US TEAMS Economic
Development, S&T R&D,
Workforce and Education
Strategy for STEM, IT and
Arts, A/V Technology and
Communi...
October
4, 1957
S&T
Demography
Our Sputnik
Diversity
Innovation
Globalization
Integration
“If the U.S. is to maintain its economic
leadership and compete in the new global
economy, the nation must prepare today’s...
China
Percentage of the population scoring at IALS literacy level 3
or higher on the document scale, 1994-95
53
56
62
66666767
7...
Why Games and
MS&T?
Modeling, Simulation,
Training & Games (MST&G)
http://www.uwsp.edu/news/photos/Classroom.jpghttp://www.eva-eu.org/images/classroom.jpg
NECC
2004
U.S. education market is...
Millennial Classroom
21st Century Digital Teacher
Digital Natives
Digital Immigrants
3D Square and
LITE where STEM
intersects with the
ARTS and
Research,
Development &
Commercialization
(RD&C)
LITE
http://www.lite3d.com/
Modeling, Simulation, Gaming and Training (MSG&T): Science,
Engineering, Medicine, Defense, Ae...
LITE
http://www.lite3d.com/
Modeling, Simulation, Gaming and Training (MSG&T): Science,
Engineering, Medicine, Defense, Ae...
LITE
http://www.lite3d.com/
Modeling, Simulation, Gaming and Training (MSG&T): Science,
Engineering, Medicine, Defense, Ae...
LITE
http://www.lite3d.com/
Modeling, Simulation, Gaming and Training (MSG&T): Science,
Engineering, Medicine, Defense, Ae...
Math Engineering
TechScience
ARTS
MSG&T
LITE is one of the world's
leading 3D immersive
visualization and high-
performance computing resource
centers hosting cli...
21st Century Learning Capability
3D Square and LITE, Arts, STEM & IT Digital
Workforce Initiative, Lafayette, Louisiana
3D Square Arts, STEM & IT Digital Workforce
Initiative, Lafayette, Louisiana
3D Square and LITE, Arts, STEM & IT Digital
Workforce Initiative, Lafayette, Louisiana
Math Engineering
TechScience
What are they
learning?
?
Math Engineering
TechScience
TEAMS
What are they
learning?
Game
Builders
Big Sesh Studios
Austin, TX
defenselink.mil/news/Jul2004/n07272004_2004072705.html
Engineering
Design
Engineering Design:
Georgia-Michigan-Texas
Dassault Systems
$7.5 million project that immerses students in the hectic environment of a hospital's intensive
care unit and places them ...
©numedeon,inc.2004
Virtual Worlds
E-Learning
WHYville.net
Scientist
Engineer
Technologist
Technician
Artist
Architect
Industrial
Designer
Electronic
Artist
http://www.philisoft.com/personal/misc/davinci/davinci-1600x1200.jpg
Innovation is a function of moving
beyond the disciplines, solving real
world problems and integrating
theory and applied ...
Games?
Global STEM, IT & Arts, A/V Technology and Communications Clusters
National CTE Transformation Leadership Strategie...
http://www.wheels.org/spacewar/
First Joy
Stick
First Winner,
Intergalactic
Spacewar
Olympics
Stephen "Slug" Russell at
MI...
http://www.pong-story.com/odyssey.htm#P1
1972
“Ready or not, computers are
coming to the people.”
Stewart Brand, Rolling S...
“The
medium is
the
message”
What is the
Message?
Vienna University of Technology
Players operate track switches and adjusting the speed of virtual trains to prevent
virtua...
Vienna University of Technology
Players operate track switches and adjusting the speed of virtual trains to prevent
virtua...
http://geeklit.blogspot.com/2007_03_01_archive.html
Nokia Research Center,
Helsinki Finland in MIT
Technology Review
NOKIA
Through mixing
realities, research is
expanding the potential
of embedded training
in the field and in
battle labs to prov...
Games
represent the
emergence of
new realities…
First Person & Fidelity
Evolution of Human
Computer Interaction
Improved Target Acquisition System Trainer
First Person &
Fidelity
First Person & Fidelity
A new relationship
between humans
and machines.
MindBall
Video games are
leading us to new
affective, cognitive
and psychomotor
domains of HSI…
66
Demo!
Randy Brown
randy.brown@virtualheroes.com
Virtual Heroes Inc.
http://www.virtualheroes.com
67
After Action Review (Real
Time)
Randy Brown
randy.brown@virtualheroes.com
Virtual Heroes Inc.
http://www.virtualheroes....
Diffusion of
Technology Arts, STEM and IT
cross cluster strategy.
Defense, Homeland Security, Education,
Health, Manufactu...
Games and game
technologies are
migrating across
domains beyond
entertainment.
Games
for…
Games for
Health
Serious Games
Games for
Change
Learning
Games
$7.5 million project that immerses students in the hectic environment of a hospital's intensive
care unit and places them ...
USC ISI and Tactical Language Training
(ITSEC 2005)
Case study: Emergency Response Training,
Pjotr van Schothorst
VSTEP BV, Rotterdam, The Netherlands
Simulation-Based Triage Training, Games for Health: Mass
Casualty Care Panel , RTI International
Simulation-Based Triage Training, Games for Health: Mass
Casualty Care Panel , RTI International
http://www.hopelab.org/remission.htm
seriousgames.dk
Whyville.net
a Pasadena, CA and San Antonio, TX Based Company
Game-based
simulations are the
new e-learning
paradigm.
Source: Brazell, IC2 Institute, 2004
Yang Cai, Ingo Snel, Betty Chenga, Suman Bharathi,
Clementine Klein d, Judith Klein-S...
Educational
institutions need to
transform
organizational
systems and
instructional
practices to take
greater advantage of...
29-Mar-14
Games?
STEM, IT & Arts, A/V Technology and Communications Clusters
National CTE Transformation Leadership Strategies
Model...
US Arts, A/V
Technology and
Communications
The Current and Potential Economic
and Fiscal Impacts of Texas’ Moving
Media Industry, 12.1.2008,
Prepared for
Texas Compt...
The Current and Potential Economic
and Fiscal Impacts of Texas’ Moving
Media Industry, 12.1.2008,
Prepared for
Texas Compt...
http://www.window.state.tx.us/specialrpt/mmedia/
The Current and Potential Economic and Fiscal Impacts of Texas’ Moving Me...
Global “Emerging” Leaders:
Arts, STEM and IT
City-State-Region-Country
Networks
Engineering Mathematic
TechnologyScience
Digital Convergence
Technopolei
Arts
Digital Convergence Leaders
US Digital Convergence
Centers
• New York City
• Washington DC MSA
• Central Florida
• San Fra...
Brazell, Adapted from NSFNEURO CHEM
BIOINFO
Science & Technology
Convergence
Technopolei
Arts
STEM, IT, Arts Integration Leaders
US Digital Convergence
Centers
• New York City
• Washington DC MSA
• Central Florida
• ...
Structure of Digital Convergence Technologies
Scientific Research map for STEM, IT and Arts Integration
Dr. Mike Sekora an...
Aerospace,
Defense &
Security
Electronics
&
Telecom
Medical
Tech-Life
Science
Optics/
Photonics
Edtech &
MS&T
Film/
New Me...
FOR IMMEDIATE RELEASE MARCH 2, 2009
CONTACT: GOVERNOR’S OFFICE OF FILM &
ENTERTAINMENT (850) 410-4765
Study Shows $29.2 Bi...
Source: The Film and Entertainment Industry in Florida Part II ‐ Statewide Economic and Fiscal
Impact, Sep 29, 2008, Haas ...
Source: The Film and Entertainment Industry in Florida Part II ‐ Statewide Economic and Fiscal
Impact, Sep 29, 2008, Haas ...
Aerospace,
Defense &
Security
Electronics
&
Telecom
Medical
Tech-Life
Science
Optics/
Photonics
Edtech &
MS&T
Film/
New Me...
RD&C
Art CHEM BIO INFO NEURO
Calit2
First Flight 3 of 6
Dave Kenny
Aerospace,
Defense &
Security
Electronics
&
Telecom
Medical
Tech-Life
Science
Optics/
Photonics
Edtech &
MS&T
Instrumentat...
K-16/Adult Career Development:
A Systematic Process for Educating the
Workforce of the 21st Century
Katharine M. Oliver
Ma...
AI
&
Visualization
Microelectronics
&
Instrumentation
Biotech-
Health-
Medical
Telecom-
Optics-
Photonics
Art-
New Media-
...
Today, Finland’s progressive strategy includes:
multi-disciplinary and multi-industry collaboration to
integrate nano scie...
Aerospace,
Defense &
Security
Electronics
&
Telecom
Broadcast
Equipment
Optics/
Photonics
New Media/
Animation
Semiconduct...
transitioning from a manufacturing to
an innovation economy
http://mit.edu/cre/research/ncc/proceedings/ncc-casestudies.pdf
e-Korea Vision 2006 also set the
following basic directions:
· From Quantitative Expansion to
Qualitative Accomplishments ...
INFO UP
BIO
NANO
COGNO
SCIENCE
ARTS
“Roughly 100
million jobs…
cross-disciplinary fields.”
NII, Business Week, 10.11.2004
...
First Aero
Squadron, Old #
1
1910
• 1910 First military man to
teach himself to fly
• Only person to ever learn
to fly by ...
SwRI, Training, Simulation
and Performance
Improvement
AETC Holodeck
Northrop
Grumman
2005
Star Film Ranch
1910 Georges Méliès
"Viaje a la luna"
Star Wars: Episode 2, Harry
Potter and the Prisoner of
Azkaban, Lord of the Rings,
The Passion of the Christ,
Spider-Man 2...
Future Work Queue – July 2009: Science, Technology and
Knowledge Networks – long term growth strategies to face the
financ...
July 2009 July 2009
The role of the arts in
innovation across
STEM, IT and Arts,
A/V Technology and
Communications
Cluster...
Dr. David Gibson, IC2 Institute, University Technology
Enterprise Network
Games?
Global STEM, IT & Arts, A/V Technology and Communications Clusters
National CTE Transformation Leadership Strategie...
California
“The line separating CTE and academics must be erased.”
Key Messages
• Career Education will be a primary feature of a
transformed high school system.
• The line separating CTE a...
Shell Test Track
1,000 MPG eq. Fuel Cell Car
“Like many school systems, Maryland's Charles County Public Schools had
different tracks for high school students who were...
K-16/Adult Career Development:
A Systematic Process for Educating the
Workforce of the 21st Century
Katharine M. Oliver
Ma...
Skills From: To:
Management Functions Centralized
Separated
Decentralized
Shared
Professional/Technical
Knowledge
Centrali...
Equipped For the Future (EFF)
Standards for Adult Learning
K-16/Adult Career Development:
A Systematic Process for Educati...
Orlando and Central FL High Tech
Corridor Model and Emerging FL
State Model: Arts, STEM & IT
153
Today’s Students, Tomorrow’s Workforce
Enterprise Florida Targeted Sectors for Economic Development
Life Sciences
• Nu...
“techCAMP” Introduces CFL Teachers to
Simulation Industry
Tuesday, 11 December 2007
Through presentations from academic, i...
Ocoee Demonstration Middle School
Orlando Tech – High School Program
Orlando Tech – High School Program
Orlando Tech – High School Program
Orlando FIEA University Program
NYC:Next Generation CTE
The challenges for CTE in New York City schools include:
Tradition and negative perception in the City;
Uneven performan...
Games?
Global STEM, IT & Arts, A/V Technology and Communications Clusters
National CTE Transformation Leadership Strategie...
http://www.uwsp.edu/news/photos/Classroom.jpghttp://www.eva-eu.org/images/classroom.jpg
NECC
2004
U.S. education market is...
Indian River State College:
Transdiscplinary Action
CTE-Academic-Arts Integration
Indian River State
College Current and
Emerging Pattern
Languages
Entrepreneurship, Innovation & Leadership
Humanities-Law...
Indian River State
College Current and
Emerging Pattern
Languages
Theory
Action
Real world
tools,
environments,
systems &
...
Indian River State
College Current and
Emerging Pattern
Languages
Theory
Action
Real world tools,
environments,
systems &
...
Engineering
Science
Arts
Mathematics
Humanities
Technology
Indian River State
College Current and
Emerging Pattern
Languag...
Humanities
• Literature
• Philosophy
• Economics
• History
• Sociology
Why are we here? What is the human
condition? How d...
Asimov’s Last Question
Humanities &
Sciences
Cultural &
Technical Arts
Indian River State
College Current and
Emerging Pattern
Languages
Act 3 – ...
Indian River State
College Current and
Emerging Pattern
Languages
Research Cove at Treasure Coast FL : Entrepreneurship,
E...
Indian River State
College Current &
Emerging Pattern
Languages
P-20 Integration: Networking the
Points and Institutional ...
Denton ISD, Texas: High School
Advanced Technology Hub Serving
5 high Schools
Outcomes* - CTE is defined as Texas CTE 2 and 3. Non-CTE is defined as CTE 0 and 1.
Outcomes* - CTE is defined as Texas CTE 2 and 3. Non-CTE is defined as CTE 0 and 1.
Outcomes* - CTE is defined as Texas CTE 2 and 3. Non-CTE is defined as CTE 0 and 1.
Technology
Engineering
Arts (Liberal & Fine)
Mathematics
Science
TEAMS Model Schools
Systems of Systems
• High degree of faculty interaction across disciplines and
grades (systems)
• Inte...
Pre Architecture
Pre Med
Pre Law
Pre Engineering
Welding Tech
CISCO Network Tech
CSI & Crime Scene Tech
911 and Emergency Operations
Arts, A/V Tech &
Communications
Arts, A/V Tech &
Communications
MarylandModel State Outcomes
Outcomes** - Note Maryland consider only coherent sequence CTE students as CTE as opposed to ...
Maryland Classroom: CTE: Educating Tomorrow’s
Workforce Today, April 2008
Maryland Classroom: CTE: Educating
Tomorrow’s Workforce Today, April 2008
Maryland Classroom: CTE: Educating Tomorrow’s
Workforce Today, April 2008
Maryland Classroom: CTE: Educating
Tomorrow’s Workforce Today, April 2008
“…newer programs like Pre-
engineering, Biomedical Sciences,
Manufacturing Engineering
Technologies, and Homeland
Security...
Homeland Security and Emergency Preparedness
Geospatial Application Project
Advanced Skill-Based Training for
Geographic I...
Governor
Rick Perry
Texas
Competitiveness
Council and
Industry Cluster
Initiative
National
Indicators
Growing evidence shows that pathways
hold promise for reducing high school
dropout rates, increasing academic
achievement ...
“Those who complete both a strong
academic curriculum and a vocational
program of study (dual concentrators) may
have bett...
Games?
Global STEM, IT & Arts, A/V Technology and Communications Clusters
National CTE Transformation Leadership Strategie...
Economic Development, Workforce
and Education Strategy:
TEAMS Gateway Strategy
STEM, IT & Arts,
A/V Technology and Communi...
Modeling, Simulation,
Games, & Training is the
Gateway
Todd Burgassani
National STEM GAMES Grand Challenge
STEM, IT & Arts Position
Todd Burgassani
National STEM GAMES Grand Challenge
3D Square and
LITE where STEM
intersects with the
ARTS and
Research,
Development &
Commercialization
(RD&C)
Training
$7.5 million project that immerses students in the hectic environment of a hospital's intensive
care unit and places them ...
Engineering Design:
Georgia-Michigan-Texas
Dassault Systems
Big Sesh Studios
Austin, TX
defenselink.mil/news/Jul2004/n07272004_2004072705.html
Engineering
Design
©numedeon,inc.2004
SPACE STATION
E-Learning
Games for play
Video Game Shift
MSG&T systems,
processes and knowledge
driving 21st Century
invention, design, concept,
en...
Economic Development, Workforce
and Education Strategy:
TEAMS Gateway Strategy
Understanding jobs in the game
industry
Forecasting.TSTC.edu
Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth.
Gaming: A Technology Forecas...
Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth.
Gaming: A Technology Forecas...
Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth.
Gaming: A Technology Forecas...
Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth.
Gaming: A Technology Forecas...
Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth.
Gaming: A Technology Forecas...
VIDEO GAME BUILDER KSAO
• Integrate artistic design and problem solving with STEM
disciplines
• Design Object-Oriented sys...
Arts, A/V Tech and Communications NAICS Employers
334612 Prerecorded CD (except software), tape, & record reproducing
5121...
Arts, A/V Tech and Communications NAICS Employers
334612 Prerecorded CD (except software), tape, & record reproducing
5121...
PLUS STEM & IT Cross Over
Economic Development, Workforce
and Education Strategy:
TEAMS Gateway Strategy
Understanding the culture of
innovation in ...
Forecasting.TSTC.edu
Self Organized Innovation Networks –
Cross appropriation of game
technology to other human endeavors.
Source: Brazell, Jim...
Creation of
new
knowledge,
processes,
systems,
and
languages.
Game Building is Transdisciplinary
Source: Brazell, Jim, Nic...
Applied
Learning
Real world or
simulated
problems and
opportunities
Theoretical
Knowledge
Transdisciplinarity
Beyond the d...
Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth.
Gaming: A Technology Forecas...
Dr. David Thornburg, Center for Professional
Development
Dr. David Thornburg, Center for Professional
Development and Jim Brazell, VentureRAMP, Inc.
DIGITAL ARTS
Learning,
problem solving
and production
in one act
resulting in
creation of new
knowledge,
processes,
systems, and
langua...
Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth.
Gaming: A Technology Forecas...
Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth.
Gaming: A Technology Forecas...
Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth.
Gaming: A Technology Forecas...
Specialized
Knowledge &
Skills
Systems
Knowledge &
Skills
Next Gen Jobs
Economic Development, Workforce
and Education Strategy:
TEAMS Gateway Strategy
“Head end” pipeline strategy for
growing P-...
Math Engineering
TechScience
TEAMS
Math Engineering
TechScience
ARTS
Math Engineering
TechScience
TEAMS
http://www.philisoft.com/personal/misc/davinci/davinci-1600x1200.jpg
Da Vinci Minds
Gaming Robotics
Liberal Arts
IT-ART
University
Mechatronics-ENG
K-12 Informal
Feeders
CTC
K-12 Formal
Pathways
TEAMS
Economic Development, Workforce
and Education Strategy:
TEAMS Gateway Strategy
Move robots from informal to formal
educati...
Robot Math Systems
Donna McKethan
WISD, TSTC & Baylor
Post Algebra II
Georgia-Detroit-Texas
Digital Engineering Program
using $500,000 per seat
M&S Tools
280
DASSAULT SYSTEMES –
DELMIA USER CONFERENCE –
Oct – Nov 2007
Product
Development
Process Planning
Manufacturing Concept...
Girls?And Young
Women
ACCD San Antonio, TX
ACCD San Antonio, TX
Space Teams
ACCD San Antonio, TX
ACCD San Antonio, TX
Space Teams
ACCD, San Antonio, TX
Space Teams
Champions 2 Years in a Row!
ACCD, San Antonio, TX
SpaceTeams
Economic Development, Workforce
and Education Strategy:
TEAMS Gateway Strategy
Start MSG&T game programs in both
informal ...
Females Males
Designer/Decorator Professional athlete
Doctor Video Game Designer
Cosmetologist Business Owner
Lawyer Engin...
This study was funded by the State Farm
Companies Foundation and by Dr. George
Kozmetsky (1917-2003), founder of the IC²
I...
Boys?And
Young
Men
Game Camp
What are they learning?
Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth.
Gami...
What do you want to be when you graduate college?
22
48
0
10
20
30
40
50
60
Graduate HS Graduate CC or TC Graduate University
Plans for education
Computer Science 20
Video ...
What do you want to be when you graduate college?
A Judge.
Girls?Anime (art and storytelling),
social games and girl game
camps are a key to attracting
girls to Arts, STEM and IT
3D Square and LITE, Arts, STEM & IT Digital
Workforce Initiative, Lafayette, Louisiana
Whyville.net
a Pasadena, CA and San Antonio, TX Based Company
The other unique thing about Whyville is its popularity. There are over
90,000 registered users at the site (not counting ...
©numedeon,inc.2004
SPACE STATION
Economic Development, Workforce
and Education Strategy:
TEAMS Gateway Strategy
Use history as a platform for arts, STEM an...
San Antonio 2010
100 Years of Innovation
Texas
BUS TOUR
Students
designing
the future and
learning past and
current history
Artist - Carlos Lucio, University of the
Incarnate; Art Director - Adam Watkins,
University of the Incarnate Word
Concept ...
Economic Development, Workforce
and Education Strategy:
Stand up systemic CTE-academic-arts
integration project to be a
Hi...
Dentonxt
Generation
Learning
http://www.howard.k12.md.us/cte/programs/a
cademies/documents/TeacherAcad.pdf
Economic Development, Workforce
and Education Strategy:
TEAMS Gateway Strategy
Marketing, awareness and perception
shiftin...
California
Best Practice CTE Marketing
CTE-College
bound, life-long
and medium to
high value
CTE-Not for college
bound students,
terminal and low
value
CTE Posit...
Best Practice: Game-based
Career Simulation
Texas
Whyville
Planeworks
Games?
Global STEM, IT & Arts, A/V Technology and Communications Clusters
National CTE Transformation Leadership Strategie...
October
4, 1957
My last story for you. A story of courage…
I do not know how to do that, but I can
figure it out. Give me a minute.
My last story for you. A story of courage…
“Nobelist
Herbert A.
Simon has
written that the
availability of
technologies to
youth is its own
instructor.”
Dr. George K...
The Future is Here
US TEAMS Economic
Development, Workforce and
Education Strategy for STEM,
IT and Arts, A/V Technology
and Communications C...
Jim Brazell’s speech, research and consulting experience include shaping
community competitiveness, developing educational...
Vanston, John H., Henry Elliott, James Irwin, Jim Brazell, and Michael Bettersworth.
Mechatronics Forecast: Implications f...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communi...
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US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communications Clusters, October 20, 2009, White House, OSTP, PCAST, Public Comments.

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SIGN BRAZELL's PETITION TO RE-ESTABLISH CTE-TECH-PREP-RPOS FUNDING OF $100M to $380M, IN THE PROPOSED 2015 STEM BUDGET CAPTURED BY OSTP, RELEGATING CTE TO THE FRINGE OF ED REFORM

https://petitions.whitehouse.gov/petition/re-establish-discreet-tech-prep-budget-amount-100m-380m-ostp-stem-budget-38b/y6MQQFLz

MARCH 29, 2014, SAN ANTONIO, TX: A SPUTNIK MOMENT FOR U.S. STEM. EDUCATION AND WHITE HOUSE OFFICE OF SCIENCE AND TECHNOLOGY POLICY - Robin hood movement seeks equity and adequacy in funding from White house for CTE-TECH PREP Rigorous Programs of Study (R-POS) for the Nation’s P-20 education students & adults from White House.

At issue, contrary to OSTP’s Open Government Plan, public comments and specifically supporting enclosures related to the role of Career and Technical Education (formally, vocational education) in science, technology, engineering, and mathematics (STEM) were ignored and not appropriately incorporated into the public record by the White House Office of Science and Technology Policy (OSTP), President’s Council of Advisors on Science and Technology (PCAST). Although delivered as parcel to the OSTP call for public comments, RE: PCAST STEM Meeting 10.22-23, 2009, Two Minute Public Comment Letter, the following items submitted by Brazell, et. al., were not included by OSTP-PCAST in the public record:

1) Co-author’s were redacted from the letter sent to PCAST;
2) The white paper delivered in the same document as the three minute testimony letter was redacted, while other’s giving testimony reflect their white papers and related research references in the PCAST public record;
3) 570 pages of powerpoint slides including research on select TECH PREP model CTE programs were not appropriately submitted to the public record including a) From STEM to TEAMS a US educational innovation strategy which unifies the houses of academia, vocational learning and the arts and b) US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communications Clusters; and,
4) Jim white paper is not reflected in the record, What is next long term growth strategy to face the financial crisis? Transdisciplinary places, industries, technologies, work and education.

The public record includes letters submitted to PCAST including Jim’s redacted response. By comparison, Jim’s original letter includes a list of supporters and editors, a draft white paper written for the committee in one (1) week with academic references, and the items above referenced within the Public Comments submitted to PCAST.

Full Explanation: https://dl.dropboxusercontent.com/u/32034593/Sputnik_Moment_OSTP_STEM_TECHPREP.docx

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US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communications Clusters, October 20, 2009, White House, OSTP, PCAST, Public Comments.

  1. 1. US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communications Clusters Jim Brazell, Jim.brazell@ventureramp.com
  2. 2. October 4, 1957
  3. 3. S&T Demography Our Sputnik Diversity Innovation Globalization Integration
  4. 4. “If the U.S. is to maintain its economic leadership and compete in the new global economy, the nation must prepare today’s K- 12 students better to be tomorrow’s productive workers and citizens. Changing workforce requirements mean that new workers will need ever more sophisticated skills in science, mathematics, engineering and technology ... http://www.nsf.gov/nsb/documents/2006/0502/testimony.pdf
  5. 5. China
  6. 6. Percentage of the population scoring at IALS literacy level 3 or higher on the document scale, 1994-95 53 56 62 66666767 7677 80 45 35 50 4547 49 58 52 4546 52 73 51 17 34 52 0 90 Sweden Netherlands Belgium Canada Switzerland (g) Switzerland (Fr) Germany Australia United Kingdom New Zealand Ireland United States Poland % 16-25 yrs of age 46-55 yrs of age Source: Centre for Educational Research and Innovation, Organization for Economic Cooperation and Development, Education at a Glance OECD Indicators 1998 U.S. Older Adults Have Stronger Skills Than Young Adults
  7. 7. Why Games and MS&T? Modeling, Simulation, Training & Games (MST&G)
  8. 8. http://www.uwsp.edu/news/photos/Classroom.jpghttp://www.eva-eu.org/images/classroom.jpg NECC 2004 U.S. education market is $750 billion (Credit Suisse First Boston, 2003). More money is spent in the United States on education than in any other industry with the exception of health care. Annual expenditures are more than Social Security and defense combined. (Glakas, National Council of Higher Education Loan Programs, 2003)
  9. 9. Millennial Classroom
  10. 10. 21st Century Digital Teacher
  11. 11. Digital Natives
  12. 12. Digital Immigrants
  13. 13. 3D Square and LITE where STEM intersects with the ARTS and Research, Development & Commercialization (RD&C)
  14. 14. LITE http://www.lite3d.com/ Modeling, Simulation, Gaming and Training (MSG&T): Science, Engineering, Medicine, Defense, Aerospace, Health, Arts, Energy
  15. 15. LITE http://www.lite3d.com/ Modeling, Simulation, Gaming and Training (MSG&T): Science, Engineering, Medicine, Defense, Aerospace, Health, Arts, Energy
  16. 16. LITE http://www.lite3d.com/ Modeling, Simulation, Gaming and Training (MSG&T): Science, Engineering, Medicine, Defense, Aerospace, Health, Arts, Energy
  17. 17. LITE http://www.lite3d.com/ Modeling, Simulation, Gaming and Training (MSG&T): Science, Engineering, Medicine, Defense, Aerospace, Health, Arts, Energy
  18. 18. Math Engineering TechScience ARTS MSG&T
  19. 19. LITE is one of the world's leading 3D immersive visualization and high- performance computing resource centers hosting clients in commercial industry, government, and university sectors. LITE features a comprehensive set of advanced visualization systems including the world's largest 3D immersive visualization theatre and one of the world's first six-sided digital 3D total immersive space (TIS) based on CAVE® technologies. LITE visualization, super computing and high speed networks enable MST&G capabilities to be applied across STEM disciplines and research areas while enabling critical next generation digital learning environments globally.
  20. 20. 21st Century Learning Capability
  21. 21. 3D Square and LITE, Arts, STEM & IT Digital Workforce Initiative, Lafayette, Louisiana
  22. 22. 3D Square Arts, STEM & IT Digital Workforce Initiative, Lafayette, Louisiana
  23. 23. 3D Square and LITE, Arts, STEM & IT Digital Workforce Initiative, Lafayette, Louisiana
  24. 24. Math Engineering TechScience What are they learning? ?
  25. 25. Math Engineering TechScience TEAMS What are they learning?
  26. 26. Game Builders
  27. 27. Big Sesh Studios Austin, TX defenselink.mil/news/Jul2004/n07272004_2004072705.html Engineering Design
  28. 28. Engineering Design: Georgia-Michigan-Texas Dassault Systems
  29. 29. $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)
  30. 30. ©numedeon,inc.2004 Virtual Worlds E-Learning WHYville.net
  31. 31. Scientist Engineer Technologist Technician Artist Architect Industrial Designer Electronic Artist
  32. 32. http://www.philisoft.com/personal/misc/davinci/davinci-1600x1200.jpg
  33. 33. Innovation is a function of moving beyond the disciplines, solving real world problems and integrating theory and applied techniques to create new knowledge, tools, processes, systems, environments, etc. In a word transdisciplinarity.
  34. 34. Games? Global STEM, IT & Arts, A/V Technology and Communications Clusters National CTE Transformation Leadership Strategies Model TEAMS Schools and Outcomes* Cluster Networking TEAMS Strategy for STEM, IT and Arts Clusters
  35. 35. http://www.wheels.org/spacewar/ First Joy Stick First Winner, Intergalactic Spacewar Olympics Stephen "Slug" Russell at MIT. Other major contributors include Peter Samson, Martin Graetz, Wayne Witanen, Alan Kotok and Dan Edwards. . DEC PDP-1 assembler http://www3.sympatico.ca/maury/games/space/spacewar.html 1962 1972
  36. 36. http://www.pong-story.com/odyssey.htm#P1 1972 “Ready or not, computers are coming to the people.” Stewart Brand, Rolling Stone December, 1972
  37. 37. “The medium is the message”
  38. 38. What is the Message?
  39. 39. 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
  40. 40. 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
  41. 41. http://geeklit.blogspot.com/2007_03_01_archive.html Nokia Research Center, Helsinki Finland in MIT Technology Review NOKIA
  42. 42. 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.
  43. 43. Games represent the emergence of new realities…
  44. 44. First Person & Fidelity
  45. 45. Evolution of Human Computer Interaction
  46. 46. Improved Target Acquisition System Trainer First Person & Fidelity
  47. 47. First Person & Fidelity
  48. 48. A new relationship between humans and machines.
  49. 49. MindBall
  50. 50. Video games are leading us to new affective, cognitive and psychomotor domains of HSI…
  51. 51. 66 Demo! Randy Brown randy.brown@virtualheroes.com Virtual Heroes Inc. http://www.virtualheroes.com
  52. 52. 67 After Action Review (Real Time) Randy Brown randy.brown@virtualheroes.com Virtual Heroes Inc. http://www.virtualheroes.com
  53. 53. Diffusion of Technology Arts, STEM and IT cross cluster strategy. Defense, Homeland Security, Education, Health, Manufacturing, Energy.
  54. 54. Games and game technologies are migrating across domains beyond entertainment.
  55. 55. Games for… Games for Health Serious Games Games for Change Learning Games
  56. 56. $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/innovat Pulse!!
  57. 57. USC ISI and Tactical Language Training (ITSEC 2005)
  58. 58. Case study: Emergency Response Training, Pjotr van Schothorst VSTEP BV, Rotterdam, The Netherlands
  59. 59. 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. http://www.hopelab.org/remission.htm
  62. 62. seriousgames.dk
  63. 63. Whyville.net a Pasadena, CA and San Antonio, TX Based Company
  64. 64. Game-based simulations are the new e-learning paradigm.
  65. 65. 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.ed BIOSIM 1.0
  66. 66. Educational institutions need to transform organizational systems and instructional practices to take greater advantage of new technology, including educational games.
  67. 67. 29-Mar-14
  68. 68. Games? STEM, IT & Arts, A/V Technology and Communications Clusters National CTE Transformation Leadership Strategies Model TEAMS Schools and Outcomes* Cluster Networking TEAMS Strategy for STEM, IT and Arts Clusters
  69. 69. US Arts, A/V Technology and Communications
  70. 70. The Current and Potential Economic and Fiscal Impacts of Texas’ Moving Media Industry, 12.1.2008, Prepared for Texas Comptroller of Public Accounts, Prepared by Bernard L. Weinstein, Ph.D., Terry L. Clower, Ph.D., Michael Seman, M.S, Center for Economic Development and Research University of North Texas http://www.window.state.tx.us/specialrpt/mmedia/96-1357_Media_Industry.pdf
  71. 71. The Current and Potential Economic and Fiscal Impacts of Texas’ Moving Media Industry, 12.1.2008, Prepared for Texas Comptroller of Public Accounts, Prepared by Bernard L. Weinstein, Ph.D., Terry L. Clower, Ph.D., Michael Seman, M.S, Center for Economic Development and Research University of North Texas http://www.window.state.tx.us/specialrpt/mmedia/96-1357_Media_Industry.pdf
  72. 72. http://www.window.state.tx.us/specialrpt/mmedia/ The Current and Potential Economic and Fiscal Impacts of Texas’ Moving Media Industry, December 1, 2008, Prepared for Texas Comptroller of Public Accounts, Prepared by Bernard L. Weinstein, Ph.D., Terry L. Clower, Ph.D., Michael Seman, M.S, Center for Economic Development and Research University of North Texas http://www.window.state.tx.us/specialrpt/mmedia/96-1357_Media_Industry.pdf
  73. 73. Global “Emerging” Leaders: Arts, STEM and IT City-State-Region-Country Networks
  74. 74. Engineering Mathematic TechnologyScience Digital Convergence Technopolei Arts
  75. 75. Digital Convergence 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
  76. 76. Brazell, Adapted from NSFNEURO CHEM BIOINFO Science & Technology Convergence Technopolei Arts
  77. 77. 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
  78. 78. Structure of Digital Convergence Technologies Scientific Research map for STEM, IT and Arts Integration Dr. Mike Sekora and Dr. Eliza Evans, Ic2.org
  79. 79. Aerospace, Defense & Security Electronics & Telecom Medical Tech-Life Science Optics/ Photonics Edtech & MS&T Film/ New Media Central Florida DCI MST&G
  80. 80. FOR IMMEDIATE RELEASE MARCH 2, 2009 CONTACT: GOVERNOR’S OFFICE OF FILM & ENTERTAINMENT (850) 410-4765 Study Shows $29.2 Billion Economic Impact for Film and Entertainment Industry in Florida ~ Florida Productions Generate Jobs, Stimulate Local Economies
  81. 81. Source: The Film and Entertainment Industry in Florida Part II ‐ Statewide Economic and Fiscal Impact, Sep 29, 2008, Haas Center for Business Research and Economic Development The University of West Florida
  82. 82. Source: The Film and Entertainment Industry in Florida Part II ‐ Statewide Economic and Fiscal Impact, Sep 29, 2008, Haas Center for Business Research and Economic Development The University of West Florida
  83. 83. Aerospace, Defense & Security Electronics & Telecom Medical Tech-Life Science Optics/ Photonics Edtech & MS&T Film/ New Media San Diego County DCI MST&G
  84. 84. RD&C Art CHEM BIO INFO NEURO Calit2
  85. 85. First Flight 3 of 6 Dave Kenny
  86. 86. 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
  87. 87. K-16/Adult Career Development: A Systematic Process for Educating the Workforce of the 21st Century Katharine M. Oliver Maryland State Department of Education Division of Career Technology and Adult Learning
  88. 88. AI & Visualization Microelectronics & Instrumentation Biotech- Health- Medical Telecom- Optics- Photonics Art- New Media- Design Semiconductors Finland DCI MST&G
  89. 89. 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).
  90. 90. Aerospace, Defense & Security Electronics & Telecom Broadcast Equipment Optics/ Photonics New Media/ Animation Semiconductors South Korea DCI MST&G
  91. 91. transitioning from a manufacturing to an innovation economy http://mit.edu/cre/research/ncc/proceedings/ncc-casestudies.pdf
  92. 92. e-Korea Vision 2006 also set the following basic directions: · From Quantitative Expansion to Qualitative Accomplishments such as the increase in productivity through legal and institutional reforms and innovations in business processes throughout society…Social transformation not just technical. · From Creation of new industries led by the government to Foundation for new industries. The government’s new role is to focus on the enabling environment and the private sector will be developing new independent and creative industries… Bottom up and top down organization for innovation. · From Catch-up Strategy to Leading Strategy - To strengthen competitiveness in IT, the government will increase leading investments in core technologies and strategic services which have the potential to produce significant added value in the future. Innovation leader…. http://www.apdip.net/projects/2003/asian-forum/docs/papers/comparative.pdf
  93. 93. INFO UP BIO NANO COGNO SCIENCE ARTS “Roughly 100 million jobs… cross-disciplinary fields.” NII, Business Week, 10.11.2004 UTSA & UTHSC “Latin Rennisance” George Cisneros “$83M Integrated Sciences and Engineering Facility”
  94. 94. First Aero Squadron, Old # 1 1910 • 1910 First military man to teach himself to fly • Only person to ever learn to fly by mail • First and only military test pilot flying Old No. 1 • First to invent seat belt and wheels • 1911 First to fly more than 100 miles non-stop • First on an operational reconnaissance flight • First to test use of radio in flight Benjamin D. Foulois
  95. 95. SwRI, Training, Simulation and Performance Improvement AETC Holodeck Northrop Grumman 2005
  96. 96. Star Film Ranch 1910 Georges Méliès "Viaje a la luna"
  97. 97. Star Wars: Episode 2, Harry Potter and the Prisoner of Azkaban, Lord of the Rings, The Passion of the Christ, Spider-Man 2, The Matrix, Pirates of the Caribbean, Black Hawk Down, Star Trek Nemesis, AI, Jimmy Neutron, Jurassic Park III, Spy Kids, Charlie’s Angels, The Gladiator, Red Planet, Titanic Tim Jenison 1985
  98. 98. Future Work Queue – July 2009: Science, Technology and Knowledge Networks – long term growth strategies to face the financial crisis by leveraging digital ARTS, STEM and IT 12th International Conference on Technology Policy and Innovation (ICTPI), which will be held in Porto, on 13 and 14 July 2009. The recent financial crisis is having important repercussions on world economies and will certainly impact in most areas of economic policy. Governments in OECD and in major non-OECD countries are currently setting up economic stimulus packages to address the economic crisis. In such a scenario, concerns grow that these actions should not only be limited to producing short-term gains or alleviating distress situations: they should also help restore favorable conditions for innovation-based long term growth. Sharing of country-specific experiences and practices is certainly the way to move policy thinking in this area forward at these crucial times. The theme and motto of the 12th ICTPI Conference - Science, Technology and Knowledge Networks – long term growth strategies to face the financial crisis – is due to challenge us in developing strategic responses to the crisis that integrate long-term concerns, by involving research and development, higher-education and science-based innovation.
  99. 99. July 2009 July 2009 The role of the arts in innovation across STEM, IT and Arts, A/V Technology and Communications Clusters in the context of
  100. 100. Dr. David Gibson, IC2 Institute, University Technology Enterprise Network
  101. 101. Games? Global STEM, IT & Arts, A/V Technology and Communications Clusters National CTE Transformation Leadership Strategies Model TEAMS Schools and Outcomes* Cluster Networking TEAMS Strategy for STEM, IT and Arts Clusters
  102. 102. California “The line separating CTE and academics must be erased.”
  103. 103. Key Messages • Career Education will be a primary feature of a transformed high school system. • The line separating CTE and academics must be erased. • The public and policy makers expect the the K- 12 and Higher Education systems to work together. • It is imperative that we abandon parochial and isolationist traditions and deliberately align/design our systems at all levels to increase student outcomes. CTE in the Future, 20th Annual CALCP/CAROCP Conference, Patrick Ainsworth Ed.D., Assistant Superintendent, Director Secondary Postsecondary and Adult Leadership Division, November 20, 2008
  104. 104. Shell Test Track 1,000 MPG eq. Fuel Cell Car
  105. 105. “Like many school systems, Maryland's Charles County Public Schools had different tracks for high school students who were going on to college and those pursuing vocational training. This outdated model ultimately reduced the status of voc ed to a lower level than academic programs. James Richmond, our district superintendent, championed the idea of a 21st- century school that would bring vocational and academic students together in one facility.” Maryland eSchool News: Creating a '21st-century school' for learning and working together By Peter Cevenini Sun, Oct 01, 2006 http://www.eschoolnews.com/news/top-news/news-by-subject/international/index.cfm?i=41342
  106. 106. K-16/Adult Career Development: A Systematic Process for Educating the Workforce of the 21st Century Katharine M. Oliver Maryland State Department of Education Division of Career Technology and Adult Learning
  107. 107. Skills From: To: Management Functions Centralized Separated Decentralized Shared Professional/Technical Knowledge Centralized and Specialized Some Workers Decentralized Integrated All Workers Work Design Jobs Functional/ Cross-functional Teams Organizational Structure Vertical Hierarchies Customer-Supplier Networks Employee Responsibility Job Task Performance Work Unit Performance Business Process Management Career Progression Vertical Limited Range Vertical and Horizontal Full Range K-16/Adult Career Development: A Systematic Process for Educating the Workforce of the 21st Century Katharine M. Oliver Maryland State Department of Education Division of Career Technology and Adult Learning Changing Workplace
  108. 108. Equipped For the Future (EFF) Standards for Adult Learning K-16/Adult Career Development: A Systematic Process for Educating the Workforce of the 21st Century Katharine M. Oliver Maryland State Department of Education Division of Career Technology and Adult Learning
  109. 109. Orlando and Central FL High Tech Corridor Model and Emerging FL State Model: Arts, STEM & IT
  110. 110. 153 Today’s Students, Tomorrow’s Workforce Enterprise Florida Targeted Sectors for Economic Development Life Sciences • Nursing (CNA, LPN, RN) • Emergency Medical Technician • Paramedic • Dental Hygiene • Respiratory Care • Surgical Technology • Patient Care Technician • Nursing Assistant/Long- Term Care • Biotechnology Laboratory Technician Manufacturing • Drafting & Design Technology • Manufacturing Technology • Computer Electronics Technology • Machining • Sheet Metal Fabrication Technology Information Technology • Computer Information Administrator • Computer Programming & Analysis • Network Administrator • Computer Programming • Internet Services Technology • Web Development Specialist • Multimedia Design Technology Homeland Defense/Security • Criminal Justice Technology • Law Enforcement Officer • Correctional Officer • Fire Science Technology • Civil Engineering Technology Financial/Professional Services Accounting Technology Business Administration Office Administration Administrative Assistant Medical and Legal Administrative Specialist Court Reporting/Voice Writing Technology Aviation/Aerospace Aviation Administration Aerospace Technology Aircraft Airframe Mechanics Aircraft Power Plant Mechanics Avionics
  111. 111. “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
  112. 112. Ocoee Demonstration Middle School
  113. 113. Orlando Tech – High School Program
  114. 114. Orlando Tech – High School Program
  115. 115. Orlando Tech – High School Program
  116. 116. Orlando FIEA University Program
  117. 117. NYC:Next Generation CTE
  118. 118. The challenges for CTE in New York City schools include: Tradition and negative perception in the City; Uneven performance across the City’s CTE schools; Limited access & opportunity to enroll in innovative programs; Insufficient preparation for postsecondary success; Inadequate integration in classroom instruction; Seat time versus competency-based pathways to graduation; Definitions of student success; Disjointed management of industry engagement; Disproportionate distribution of resources; and Limited opportunity for CTE innovation.
  119. 119. Games? Global STEM, IT & Arts, A/V Technology and Communications Clusters National CTE Transformation Leadership Strategies Model TEAMS Schools and Outcomes* Cluster Networking TEAMS Strategy for STEM, IT and Arts Clusters
  120. 120. http://www.uwsp.edu/news/photos/Classroom.jpghttp://www.eva-eu.org/images/classroom.jpg NECC 2004 U.S. education market is $750 billion (Credit Suisse First Boston, 2003). More money is spent in the United States on education than in any other industry with the exception of health care. Annual expenditures are more than Social Security and defense combined. (Glakas, National Council of Higher Education Loan Programs, 2003)
  121. 121. Indian River State College: Transdiscplinary Action CTE-Academic-Arts Integration
  122. 122. Indian River State College Current and Emerging Pattern Languages Entrepreneurship, Innovation & Leadership Humanities-Law-Human Development Engineering-Design-*C.S. Medical-Bio-Life Sciences Architecture, Media & Arts Entrepreneurship, Innovation & Leadership FLOW: A Pattern for Play, Learning, Cooperation and Invention *C.S. - Computer science Faculty Students World Community
  123. 123. Indian River State College Current and Emerging Pattern Languages Theory Action Real world tools, environments, systems & simulations Transdisciplinarity: Unification of theory, action and real world opportunities and/or problems. Connecting andragogy and pedagogy into a single learning strategy which unifies cross-generational-action, -learning and -impact on the world.
  124. 124. Indian River State College Current and Emerging Pattern Languages Theory Action Real world tools, environments, systems & simulations Transdisciplinarity: Unification of theory, action and real world opportunities and/or problems. Connecting andragogy and pedagogy into a single learning strategy which unifies cross-generational-action, -learning and -impact on the world.
  125. 125. Engineering Science Arts Mathematics Humanities Technology Indian River State College Current and Emerging Pattern Languages Act 1 - Humanities Vision, Creativity & Criticism
  126. 126. Humanities • Literature • Philosophy • Economics • History • Sociology Why are we here? What is the human condition? How does science and technology relate to our current condition? What are our challenges and opportunities in health, education, energy, defense, security, etc? What are our future prospects? Are we losing our ability to communicate and relate in the physical world when we spend so much time in technology worlds? How are we different now than we were in 1990 in terms of technology, culture, values and beliefs? Will we ever discover intelligent life in the universe?
  127. 127. Asimov’s Last Question
  128. 128. Humanities & Sciences Cultural & Technical Arts Indian River State College Current and Emerging Pattern Languages Act 3 – FUSION: Quantitative and qualitative rearticulation of the Whole
  129. 129. Indian River State College Current and Emerging Pattern Languages Research Cove at Treasure Coast FL : Entrepreneurship, Employment, Education and Economic Development Coordination Entrepreneurship Employment Education Economic Development
  130. 130. Indian River State College Current & Emerging Pattern Languages P-20 Integration: Networking the Points and Institutional Silos Primary Ed Secondary Ed College University Pre-K & K
  131. 131. Denton ISD, Texas: High School Advanced Technology Hub Serving 5 high Schools
  132. 132. Outcomes* - CTE is defined as Texas CTE 2 and 3. Non-CTE is defined as CTE 0 and 1.
  133. 133. Outcomes* - CTE is defined as Texas CTE 2 and 3. Non-CTE is defined as CTE 0 and 1.
  134. 134. Outcomes* - CTE is defined as Texas CTE 2 and 3. Non-CTE is defined as CTE 0 and 1.
  135. 135. Technology Engineering Arts (Liberal & Fine) Mathematics Science
  136. 136. TEAMS Model Schools Systems of Systems • High degree of faculty interaction across disciplines and grades (systems) • Integrating CTE, Arts and Academics (systems) • Learning laboratories and worldly experience with industry-standard tools, processes and problems (systems) • Emerging P-20 systems (P-20) -- Sequenced, integrated and transferable courses HS to CTC to University (systems) • Transdisciplinary culture (systems) Context and frame for learning is real world, purpose driven and action oriented.
  137. 137. Pre Architecture
  138. 138. Pre Med
  139. 139. Pre Law
  140. 140. Pre Engineering
  141. 141. Welding Tech
  142. 142. CISCO Network Tech
  143. 143. CSI & Crime Scene Tech
  144. 144. 911 and Emergency Operations
  145. 145. Arts, A/V Tech & Communications
  146. 146. Arts, A/V Tech & Communications
  147. 147. MarylandModel State Outcomes Outcomes** - Note Maryland consider only coherent sequence CTE students as CTE as opposed to Texas who counts students with one CTE class as a CTE student.
  148. 148. Maryland Classroom: CTE: Educating Tomorrow’s Workforce Today, April 2008
  149. 149. Maryland Classroom: CTE: Educating Tomorrow’s Workforce Today, April 2008
  150. 150. Maryland Classroom: CTE: Educating Tomorrow’s Workforce Today, April 2008
  151. 151. Maryland Classroom: CTE: Educating Tomorrow’s Workforce Today, April 2008
  152. 152. “…newer programs like Pre- engineering, Biomedical Sciences, Manufacturing Engineering Technologies, and Homeland Security and Emergency Preparedness [and gaming] are attracting more and more students.” Maryland Classroom: CTE: Educating Tomorrow’s Workforce Today, April 2008
  153. 153. Homeland Security and Emergency Preparedness Geospatial Application Project Advanced Skill-Based Training for Geographic Information Systems and Remote Sensing Administration of Justice II Homeland Security Science Research Methods and Applications Skill-Based Training for Geographic Information Systems and Remote Sensing Introduction to Geographic Information Systems and Remote Sensing Administration of Justice IHomeland Security Science Information/ Communications Technology Pathway Criminal Justice/Law Enforcement Pathway Homeland Security Sciences Pathway Foundations of Homeland Security and Emergency Preparedness Internship/Capstone Experience
  154. 154. Governor Rick Perry Texas Competitiveness Council and Industry Cluster Initiative
  155. 155. National Indicators
  156. 156. Growing evidence shows that pathways hold promise for reducing high school dropout rates, increasing academic achievement and learning, and increasing students’ earning power when they graduate. Equally compelling, studies show that students enrolled in pathways perform as well as their traditionally educated counterparts on key measures.” http://www.connectedcalifornia.org/advance_copy/policy_pa per.pdf
  157. 157. “Those who complete both a strong academic curriculum and a vocational program of study (dual concentrators) may have better outcomes than those who pursue one or the other (Silverberg, Warner, Fong, & Goodwin, 2004; Plank, 2001; Stone & Aliaga, 2003)” (National Alliance for Secondary Education and Transition, 2005, Career Preparatory Experiences, ¶ 3).
  158. 158. Games? Global STEM, IT & Arts, A/V Technology and Communications Clusters National CTE Transformation Leadership Strategies Model TEAMS Schools and Outcomes* Cluster Networking TEAMS Strategy for STEM, IT and Arts Clusters
  159. 159. Economic Development, Workforce and Education Strategy: TEAMS Gateway Strategy STEM, IT & Arts, A/V Technology and Communications Cluster Integration
  160. 160. Modeling, Simulation, Games, & Training is the Gateway Todd Burgassani National STEM GAMES Grand Challenge
  161. 161. STEM, IT & Arts Position Todd Burgassani National STEM GAMES Grand Challenge
  162. 162. 3D Square and LITE where STEM intersects with the ARTS and Research, Development & Commercialization (RD&C)
  163. 163. Training
  164. 164. $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 MSG&T
  165. 165. Engineering Design: Georgia-Michigan-Texas Dassault Systems
  166. 166. Big Sesh Studios Austin, TX defenselink.mil/news/Jul2004/n07272004_2004072705.html Engineering Design
  167. 167. ©numedeon,inc.2004 SPACE STATION E-Learning
  168. 168. Games for play Video Game Shift MSG&T systems, processes and knowledge driving 21st Century invention, design, concept, engineering, marketing, learning & work.
  169. 169. Economic Development, Workforce and Education Strategy: TEAMS Gateway Strategy Understanding jobs in the game industry
  170. 170. Forecasting.TSTC.edu
  171. 171. 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
  172. 172. 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
  173. 173. 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
  174. 174. 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
  175. 175. 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
  176. 176. VIDEO GAME BUILDER KSAO • Integrate artistic design and problem solving with STEM disciplines • Design Object-Oriented systems, write computer code and use computer design tools • Use systems theory to design, learn and problem solve • Innovate using story, game theory and simulation • Integrate two or more academic disciplines within a field of practice • Work and learn in synchronous and asynchronous network environments • Create systems across physical, virtual and imaginary worlds • Communicate and collaborate in multidisciplinary teams
  177. 177. Arts, A/V Tech and Communications NAICS Employers 334612 Prerecorded CD (except software), tape, & record reproducing 51211 Motion picture & video production 51212 Motion picture & video distribution 512191 Teleproduction & other postproduction services 512199 Other motion picture & video industries 51221 Record production 51224 Sound recording studios 51229 Other sound recording industries 51512 Television broadcasting 5152 Cable & other subscription programming 54181 Advertising agencies 541922 Commercial photography 71113 Musical groups & artists 7114 Agents/managers for artists, athletes, & other public figures 7115 Independent artists, writers, & performers
  178. 178. Arts, A/V Tech and Communications NAICS Employers 334612 Prerecorded CD (except software), tape, & record reproducing 51211 Motion picture & video production 51212 Motion picture & video distribution 512191 Teleproduction & other postproduction services 512199 Other motion picture & video industries 51221 Record production 51224 Sound recording studios 51229 Other sound recording industries 51512 Television broadcasting 5152 Cable & other subscription programming 54181 Advertising agencies 541922 Commercial photography 71113 Musical groups & artists 7114 Agents/managers for artists, athletes, & other public figures 7115 Independent artists, writers, & performers
  179. 179. PLUS STEM & IT Cross Over
  180. 180. Economic Development, Workforce and Education Strategy: TEAMS Gateway Strategy Understanding the culture of innovation in the Game Industry
  181. 181. Forecasting.TSTC.edu
  182. 182. Self Organized Innovation Networks – Cross appropriation of game technology to other human endeavors. 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
  183. 183. Creation of new knowledge, processes, systems, and languages. Game Building is Transdisciplinary 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
  184. 184. Applied Learning Real world or simulated problems and opportunities Theoretical Knowledge Transdisciplinarity Beyond the disciplines
  185. 185. 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
  186. 186. Dr. David Thornburg, Center for Professional Development
  187. 187. Dr. David Thornburg, Center for Professional Development and Jim Brazell, VentureRAMP, Inc. DIGITAL ARTS
  188. 188. 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
  189. 189. 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
  190. 190. 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
  191. 191. 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
  192. 192. Specialized Knowledge & Skills Systems Knowledge & Skills Next Gen Jobs
  193. 193. Economic Development, Workforce and Education Strategy: TEAMS Gateway Strategy “Head end” pipeline strategy for growing P-20 Human Capital and Intellectual Capital
  194. 194. Math Engineering TechScience TEAMS
  195. 195. Math Engineering TechScience ARTS
  196. 196. Math Engineering TechScience TEAMS
  197. 197. http://www.philisoft.com/personal/misc/davinci/davinci-1600x1200.jpg Da Vinci Minds
  198. 198. Gaming Robotics Liberal Arts IT-ART University Mechatronics-ENG K-12 Informal Feeders CTC K-12 Formal Pathways TEAMS
  199. 199. Economic Development, Workforce and Education Strategy: TEAMS Gateway Strategy Move robots from informal to formal education
  200. 200. Robot Math Systems Donna McKethan WISD, TSTC & Baylor Post Algebra II
  201. 201. Georgia-Detroit-Texas Digital Engineering Program using $500,000 per seat M&S Tools
  202. 202. 280 DASSAULT SYSTEMES – DELMIA USER CONFERENCE – Oct – Nov 2007 Product Development Process Planning Manufacturing Concept Layout planning Standard Time Measurement Workstation Layout Ergonomics Robot Simulation Manufacturing Simulation Quality Control Material Flow Simulation Production Planning 3D Work Instructions DELMIA Digital Manufacturing Solutions Texas-Georgia-Michigan Engineering and Math Courses Control Engineering Process Planning
  203. 203. Girls?And Young Women
  204. 204. ACCD San Antonio, TX
  205. 205. ACCD San Antonio, TX
  206. 206. Space Teams ACCD San Antonio, TX
  207. 207. ACCD San Antonio, TX Space Teams
  208. 208. ACCD, San Antonio, TX Space Teams Champions 2 Years in a Row!
  209. 209. ACCD, San Antonio, TX SpaceTeams
  210. 210. Economic Development, Workforce and Education Strategy: TEAMS Gateway Strategy Start MSG&T game programs in both informal and formal education MSG&T = Modeling, Simulation, Gaming and Training (MSG&T)
  211. 211. 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
  212. 212. 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
  213. 213. Boys?And Young Men
  214. 214. Game Camp
  215. 215. What are they learning? 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
  216. 216. What do you want to be when you graduate college?
  217. 217. 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
  218. 218. What do you want to be when you graduate college? A Judge.
  219. 219. Girls?Anime (art and storytelling), social games and girl game camps are a key to attracting girls to Arts, STEM and IT
  220. 220. 3D Square and LITE, Arts, STEM & IT Digital Workforce Initiative, Lafayette, Louisiana
  221. 221. Whyville.net a Pasadena, CA and San Antonio, TX Based Company
  222. 222. The other unique thing about Whyville is its popularity. There are over 90,000 registered users at the site (not counting guests). On a typical day last summer about 4000 different users visit the site each day. Most visits to the site are short (media logon time: 18 minutes, mean 50 minutes) but over 1000 users stay on for over an hour at a time. This amount of time is longer than most school science classes! The population ranges from young children (7-8 years old) to college age users, but the vast majority are in the range of 11-14 years old. Most surprising is the very high percentage of girls (~60% of users) on a science focused website. This age (middle school) is particularly important for girls’ interest in science because middle school is when a gender gap in science often appears (Jones, Howe & Rua, 2000). The appeal of the site to young girls suggests that the design and features of the Whyville site may have important implications for how to get girls interested in science and technology. Why Girls: Gender Differences in the Perception and Use of an Informal Science Learning Web Site, Funded by NSF, Program for Gender Equity in Science, Math, Engineering and Technology
  223. 223. ©numedeon,inc.2004 SPACE STATION
  224. 224. Economic Development, Workforce and Education Strategy: TEAMS Gateway Strategy Use history as a platform for arts, STEM and IT integration. Create a documentary and online project to capture the past and present history of the “art of innovation” for the state. Have CTE Arts, STEM and IT students designs the next 100 year vision for the State.
  225. 225. San Antonio 2010 100 Years of Innovation
  226. 226. Texas
  227. 227. BUS TOUR
  228. 228. Students designing the future and learning past and current history
  229. 229. Artist - Carlos Lucio, University of the Incarnate; Art Director - Adam Watkins, University of the Incarnate Word Concept for Institute of Texas Science, Technology and Culture
  230. 230. Economic Development, Workforce and Education Strategy: Stand up systemic CTE-academic-arts integration project to be a High School Teacher Academy for the State
  231. 231. Dentonxt Generation Learning
  232. 232. http://www.howard.k12.md.us/cte/programs/a cademies/documents/TeacherAcad.pdf
  233. 233. Economic Development, Workforce and Education Strategy: TEAMS Gateway Strategy Marketing, awareness and perception shifting are the number one issues mentioned across ed, workforce and economic development
  234. 234. California Best Practice CTE Marketing
  235. 235. CTE-College bound, life-long and medium to high value CTE-Not for college bound students, terminal and low value CTE Position
  236. 236. Best Practice: Game-based Career Simulation Texas
  237. 237. Whyville Planeworks
  238. 238. Games? Global STEM, IT & Arts, A/V Technology and Communications Clusters National CTE Transformation Leadership Strategies Model TEAMS Schools and Outcomes* Cluster Networking TEAMS Strategy for STEM, IT and Arts Clusters
  239. 239. October 4, 1957
  240. 240. My last story for you. A story of courage…
  241. 241. I do not know how to do that, but I can figure it out. Give me a minute. My last story for you. A story of courage…
  242. 242. “Nobelist Herbert A. Simon has written that the availability of technologies to youth is its own instructor.” Dr. George Kozmetsky
  243. 243. The Future is Here
  244. 244. US TEAMS Economic Development, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communications Clusters Jim Brazell, Jim.brazell@ventureramp.com
  245. 245. Jim Brazell’s speech, research and consulting experience include shaping community competitiveness, developing educational innovation, commercializing emerging technology and studying emerging jobs. In education, Jim is a model of learning that connects science, technology, engineering and mathematics (STEM) to all subjects and disciplines to give rise to innovation and a modern Renaissance. For workforce and industry, Jim shares model community initiatives and strategies to increase civil and workforce readiness. In the world of economic development, Jim’s work at the IC2 Institute has paved the way for current thinking and research on the role of innovation, the arts and high technology in community development. Jim’s recent work includes technology forecasting for the Texas State Technical College System, learning strategies projects with the Texas Workforce Commission, cultural and technical arts workforce and education strategies for the State of Florida and 3D Square in Louisiana, technology assessment for the country of Portugal in concert with the the Innovation, Creativity and Capital (IC2.org) Institute. Jim's mentor is Dr. Francis Kane, a principal member of "Project Forecast" undertaken just after the launch of Sputnik. While in college, Jim was a George Gilder Fellow in High Technology, Entrepreneurship and Public Policy and a distinguished member of the Bradley University speech team. Today, Jim is an advisory board member to P-20 educational initiatives spaceTEAMS, Gamecamp.org and the National Science Foundation’s Mechatronics program. Jim Brazell, Jim.brazell@ventureramp.com
  246. 246. Vanston, John H., Henry Elliott, James Irwin, Jim Brazell, and Michael Bettersworth. Mechatronics Forecast: Implications for Texas Community and Technical Colleges. Austin, Texas: Texas State Technical College System, 2007. Table of Contents: http://system.tstc.edu/forecasting/reports/mechatronics.asp Brazell, Jim, Laurel Donoho, John Dexheimer, Robert Hanneman, George Langdon, and Eliza Evans M2M: The Wireless Revolution. A Technology Forecast, Implications for Community and Technical Colleges in the State of Texas. Austin, Texas: Texas State Technical College System and IC2 Institute, University of Texas Austin, 2005. ISBN 0976850346 Table of Contents: http://www.system.tstc.edu/forecasting/reports/m2m.asp 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 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 Research Informing this Strategy

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