim@ventureRAMP.com
  2. 2. What is this?
  3. 3. TERAFLOP SUPER COMPUTER for $300!
  4. 4. What is the average age of all video gamers in US?
  5. 5. Entertainment Software Association (ESA), 2005 Essential Facts About the Computer and Video Game Industry, May 18, 2005.
  6. 6. What percent female and male?
  7. 7. Entertainment Software Association (ESA), 2005 Essential Facts About the Computer and Video Game Industry, May 18, 2005.
  8. 8. Each major period in history takes its character from the medium of communication used most widely at the time.
  9. 9. “The medium is the message”
  10. 10. What is the message?
  11. 11. NOSE
  12. 12. Vienna University of Technology Players operate track switches and adjusting the speed of virtual trains to prevent virtual trains from colliding. Researchers Daniel Wagner, Thomas Pintaric and Dieter Schmalstieg
  13. 13. What is the message?
  14. 14. Through mixing realities, research is expanding the potential of embedded training in the field and in battle labs to provide integrated training anytime, anywhere. Advancements are being transferred across industries from business prototypes to hospitality training. Integrated research in tracking, registration, rendering, display, and scenario delivery are expanding the possibilities of CONSTRUCTIVE simulation as well as after action review, and command and control visualizations.
  15. 15. Improved Target Acquisition System Trainer
  16. 16. On October 19, 2006, participants gathered on NMC Campus to be part of the live webcast of the MacArthur Foundations announcement of their $50 million investment in digital learning.
  17. 17. What is the message?
  18. 18. Video games are leading us to new affective and cognitive domains… A new relationship between humans and machines.
  19. 19. http://www.adidas.com/campaigns/adidas_1/content/downloads/adidas_1- wp_02_1280_1024.jpg http://www.adidasprlookbook.com/adidas1/index.asp • 1,000th of a second sensor measures gap between heel and a magnet • 20-MHz microcontroller measures changes in compression • Motor spins at 4000 rpm turns a screw loosens cable • Environmentally and operator adaptive shoe sole What is the message?
  20. 20. http://www.msnbc.msn.com/id/7643818/ I am a wearable robot.
  21. 21. What is the message?
  22. 22. http://www-bsac.eecs.berkeley.edu/archive/users/warneke-brett/SmartDust/ Berkeley’s Golem Dust 11.7 mm3 total circumscribed volume ~4.8 mm3 total displaced volume Berkeley’s Deputy Dust 6.6 mm3 total circumscribed volume 4th Gen 11.7 mm3 6.6 mm3
  23. 23. MIT Tech Review, 2005 Sensors Physical Chemical Biological http://www.rieti.go.jp/en/events/bbl/03102801.pdf , page 16 Actuators Physical Chemical Biological PhiloMetron™ 4th GEN
  24. 24. Integrates sensors, batteries, a control chip, and an RF transmitter in a 35mm-long housing. Lab-in-a-Pill http://www.olympus.co.jp/en/news/2004b/nr041130capsle.cfm University of Glasgow Capsule Endoscope Examine the lining of the middle part of your gastrointestinal tract, which includes the three portions of the small intestine (duodenum, jejunum, ileum). 4th GEN
  25. 25. MIT Technology Review, January, 2005 4th GEN
  26. 26. Micro-robotics team and biologists at Tsukuba University Source: The Guardian Date: 2 May 2002 State University of New York (Suny) "Go go gadget: With a remote control sensor hotwired to its central nervous system, developments like the "roborat," created at SUNY's Downstate Medical Center, herald the coming of the biotronic age. What is the message?
  27. 27. We need to think beyond these. v v
  28. 28. Nanobionics: What is the message? Tethered bacterium Swimming bacterium Swimming speed ~ 20-30 µm Protons flux/motor ~ 1200 proton/rev Tethered bacterium Motor efficiency ~ 90-100 % Output power ~ 2.9×10-4 pW Stall torque ~ 4600 pN-nm  Nano-motor (45 nm wide)Genetic Engineering Harmless E. coli Mohamed Al-Fandi, Ph.D. Research Assistant Professor of NEMS & MEMS Dept. of Mechanical Engineering & Biomechanics University of Texas
  29. 29. Adapted from Charles Ostman Senior Fellow Institute for Global Futures NEURO NANO BIOINFO 21st Century Architecture
  30. 30. How does this new technological revolution compare to the information age? How is it different? What would you label this Age? _______ AGE
  31. 31. By routing signals from helmet-mounted cameras, sonar and other equipment through the tongue to the brain, they hope to give elite soldiers superhuman senses similar to owls, snakes and fish…. Researchers at the Florida Institute for Human and Machine Cognition envision their work giving Army Rangers 360-degree unobstructed vision at night and allowing Navy SEALs to sense sonar in their heads while maintaining normal vision underwater -- turning sci-fi into reality. Brain Port: Warriors of the future will 'taste' battlefieldCNN - Tuesday, April 25, 2006; Posted: 11:23 a.m. EDT (15:23 GMT)
  32. 32. The Age of Science Nonfiction
  33. 33. • Science and Technology • Workforce • Education • Tools and Methods The Age of Science Nonfiction
  34. 34. TERAFLOP SUPER COMPUTER for $300!
  35. 35. Games for… Games for Health Serious Games Games for Change Learning Games
  36. 36. DMC Lab Project: Medical Leadership Trainer - Scenario Authoring Engine “Joe Medic” UT Austin DMC and Fort Sam Houston AMED NCO Academy
  37. 37. Case study: Emergency Response Training, Pjotr van Schothorst VSTEP BV, Rotterdam, The Netherlands
  38. 38. Enlight Software, the Jackson Hole Higher Education Group, and the Institute for Research on Higher Education at the University of Pennsylvania (data), with support from the Alfred P. Sloan Foundation and the Spencer Foundation. www.virtual-u.org
  39. 39. Virtual-u.org
  40. 40. Population: 1.4MM Growth: 1200/day Educational Sites 3 - 5 minutes EA online games 9 minutes AOL Entertainment 10 minutes Whyville.net 59 minutes Yahoo! Games 78 minutes MEAN TIME PER USER LOGIN Discovery.com: 96 million Whyville.net: 58.4 million BigChalk: 11 million Time for Kids: 8 million New York Times Learning Net: 1.2 million Cosmogirl: 425,000 PAGE VIEWS ©numedeon,inc.2003 The average time per log in July was 3.8 hours making it second to Neopets.
  41. 41. Whyville.net
  42. 42. food-force.com Produced by the United Nations' World Food Programme, Kids join a team of emergency aid workers to save the fictitious island of Sheylan from starvation caused by drought and civil war. The team goes on six missions to help save the island. The additional missions cleverly use games to demonstrate how emergency aid teams acquire food, make food packs, deliver food and establish long-term food supplies.
  43. 43. Food-force.com
  44. 44. seriousgames.dk
  45. 45. http://www.hopelab.org/remission.html
  46. 46. VRPHOBIA.COM Fear of flying, fear of driving, fear of heights, fear of public speaking, fear of thunderstorms, claustrophobia, agoraphobia, social phobia, panic disorder, and posttraumatic stress disorder due to motor vehicle accidents
  47. 47. Serious Games
  48. 48. http://www.msnbc.msn.com/id/7643818/ I am a wearable robot.
  49. 49. We need to think beyond these. v v
  50. 50. MIT Tech Review, 2005 This is a ROBOT http://www.rieti.go.jp/en/events/bbl/03102801.pdf , page 16
  51. 51. Mechatronics The synergistic combination of mechanical engineering, electronics, control systems and computers. Mechanical, Aerospace, and Nuclear Engineering Departments at RPI All Contents Copyright(C) 2001 Mechatronics Lab at RPI
  52. 52. Micro robots are embedded everywhere today.
  53. 53. The Prius has so much electronics, you can not even add a stereo after you buy it because of all of the wiring… http://www.toyota.com/prius/index.html?s_van=GM_TN_HYBRID_PRIUS
  54. 54. PRIUS+ team: we built the first PRIUS+ conversion Sept 11-22, 2004, starting with a low-cost lead-acid battery pack. Pictured are (L-R) Ron Gremban, Felix Kramer, Marc Geller, Kevin Lyons, Andrew Lawton. See About CalCars for names of those who helped but are not pictured.
  55. 55. http://www.calcars.org/photos.html
  56. 56. Energy-CHP
  57. 57. Utilities A California study indicates that peak-rate usage can be shaved by 20 percent if utilities used Automated Meter Reading (ARM) for accurate pricing information--each megawatt of reduction can equate to $400,000 in savings per year (Jackson, 2004, p. 1) saving California utilities and consumers at least $5 billion a year. http://www.utilitiesproject.com/documents.asp?grID=85&d_ID=2402 More than 25 million AMR units installed on gas (21 percent), water (11 percent), and electric utility (16 percent) meters. 200 million units yet to be changed out to AMR (Jackson, 2004).
  58. 58. Security and Process Control SCADA $3.1 B (2004) to over $4 B (2007). SCADA security software to grow by 50% annually through 2007 (Kuykendall, 2004). RF Modules 1.9 MM units (2004) to climb to 165 MM units (2010) (Legg, 2004). Industrial wireless sensors $24 MM (2001) over $100 MM (2008) (Donoho, 2002). NovusEDGE Armida DevicePoint
  59. 59. Construction Patent thin-nickel-strip magneto-strictive sensor (MsS™). Applicable to airplanes, ships, plants, pipelines and bridges. US 80 billion square feet of commercial and government facilities and buildings, and more than 100 billion square feet of dams and bridges (Sensametrics, 2003). One trillion dollar market (Elgamal). http://www.swri.org/3pubs/ttoday/fall03/Future.htm SwRI MsS™ http://www.swri.edu/3pubs/IRD2002/14-9285.htm
  60. 60. Home Technology
  61. 61. Implantable robots.
  62. 62. Toys and Appliances
  63. 63. Source: Harbor Research, 2003 M2MMARKETS
  64. 64. Adapted from Charles Ostman Senior Fellow Institute for Global Futures NEURO NANO BIOINFO 21st Century Architecture
  65. 65. Adapted from Charles Ostman Senior Fellow Institute for Global Futures NEURO NANO BIOINFO S&T Convergence
  66. 66. We live in a constructionist world which is open to design. The world is extensible.
  67. 67. http://www.nanotechproject.org Project on Emerging Nanotechnologies at the Woodrow Wilson International Center for Scholars
  68. 68. www.kurzweilai.net/.../ SIN_headshot_highres.html “An analysis of the history of technology shows that technological change is exponential, contrary to the common-sense ‘intuitive linear’ view. So we won't experience 100 years of progress in the 21st century -- it will be more like 20,000 years of progress (at today's rate)… because we're doubling the rate of progress every decade, we'll see a century of progress--at today's rate--in only 25 calendar years.” Kurzweil, KurzweilAI.net, March 7, 2001.
  69. 69. We need to realize that this is real today and it dwarfs the .com revolution economically, socially, politically and philosophically.
  70. 70. • Science and Technology • Workforce • Education • Tools and Methods The Age of Science Nonfiction
  71. 71. The number of jobs requiring technical training is growing at five times the rate of other occupations. Innovate America, U.S. Council on Competitiveness
  72. 72. Jobs Context
  73. 73. Demand for petroleum engineers is great, with salaries to match Web Posted: 09/25/2006 10:15 PM CDT Vicki Vaughan Express-News Business Writer 1.The average age of Society of Petroleum Engineers members is 48 and we know that about 40 percent of those working in North America will be retiring in the next decade 2. A graduate with a degree in petroleum engineering can expect a starting salary of $70,000 a year Society of Petroleum Engineers' annual technical conference
  74. 74. Jobs Context
  75. 75. Texas Cluster Initiative - Workforce 60% of the jobs in the Texas biotechnology cluster require only an associates degree or certificate. The reality is many of the Texas Cluster’s high-tech jobs are split between requirements for community and technical college degrees and 4-year degrees. Skilled technical jobs are attainable and critically needed by industry. Dr. Mae Jemison, Chair, Biotechnology Cluster
  76. 76. Navy Job Mergers
  77. 77. Job Mergers – Wind Turbine Lineman Oil Field Farm Mechanic Wind Turbine Tech Bettersworth and Brazell, TSTC, Forthcoming 2007
  78. 78. Wind Turbine Tech Instrumentation Electronics Control SystemsMechanical Instrumentation Hydraulic Systems Electronics Systems Mechanical Systems Airfoils & Composites Data Communications Bettersworth and Brazell, TSTC, Forthcoming 2007
  79. 79. Mechatronics The synergistic combination of mechanical engineering, electronics, control systems and computers. Mechanical, Aerospace, and Nuclear Engineering Departments at RPI All Contents Copyright(C) 2001 Mechatronics Lab at RPI
  80. 80. Demand for petroleum engineers is great, with salaries to match Web Posted: 09/25/2006 10:15 PM CDT Vicki Vaughan Express-News Business Writer 1. Demand is great for a mix of engineering disciplines 2. Because the industry is so high-tech- intensive, we need to attract IT-savvy people Society of Petroleum Engineers' annual technical conference
  81. 81. Samuel Palmisano (CEO, IBM): Business Week: 10.11.2004 100 million jobs are going to be created in a lot of these cross-disciplinary fields Council on Competitiveness: National Innovation Initiative
  82. 82. http://sfgate.com/c/pictures/2005/04/17/bu_geeks_012_db.jpg Bottom Line: We need more of these…
  83. 83. Especially if I have to reboot my knee….
  84. 84. $35K - $45K $25K$40K - $50K $45K - $65K
  85. 85. • Science and Technology • Workforce • Education • Tools and Methods The Age of Science Nonfiction
  86. 86. • International (TIMSS) test scores show U.S. 4th graders to be 12th in the world in math; 6th in the world in science • International (TIMSS) test scores show U.S. 8th graders to be 14th in the world in math; 9th in the world in science • International (PISA) test scores show U.S. 12th graders to be 24th in the world in math; 22nd in the world in science Data from National Center for Education Statistics. In Mayo 2005, National Academies. (http://nces.ed.gov/surveys/pisa/PISA2003Highlights.asp and http://nces.ed.gov/timss/Results03.asp) National Center for Education Statistics, Mayo, 2005.
  87. 87. Data from National Center for Education Statistics . In Mayo 2005, National Academies. (http://nces.ed.gov/surveys/pisa/PISA2003Highlights.asp and http://nces.ed.gov/timss/Results03.asp) “The longer we stay in the educational system, the worse off we are with respect to our peers.” Source: Mayo, National Academies2005
  88. 88. Samuel Palmisano (CEO, IBM): Business Week: 10.11.2004 100 million jobs are going to be created in a lot of these cross-disciplinary fields Council on Competitiveness: National Innovation Initiative
  89. 89. Mechatronics The synergistic combination of mechanical engineering, electronics, control systems and computers. Mechanical, Aerospace, and Nuclear Engineering Departments at RPI All Contents Copyright(C) 2001 Mechatronics Lab at RPI
  90. 90. Program Merger: Wind Energy Instrumentation Electronics Control SystemsMechanical Instrumentation Hydraulic Systems Electronics Systems Mechanical Systems Airfoils & Composites Data Communications Bettersworth and Brazell, TSTC, Forthcoming 2007
  91. 91. Program Merger: Bio-Instrumentation Drug development Healthcare monitoring Treatment modalities Environmental contamination control Instrumentation Electronics Control SystemsBiotechnology Materials science Bioterrorism Agriculture Bettersworth and Brazell, TSTC, Forthcoming 2007
  92. 92. Program Merger: Fuel Cell Mobile – Power for Transportation Stationary – Commercial and Residential Power Portable – Miniature Batteries Combined - Renewable Energy Biomass Instrumentation Electronics Control SystemsMechanical Bettersworth and Brazell, TSTC, Forthcoming 2007
  93. 93. Program Merger: Home Technology Information Technology Electronics Control SystemsMechanical Integrated home control Computer/home network Communications Lighting and energy management Security Health Safety Entertainment Bettersworth and Brazell, TSTC, Forthcoming 2007
  94. 94. Adapted from Charles Ostman Senior Fellow Institute for Global Futures NEURO NANO BIOINFO S&T Convergence
  95. 95. In education, we need a __________.
  96. 96. Renaissance
  97. 97. Transdisciplinarity
  98. 98. University of Texas at San Antonio
  99. 99. NanoBionic Motors Tethered bacterium Swimming bacterium Swimming speed ~ 20-30 µm Protons flux/motor ~ 1200 proton/rev Tethered bacterium Motor efficiency ~ 90-100 % Output power ~ 2.9×10-4 pW Stall torque ~ 4600 pN-nm  Nano-motor (45 nm wide)Genetic Engineering Harmless E. coli Mohamed Al-Fandi, Ph.D. Research Assistant Professor of NEMS & MEMS Dept. of Mechanical Engineering & Biomechanics University of Texas
  100. 100. Chemistry Engineering BiologyPhysics Educational Convergence Computer Science
  101. 101. Chemistry Engineering BiologyPhysics What is missing? Computer Science
  102. 102. Business Law Fine Arts Liberal Arts Educational Convergence STEM
  103. 103. Transdisciplinarity • Creating new knowledge, processes and systems. • Structurally converging knowledge, processes and systems. • Integrating learning, working and problem solving. • Engaging real world needs and problems.
  104. 104. Source: Brazell, IC2 Institute, 2004 Yang Cai, Ingo Snel, Betty Chenga, Suman Bharathi, Clementine Klein d, Judith Klein- Seetharaman; Carnegie Mellon University, University of Frankfurt, Research Institute, University of Pittsburgh School of Medicine. www.andrew.cmu.edu/~ycai/biogame.pdf BIOSIM 1.0
  105. 105. Where can we find transdisciplinary actors today?
  106. 106. Creation of new knowledge, processes & systems. Game Building is Transdisciplinary
  107. 107. Game Builders – 5th World’ers
  108. 108. REMIXING – Constructive media remixing TEAMS – Transdisciplinary communities of practice. SWARMING – Network socialization and learning (communal). GROUP – Global Generation? 1980 Emergence of the 5th World 198219641946 Boomers Generation X Millennials 46-64 65-79 82-Present 5th World 4th World = Digital Divide
  109. 109. US Nano Soldier FCS 2020 defenselink.mil/news/Jul2004/n07272004_2004072705.html Game Builder – Nano Soldier
  110. 110. US Nano Soldier FCS 2020
  111. 111. UT, DMC: NERO Game Builder – AI for Sensors
  112. 112. Game Operators
  113. 113. http://www.itsdocs.fhwa.dot.gov/JPODOCS/REPTS_TE/13599.htmlhttp://www.roadtraffic-technology.com/contractors/traffic_man/electrosonic/electrosonic1.html  BACK FLIP C4 Operations Centers Air Land Sea Space Cyber
  114. 114. How are 5th World’ers exercising 21st century learning and work skills today?
  115. 115. Game Camp
  116. 116. Why do you modify games? 9 8 14 3 9 8 8 9 0 2 4 6 8 10 12 14 16 Playing Yes Playing No Learning Yes Learning No Show Yes Show No Better Yes Better No
  117. 117. Math Engineering TechScience What are they learning? ?
  118. 118. Math Engineering TechScience ARTS What are they learning?
  119. 119. Math Engineering TechScience TEAMS What are they learning?
  120. 120. 22 48 0 10 20 30 40 50 60 Graduate HS Graduate CC or TC Graduate University Plans for education Computer Science 20 Video Game Design 9 Design/Art 8 Write in to survey 5th World
  121. 121. What about the digital divide?
  122. 122. 4th World Millennials Low Socio-Economic Status Goldberg’s Crew, Houston Community College
  123. 123. This study was funded by the State Farm Companies Foundation and by Dr. George Kozmetsky (1917-2003), founder of the IC² Institute. The study was designed and analyzed, and the report was written by a team at The University of Texas at Austin: Aliza Gold, Senior Producer and Researcher at the Digital Media Collaboratory, part of the IC² Institute Emily Durden, PhD candidate in Sociology Marjorie L. Kase, M.A. in Communication Shane Alluah, PhD candidate in Educational Psychology Ana Boa-Ventura, PhD candidate in Communication The research team would like to thank the participating schools and their administrators: Elgin Middle School Goodnight Middle school Miller Junior High Fleming Middle School
  124. 124. Females Males Designer/Decorator Professional athlete Doctor Video Game Designer Cosmetologist Business Owner Lawyer Engineer Teacher Lawyer Business Owner Military Service Musician/Singer Auto Mechanic Cook/Chef Computer Programmer A. Gold, IC2 Institute, UT Austin, Forthcoming
  125. 125. 0 10 20 30 40 50 60 70 80 90 100 High school or less Community college/technical College degree or beyond How Much Education do You Want? White African American Latino Other How much education? A. Gold, IC2 Institute, UT Austin, Forthcoming 4th World
  126. 126. 22 48 0 10 20 30 40 50 60 Graduate HS Graduate CC or TC Graduate University Plans for education Computer Science 20 Video Game Design 9 Design/Art 8 Write in to survey 5th World
  127. 127. • Science and Technology • Workforce • Education • Tools and Methods The Age of Science Nonfiction
  128. 128. 1
  129. 129. In one word
  130. 130. Transdisciplinarity
  131. 131. Transdisciplinarity • Creating new knowledge, processes and systems. • Structurally converging knowledge, processes and systems. • Integrating learning, working and problem solving. • Engaging real world needs and problems.
  132. 132. Source: Brazell, IC2 Institute, 2004 Yang Cai, Ingo Snel, Betty Chenga, Suman Bharathi, Clementine Klein d, Judith Klein- Seetharaman; Carnegie Mellon University, University of Frankfurt, Research Institute, University of Pittsburgh School of Medicine. www.andrew.cmu.edu/~ycai/biogame.pdf BIOSIM 1.0
  133. 133. Transdisciplinarity
  134. 134. 2
  135. 135. Shift from STEMTEAMS
  136. 136. Math Engineering TechScience STEM
  137. 137. Math Engineering TechScience ARTS
  138. 138. Math Engineering TechScience TEAMS
  139. 139. GAME TEAMS Games have captured millennials imagination and time. Leverage the attention economy of games to develop next generation workforce. We need to pierce the veil of play and support game-based constructivist learning. Transdisciplinarity is the common denominator. Games NANO BIO INFO NEURO Game Builder = System Builder TEAMS Educational Pull
  140. 140. 3
  141. 141. Embrace the medium of gaming
  142. 142. COPYRIGHT 2003-2005 CRITICAL MASS INTERACTIVE, INC. ALL RIGHTS RESERVED. USAF: AIR DOMINANCE ACTION FLIGHT SIMULATOR GAMES ART SCIENCE MARKETING HUMAN RES. (HR) RECRUITING
  143. 143. Socialimpactgames.com
  144. 144. Texas Workforce Commission Texas Business Education Coalition UT Austin DMC
  145. 145. Population: 1.4MM Growth: 1200/day Educational Sites 3 - 5 minutes EA online games 9 minutes AOL Entertainment 10 minutes Whyville.net 59 minutes Yahoo! Games 78 minutes MEAN TIME PER USER LOGIN Discovery.com: 96 million Whyville.net: 58.4 million BigChalk: 11 million Time for Kids: 8 million New York Times Learning Net: 1.2 million Cosmogirl: 425,000 PAGE VIEWS ©numedeon,inc.2003 The average time per log in July was 3.8 hours making it second to Neopets.
  146. 146. Whyville.net
  147. 147. ©numedeon,inc.2004 SPACE STATION
  148. 148. Whyville City Hall ©numedeon,inc.2004 Whyville Senators OrEoBaBy Sooner
  149. 149. ©numedeon,inc.2003 0 clams 80 clams 20 clams 50 clams 100 clams Progressive Involvement
  150. 150. Feb. 14- March 13, 2002 3,000 BBS postings
  151. 151. NMC Video
  152. 152. 4
  153. 153. Where appropriate focus on game builders to build transferable skills
  154. 154. squeakland.org
  155. 155. delta3D.org
  156. 156. alice.org
  157. 157. 5
  158. 158. Connect career and academic planning and exploration
  159. 159. A. Gold, IC2 Institute, UT Austin, Forthcoming 1.Students have professional aspirations, but lack knowledge about how to reach professional goals. 2.Opportunities to learn about and explore careers are not available at school or accessed by the majority of students. 3.Students lack knowledge about the context and content of careers.
  160. 160. 6
  161. 161. Redefine Workforce Education
  162. 162. SpaceTEAMS
  163. 163. ITSA Greg White, UTSA: ”K-PhD”
  164. 164. spaceTEAMS Video
  165. 165. What are we teaching?
  166. 166. Mechatronics The synergistic combination of mechanical engineering, electronics, control systems and computers. Mechanical, Aerospace, and Nuclear Engineering Departments at RPI All Contents Copyright(C) 2001 Mechatronics Lab at RPI
  167. 167. Computer Science Engineering PhysicsMath Industrial Design spaceTEAMS
  168. 168. http://images.autodesk.com/emea_design_center/images/4423712_FIRST-Team-342-image-1-gr.jpg 2004, US FIRST Robotics Design Winner Instructor, Kalameja, Trident Technical College, Charleston, SC, USA
  169. 169. “spaceTEAMS can return San Antonio to the path of human development and space exploration making it in the realm of possibility that the first person to walk on Mars will be from San Antonio.” --General Robert F. McDermott and Dr. Francis “Duke” Kane
  170. 170. • Science and Technology • Workforce • Education • Tools and Methods The Age of Science Nonfiction
  171. 171. Each major period in history takes its character from the medium of communication used most widely at the time.
  172. 172. GlucoboyThe video game that runs on blood. What is this?
  173. 173. GlucoboyThe video game that runs on blood. Automatic Control Systems
  174. 174. Cybernetics is the discipline that studies and creates communication and control systems in living organisms and in the machines built by humans. Greek kybernetes (meaning steersman, governor, pilot, or rudder).
  175. 175. Industrial Age Notion of INFO AGE Historic – Economic – Social Shift Cybernetic Age
  176. 176. The Age of Science Nonfiction Jim Brazell – jim@ventureRAMP.com
  177. 177. Game Dempsey, Lucassen, Haynes, and Casey (1996). Instructional applications of computer games. Paper presented to the American Educational Research Association, 8–12 April 1996, New York. …set of activities involving one or more players. It has goals, constraints, payoffs and consequences. A game is rule-guided and artificial in some respects. Finally, a game involves some aspect of competition, even if that competition is with oneself.
  178. 178. Learning Game Adapted from Dempsey, Lucassen, Haynes, and Casey (1996). Instructional applications of computer games. Paper presented to the American Educational Research Association, 8–12 April 1996, New York. …set of activities involving one or more [learners, set in an authentic context with assessment based on real world outcomes]. It has goals, constraints, payoffs and consequences. A [learning] game is rule- guided and artificial in some respects. Finally, a [learning] game involves some aspect of competition, even if that competition is with oneself.
  179. 179. Games Simulations [Learning Theory] [Learning Games] Learning by Doing : A Comprehensive Guide to Simulations, Computer Games and Pedagogy in e- Learning and Other Educational Experiences, 2005 -- Clarke Aldrich
  180. 180. Recommendation #1: Increase emphasis on evaluating the effectiveness of new learning technologies and approaches to designing and implementing such systems. Use an adaptive learning approach that integrates real world problems, data, processes and systems; empirical research and human performance; and instructional design and delivery. The key is to integrate empirical research into the design and implementation of new modes of learning in order to inform future selection and variation of learning systems. This requirement is also shared by the US Department of Education (DOE) and the National Science Foundation (NSF) in its efforts toward educational reform especially in Science, Technology, Engineering and Mathematics (STEM).

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