2011, STEAM - STEM+ARTS - 21st Century Renaissance The STEM+ARTS Movement

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21st Century Renaissance The STEM+ARTS Movement , How the future works today. STEMtech, Indianapolis, IN , October 5, 2011

JIM BRAZELL jimbrazell@ventureramp.com

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2011, STEAM - STEM+ARTS - 21st Century Renaissance The STEM+ARTS Movement

  1. 1. 21st Century Renaissance The STEM+ARTS Movement How the future works today. STEMtech, Indianapolis, IN October 5, 2011 JIM BRAZELL jimbrazell@ventureramp.com
  2. 2. National Endowment for Science Technology and the Arts K-12 Schools Bring computer science into the National Curriculum as an essential discipline. Use video games and visual effects at school to draw greater numbers of young people into STEM and computer science. Encourage art-tech crossover and work-based learning through school clubs. http://www.nesta.org.uk/home1/assets/features/next_gen
  3. 3. artofsciencelearning.org
  4. 4. Base:  All  Parents  of  Child  in  Grades  K–12  (n=854)   Q1020:  Which  of  the  following  careers,  if  any,  would  you  like  your  child  to  pursue?  Which  of  the  following,  if  any,  do  you  think  your  child  will  want  to  pursue?     Among careers tested, the two careers parents most want their child to pursue are scientist and engineer; overall, half of parents say they would like their child to pursue a STEM career. On the other hand, parents think their kids are more interested in arts. Parent  and  Child  Career  Hopes   Reported  by  parents;  top  responses  shown   Teacher   Entrepreneur   Business     ExecuDve   Lawyer   ArDst  or   Designer   Actor/ Musician/ Performer   Financial   Professional   Military     Personnel   Professional   Athlete   No   Preferences  / Don t  Know   Dads  are  more   likely  to  want  their   child  to  pursue  a   STEM  career  (57%   vs.  44%  moms).   5
  5. 5. According to the Bureau of Labor Statistics, 6% of jobs in USA are STEM and 52% of STEM jobs are NIT. As a group, these jobs are forecast to grow more than twice as fast as the average for all occupations in the economy. http://www.whitehouse.gov/sites/default/files/microsites/ostp/pcast-nitrd-report-2010.pdf
  6. 6. STEM JOBS 6%
  7. 7. 6% STEM ½ IT Jobs
  8. 8. Technology impacts all jobs and academic disciplines—all aspects of life. 6% STEM
  9. 9. Of the two million U.S. arts jobs requiring significant technology proficiency: • 10% architects • 11% artists, art directors and animators • 7% producers and directors and • 7% photographers The products of these disciplines represent 6.4% of the U.S. economy and over $126 billion annually in revenue from foreign trade. Read more at Arts in the Workforce. http://www.nea.gov/research/ArtistsInWorkforce.pdf
  10. 10. Creation of new knowledge, processes & systems. Game Building is Transdisciplinary
  11. 11. Scientist Engineer Technologist Technician Artist Architect Industrial Designer Electronic Artist
  12. 12. http://www.philisoft.com/personal/misc/davinci/davinci-1600x1200.jpg DaVinci Minds
  13. 13. What do you think of when I say?
  14. 14. Computer
  15. 15. http://geeklit.blogspot.com/2007_03_01_archive.html Nokia Research Center, Helsinki Finland in MIT Technology Review How many of you have a cell phone in your pocket?
  16. 16. http://geeklit.blogspot.com/2007_03_01_archive.html
  17. 17. http://geeklit.blogspot.com/2007_03_01_archive.html
  18. 18. http://geeklit.blogspot.com/2007_03_01_archive.html
  19. 19. Mixed Reality
  20. 20. Social Cognitive VirtualPhysical 5th World How do we cultivate innovation and innovators?
  21. 21. Imagine the games we can play…
  22. 22. Star Wars TIE FIGHTER for I-Phone
  23. 23. Transmedia
  24. 24. Global voices in mixed media
  25. 25. Expressing ideas without violence
  26. 26. Religions of the future are discussed
  27. 27. Implications
  28. 28. Transmedia Converging art and engineering design tools.
  29. 29. Big Sesh Studios Austin, TX
  30. 30. Matt Stubbingtion Game Artist Austin, TX
  31. 31. BigSesh Studios, Austin, TX
  32. 32. $7.5 million project that immerses students in the hectic environment of a hospital's intensive care unit and places them in a first-person role as a health-care professional. Funded by the U.S. Office of Naval Research, Pulse!! is being developed by Texas A&M-Corpus Christi, which in turn hired Hunt Valley (Md.)-based BreakAway to produce and design the platform. – Business Week http://www.businessweek.com/innovate/content/apr2006/id20060410_051875.htm MS&GModeling, Simulation & Gaming (MS&G)
  33. 33. Big Sesh Studios Austin, TX
  34. 34. Engineering Design: Georgia-Michigan Dassault Systems
  35. 35. Colleges should consider the experience of the MOVES (Modeling, Virtual Environments, and Simulation) Institute and other related game programs: “…people sought [for game design, programming, and modeling] are not just engineers and computer scientists. They are programmers and content developers with crossdisciplinary skills. Such skills enhance the quality of virtual world development and the implementation of such cutting-edge technologies. [...] “Computer Science alone was not sufficient to build our future modeling and simulation systems.” (Zyda)
  36. 36. Technology Engineering MathematicsScience ARTS How do we cultivate innovation and innovators?
  37. 37. Forecasting.TSTC.edu
  38. 38. What do you think of when I say?
  39. 39. Video Game
  40. 40. Your body controls the computer
  41. 41. Thisisarobot
  42. 42. Or, is the computer controlling us? Who is controlling whom?
  43. 43. Marriage of Visual Fidelity, Procedural Fidelity & Mixed Reality
  44. 44. MS Flight Simulator 10
  45. 45. Procedural Fidelity
  46. 46. Mixed Reality
  47. 47. Fail-Safe
  48. 48. Marriage of Real World Systems, Simulation, Ed Tech and Assessment
  49. 49. Digital Warrior & Joe Medic 2004-2006
  50. 50. DMC Lab Project: Medical Leadership Trainer - Scenario Authoring Engine “Joe Medic” UT Austin DMC and Fort Sam Houston AMED NCO Academy
  51. 51. Brigade / Battalion DARPA Command Post of the Future Brigade / Battalion Corp/Division Corp/Division JTF/JFLCC
  52. 52. 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 (Brazell, et al., Digital Warrior, Fort Hood Battle Command Training Center, University XXI, 2004).
  53. 53. Improved Target Acquisition System Trainer
  54. 54. Forward Observer
  55. 55. Nuclear, Biological, Chemical Reconnaissance Vehicle
  56. 56. Action-Reaction-Feedback-Adaptation
  57. 57. Games for… Games for Health Transmedia Games for Change Learning Games
  58. 58. Enables training for lessons that are too dangerous, costly or difficult to recreate in the real world.
  59. 59. Mass Casualty Triage Rapid physical assessment of key physiologic conditions Provides objective & systematic method for determining patient acuity Simulation-Based Triage Training, Games for Health: Mass Casualty Care Panel , RTI International
  60. 60. Simulation-Based Triage Training, Games for Health: Mass Casualty Care Panel , RTI International
  61. 61. Simulation-Based Triage Training, Games for Health: Mass Casualty Care Panel , RTI International
  62. 62. Simulation-Based Triage Training, Games for Health: Mass Casualty Care Panel , RTI International
  63. 63. 8-Jul-13
  64. 64. USC ISI and Tactical Language Training (ITSEC 2005)
  65. 65. Case study: Emergency Response Training, Pjotr van Schothorst VSTEP BV, Rotterdam, The Netherlands
  66. 66. $7.5 million project that immerses students in the hectic environment of a hospital's intensive care unit and places them in a first-person role as a health-care professional. Funded by the U.S. Office of Naval Research, Pulse!! is being developed by Texas A&M-Corpus Christi, which in turn hired Hunt Valley (Md.)-based BreakAway to produce and design the platform. –Business Week http://www.businessweek.com/innovate/content/apr2006/id20060410_051875.htm Pulse!!
  67. 67. New modes of human-machine interaction.
  68. 68. MindBall
  69. 69. Video games are leading us to new affective, cognitive and psychomotor domains of HSI…
  70. 70. 94 Demo! Randy Brown randy.brown@virtualheroes.com Virtual Heroes Inc. http://www.virtualheroes.com
  71. 71. 95 After Action Review (Real Time) Randy Brown randy.brown@virtualheroes.com Virtual Heroes Inc. http://www.virtualheroes.com
  72. 72. Emergence of next generation of e- learning.
  73. 73. http://thewe.cc/thewe_/images_5/-/child-labor/two-child-workers-eating-lunchi.jpe
  74. 74. seriousgames.dk
  75. 75. Teaching form Teacher talks Play Game Plenum Group discussions § Read topic overview § Overview of theme § Explore perspectives § Experience issues § Discuss experiences § Write article § Debriefing § Evaluation How to use the series § Teacher manual § Topic overview § Other curriculum § Mission sheets § Work sheets § Online resources Serious Games Interactive | www.seriousgames.dk | info@seriousgames.dk
  76. 76. Different rooms for learning styles Group work Reflective observation Active experimentation GC: Palestine Lecture Abstract concepts Concrete experiences •  Kolb’s cycle covered with different teaching forms in the course. •  The teacher is crucial to facilitate a full learning experience. Pedagogy
  77. 77. 3D Square and LITE, Arts, STEM & IT Digital Workforce Initiative, Lafayette, Louisiana
  78. 78. 3D Square Arts, STEM & IT Digital Workforce Initiative, Lafayette, Louisiana
  79. 79. 3D Square and LITE, Arts, STEM & IT Digital Workforce Initiative, Lafayette, Louisiana
  80. 80. 3D Square and LITE where STEM intersects with the ARTS and Research, Development & Commercialization (RD&C)
  81. 81. LITE http://www.lite3d.com/ Modeling, Simulation, Gaming and Training (MSG&T): Science, Engineering, Medicine, Defense, Aerospace, Health, Arts, Energy
  82. 82. LITE http://www.lite3d.com/ Modeling, Simulation, Gaming and Training (MSG&T): Science, Engineering, Medicine, Defense, Aerospace, Health, Arts, Energy
  83. 83. LITE http://www.lite3d.com/ Modeling, Simulation, Gaming and Training (MSG&T): Science, Engineering, Medicine, Defense, Aerospace, Health, Arts, Energy
  84. 84. LITE http://www.lite3d.com/ Modeling, Simulation, Gaming and Training (MSG&T): Science, Engineering, Medicine, Defense, Aerospace, Health, Arts, Energy
  85. 85. matecnetworks.org
  86. 86. What do you think of when I say?
  87. 87. Silicon Valley
  88. 88. Silicon Valley Do you think about the arts?
  89. 89. NEURO CHEM BIOIT Convergence Technopoleis ART “DESIGN”
  90. 90. STEM, IT, Arts Integration Leaders US Digital Convergence Centers •  New York City •  Washington DC MSA •  Central Florida •  San Francisco/Silicon Valley •  Los Angeles •  San Diego MSA •  Phoenix •  Denver •  Las Vegas •  Austin-San Antonio- Waco Global Digital Convergence Centers •  South Korea •  Finland •  China •  Taiwan •  Sweden •  Denmark •  Germany •  UK •  Israel •  Malaysia •  Japan Evans, Eliza, Michael Sekora, Alexander Cavalli, Kinman Chan, Jeeyoung Heo Kenneth Kan, Yue Kuang, Prakash Mohandas, Xiaoxiang Zhang, and Jim Brazell. Digital Convergence Initiative: Creating Sustainable Competitive Advantage in Texas. San Marcos, Texas: Greater Austin- San Antonio Corridor Council, 2005. Full Report: http://www.dcitexas.org/DCI_report.pdf
  91. 91. AI & Visualization Microelectronics & Instrumentation Biotech- Health- Medical Telecom- Optics- Photonics Art- New Media- Design Semiconductors Finland DCI MST&G
  92. 92. Today, Finland’s progressive strategy includes: multi- disciplinary and multi-industry collaboration to integrate nano science-, bio science-, information science- and cognitive science-based research and development ( Tieke, 2005, p.9); converging design, art and science in the contexts of education and human development (Tahkokallio and Koivusilta, 2004, p.1); national R&D policy and urban-rural development establishing connected regional centers of innovation; partnering with global high tech markets and industries (Embassy of Switzerland, Beijing, 2005, p.12); and leading the world in “Public-Private Partnership” (with efforts dating back to the year of their independence, 1917) (Tieke, 2005, p. 12-15).
  93. 93. Aerospace, Defense & Security Electronics & Telecom Broadcast Equipment Optics/ Photonics New Media/ Animation Semiconductors South Korea DCI MST&G
  94. 94. transitioning from a manufacturing to an innovation economy http://mit.edu/cre/research/ncc/ proceedings/ncc-casestudies.pdf
  95. 95. http://www.flickr.com/photos/rosrusspix/3537368960/sizes/o/in/photostream/
  96. 96. Aerospace, Defense & Security Electronics & Telecom Medical Tech-Life Science Optics/ Photonics Edtech & MS&T Film/ New Media Central Florida DCI MST&G
  97. 97. Florida’sFlorida’s Digital Media Industry -- More Than 10,000 Company Locations www.DMAFlorida.org  
  98. 98. “techCAMP” Introduces CFL Teachers to Simulation Industry Tuesday, 11 December 2007 Through presentations from academic, industrial and military simulation experts, 43 teachers were introduced to the world of simulation and its related technologies. As part of the program, the teachers visited the Interservice/Industry Training, Simulation & Education Conference at the Orange County Convention Center, were given physics simulation software to use in their classrooms, and had the opportunity to experience hands-on lessons about the Modeling, Simulation & Training (MS&T) industry. Program arms educators with tools to interest students in high tech careers http://www.simulationinformation.com/cms/index2.php?option=com_content&do_pdf=1&id=957
  99. 99. Ocoee Demonstration Middle School
  100. 100. Orlando Tech – High School Program
  101. 101. Orlando Tech – High School Program
  102. 102. Orlando FIEA University Program
  103. 103. Aerospace, Defense & Security Electronics & Telecom Medical Tech-Life Science Optics/ Photonics Edtech & MS&T Film/ New Media San Diego County DCI MST&G
  104. 104. First Flight 3 of 6 Dave Kenny
  105. 105. Aerospace, Defense & Security Electronics & Telecom Medical Tech-Life Science Optics/ Photonics Edtech & MS&T Instrumentation DC MSA GAMES military-industrial-academic-life science-entertainment spurred by
  106. 106. http://www.marylandpublicschools.org/NR/rdonlyres/E4BE30EF-C723-4A04-9D6E-DFDBEF67DE7F/18555/CTEBook101509.pdf “In Simulation and Gaming students advance their understanding and skill level in computer game design and interactive programming.”
  107. 107. http://www.google.com/url?sa=t&source=web&ct=res&cd=4&ved=0CA4QFjAD&url=http%3A%2F%2Fmarylandpublicschools.org%2FNR%2Frdonlyres%2FF8A34712- B21E-4DC2-A186-9144565375F2%2F18653%2FInteractiveMediaProduction1.doc&ei=Un-JS-q-BM-UtgfE2q3qBA&usg=AFQjCNFQAC-ugwuadBCFC85DDoJsxmRIzA
  108. 108. Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth. Gaming: A Technology Forecast, Implications for Texas Community and Technical Colleges Austin, Texas: Texas State Technical College System and IC2 Institute, University of Texas Austin, 2004. ISBN 0978677358 Table of Contents: http://www.system.tstc.edu/forecasting/reports/dgames.asp
  109. 109. Tools for Schools
  110. 110. ALICE.org
  111. 111. cs2n.org
  112. 112. http://www-01.ibm.com/software/solutions/soa/innov8/cityone/index.html
  113. 113. scratch.mit.edu
  114. 114. http://www.koducup.us
  115. 115. ©numedeon,inc.2004" SPACE STATION
  116. 116. Whyville.net
  117. 117. How many degrees do you have built around this?
  118. 118. $7.5 million project that immerses students in the hectic environment of a hospital's intensive care unit and places them in a first-person role as a health-care professional. Funded by the U.S. Office of Naval Research, Pulse!! is being developed by Texas A&M-Corpus Christi, which in turn hired Hunt Valley (Md.)-based BreakAway to produce and design the platform. –Business Week http://www.businessweek.com/innovate/content/apr2006/id20060410_051875.htm Pulse!!
  119. 119. Technologies Job Skills Communities
  120. 120. Learning, problem solving and production in one act resulting in creation of new knowledge, processes, systems, and language. Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth. Gaming: A Technology Forecast, Implications for Texas Community and Technical Colleges Austin, Texas: Texas State Technical College System and IC2 Institute, University of Texas Austin, 2004. ISBN 0978677358 Table of Contents: http://www.system.tstc.edu/forecasting/reports/dgames.asp
  121. 121. Technology Engineering MathematicsScience ARTS How do we cultivate innovation and innovators?
  122. 122. 21st Century Renaissance The STEM+ARTS Movement How the future works today. STEMtech, Indianapolis, IN October 5, 2011 JIM BRAZELL jimbrazell@ventureramp.com

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