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5th World: What’s Next in Ed Tech
National School Boards Association,
October 2006, JimBrazell@ventureramp.com
What is
this?
TERAFLOP
SUPER
COMPUTER
for $300!
10 years ago,
the cost of a 2
Teraflop
supercomputer
was $100M.
--Frietas, The Future of
Computers
“The
medium is
the
message”
What is
the
message?
What is
the
average
age of
all video
gamers
in US?
Entertainment Software Association (ESA), 2005 Essential Facts About the
Computer and Video Game Industry, May 18, 2005.
“My 66 year old
mom plays
World of
Warcraft.”
--Kerem Floor, Digital Learning Landscapes, Stavanger, Norway
What percent
female and
male?
55% and 43% of all
games
Entertainment Software Association (ESA), 2005 Essential Facts About
the Computer and Video Game ...
“It’s not true that
women do not like to
hunt. They like to
hunt in packs and
with a reason to kill.”
--My Mom
Lineage
Games are a medium—not content.
Case 4: Disaster Configurator
for the Rotterdam Port Authority
Case study: Emergency Response
Training, Pjotr van Schothor...
Games are an extension of the physical environment.
Games are an extension of the human nervous system.
The physical world is an extension of games.
This is about much, much more than fun and games. On 10.19.2006, the
MacArthur Foundation announced a $50MM fund for digit...
Jobs Context
A robust program of research and
experimentation is needed to enhance
development of educational games by
stimulating tran...
We seek to advance
the learning and
career development
of science,
technology,
engineering and
mathematics
domains (STEM)
...
• Serious Games
• Models and Differentiation
• The Next Wave of HSI-HCI
• The 5th World
• K-12 Opportunities
5th World
Games
for…
Games for
Health
Serious Games
Games for
Change
Learning
Games
Case study: Emergency Response
Training, Pjotr van Schothorst
VSTEP BV, Rotterdam, The
Netherlands
USC ISI and Tactical Language Training
(ITSEC 2005)
NETC – 24 Blue
(ITSEC 2005)
French Budget Minister Jean-Francois Cope has announced the launch of an
online game for the country's taxpayers to have a...
Games
for…
Games for
Health
Serious Games
Games for
Change
Learning
Games
www.food-force.com
seriousgames.dk
Games
for…
Games for
Health
Serious Games
Games for
Change
Learning
Games
VRPHOBIA.COM
Fear of flying, fear of
driving, fear of
heights, fear of public
speaking, fear of
thunderstorms,
claustropho...
http://www.hopelab.org/remission.html
$7.5 million project that immerses students in the hectic environment of a hospital's
intensive care unit and places them ...
Games
for…
Games for
Health
Serious Games
Games for
Change
Learning
Games
Recruiting
Games
COPYRIGHT 2003-2005 CRITICAL MASS INTERACTIVE, INC. ALL RIGHTS RESERVED.
USAF: AIR DOMINANCE
ACTION FLIGHT SIMULATOR
Documentary
and Activist
Games
http://parisriots.free.fr
http://www.kumawar.com/
http://www.kumawar.com/
http://www.selectparks.net/911survivor/
ctlss.com/treasure_hunt/html/main.html
www.pacmanhattan.com
www.tele-actor.net
• Serious Games
• Models and Differentiation
• The Next Wave of HSI-HCI
• The 5th World
• K-12 Opportunities
5th World
Source: Brazell, IC2 Institute, 2004
Yang Cai, Ingo Snel, Betty Chenga, Suman
Bharathi, Clementine Klein d, Judith Klein-
...
SIMChallenge
Recommendation #1: Increase emphasis on evaluating the effectiveness of new learning technologies
and approaches to design...
GlucoboyThe video game that runs on blood.
www.virtual-u.org
DMC Lab Project: Medical
Leadership Trainer - Scenario
Authoring Engine
“Joe Medic”
UT Austin DMC and
Fort Sam Houston
AME...
Different rooms for learning styles
Group work
Reflective
observation
Active
experimentation
GC: Palestine
Lecture Abstrac...
Context is
King!
How are games
different than
Modeling,
Simulation and
Training?
Population: 1.4MM Growth: 1200/day	

Educational Sites 3 - 5 minutes
EA online games 9 minutes
AOL Entertainment 10 minute...
©numedeon,inc.2004"
SPACE STATION
Whyville City Hall	

©numedeon,inc.2004"
Whyville	

Senators	

OrEoBaBy	

Sooner
©numedeon,inc.2003"
0 clams	

80 clams	

20 clams	

50 clams	

100 clams	

Progressive Involvement
Feb. 14- March 13, 2002	

 3,000 BBS postings
www.watercoolergames.org
forecasting.tstc.edu
• Serious Games
• Models and Differentiation
• The Next Wave of HSI-HCI
• The 5th World
• K-12 Opportunities
5th World
NOSE
Vienna University of Technology
Players operate track switches and adjusting the speed of virtual trains to
prevent virtua...
Improved Target Acquisition System Trainer
Augmented Human
Cognition
Sandia National Laboratories, 2002
BMH, Delta 3D, DARPA, 2005
Machine
Reality
Video games
are leading us to
new affective,
cognitive and
psychomotor
domains of
HSI…
A new
relationship
between
humans a...
What is this new
relationship? What does it
look like?
What is this?
http://www-bsac.eecs.berkeley.edu/archive/users/warneke-brett/SmartDust/
Berkeley’s Golem Dust
11.7 mm3 total circumscribe...
MIT Tech Review, 2005
Sensors
Physical
Chemical
Biological
http://www.rieti.go.jp/en/events/bbl/03102801.pdf , page 16
Act...
MIT Technology
Review,
January, 2005
4th
GEN
Micro-robotics team and biologists at
Tsukuba University
Source: The Guardian
Date: 2 May 2002
State University of New Yor...
We need to
think beyond
these.
v
v
Nanobionics: What is the
message?
Tethered bacterium
Swimming bacterium
Swimming speed ~ 20-30 µm
Protons flux/motor ~ 120...
Adapted from Charles Ostman
Senior Fellow
Institute for Global Futures
NEURO NANO
BIOINFO
21st Century Architecture
Adapted from Charles Ostman
Senior Fellow
Institute for Global Futures
NEURO NANO
BIOINFO
S&T Convergence
We live in a constructionist world
which is open to design. The world is
extensible.
How can we characterize
this technological age?
By routing signals from helmet-mounted
cameras, sonar and other equipment
through the tongue to the brain, they hope to
gi...
www.kurzweilai.net/.../ SIN_headshot_highres.html
“An analysis of the
history of technology
shows that
technological chang...
Cybernetics is the discipline that studies and creates
communication and control systems in living organisms
and in the ma...
Industrial
Age
Notion of
INFO AGE
Historic –
Economic –
Social Shift
Cybernetic
Age
• Serious Games
• Models and Differentiation
• The Next Wave of HSI-HCI
• The 5th World
• K-12 Opportunities
5th World
Player
Incr. hand-eye coord
reaction time
spatial visualization
neuro-psych. tests
visual attentiveness
and mental rotatio...
US Nano
Soldier
FCS 2020
defenselink.mil/news/Jul2004/n07272004_2004072705.html
Game Builder – Nano Soldier
US Nano
Soldier
FCS 2020
UT, DMC: NERO
Game Builder – AI for Sensors
Game
Operators
http://www.itsdocs.fhwa.dot.gov/JPODOCS/REPTS_TE/13599.htmlhttp://www.roadtraffic-technology.com/contractors/traffic_man/e...
forecasting.tstc.edu
The learning and
workforce needs of the
game industry are most
similar to the needs of
21st Century science
(nano-bio-info...
Adapted from Charles Ostman
Senior Fellow
Institute for Global Futures
NEURO NANO
BIOINFO
S&T Convergence
Nanobionics: What is the
message?
Tethered bacterium
Swimming bacterium
Swimming speed ~ 20-30 µm
Protons flux/motor ~ 120...
Engineering
Biology
ChemistryPhysics
Computer
Science
Nanobionics
Engineering
Biology
ChemistryPhysics
Computer
Science
Game Builder
GAME TEAMS
Games have captured
millennials imagination
and time.
Leverage the attention
economy of games to
develop next g...
5th World Millennials
Not Low Socio-Economic Status
Ninja’s Crew, GameCamp, 2005
Why do you modify games?
9
8
14
3
9
8
8
9
0 2 4 6 8 10 12 14 16
Playing Yes
Playing No
Learning Yes
Learning No
Show Yes
S...
22
48
0
10
20
30
40
50
60
Graduate HS Graduate CC or TC Graduate University
Plans for education
Computer Science 20
Video ...
How are 5th
World’ers
exercising 21st
century learning
and work skills
today?
Math Engineering
TechScience
What are they
learning?
?
Math Engineering
TechScience
Arts
What are they
learning?
Math Engineering
TechScience
TEAMS
What are they
learning?
“Nobelist
Herbert A.
Simon has
written that the
availability of
technologies to
youth is its own
instructor.”
Dr. George K...
Mixing Realities –
Physical, virtual,
imaginary and machine
TEAMS –
Transdisciplinary
communities of practice
SWARMING –
N...
What about
the digital
divide?
4th World Millennials
Low Socio-Economic Status
Goldberg’s Crew, Houston Community College
This study was funded by the State Farm
Companies Foundation and by Dr. George
Kozmetsky (1917-2003), founder of the IC²
I...
Low SES: More TV
and More Video
Games
TV
Games
A. Gold, IC2 Institute, UT Austin, Forthcoming
Females Males
Designer/Decorator Professional athlete
Doctor Video Game Designer
Cosmetologist Business Owner
Lawyer Engin...
0
10
20
30
40
50
60
70
80
90
100
High school
or less
Community
college/technical
College
degree or beyond
How Much Educati...
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 is the
fundamental
difference
between the 4th
and the 5th world?
4th World Millennials
Low Socio-Economic Status
Arnold Goldberg’s Game Campers, HCC
5th World Millennials
Not Low Socio-Economic Status
Ninja’s Crew, GameCamp, 2005
The toys
we play
with as
children!
• Serious Games
• Models and Differentiation
• The Next Wave of HSI-HCI
• The 5th World
• K-12 Opportunities
5th World
Transcend the semantic gap
between “gaming” and
learning. Game systems,
game technologies and
gaming techniques are
transf...
www.kurzweilai.net/.../ SIN_headshot_highres.html
“An analysis of the
history of technology
shows that
technological chang...
Cut the time between
the discover of new
learning science and
it’s application in the
classroom.
Michigan State University
The SGD-MA is designed to prepare students for industry, as well as
academic pursuits, including careers in:
· Game design...
Modeling, Simulation and
Gaming (MS&G) require
an evolution of our
notions of media literacy,
media criticism,
educational...
Experiment
with
learning
systems
that
integrate
physical,
virtual,
imaginary
and
machine
realities.
Join emerging global education networks such
as NMC to develop collaboration and to learn.
Place equal value
on playing games
to learn and
building games to
learn.
Learning games
represent a new mode
of instruction to be
blended with current
pedagogical
techniques.
Population: 1.4MM Growth: 1200/day	

Educational Sites 3 - 5 minutes
EA online games 9 minutes
AOL Entertainment 10 minute...
Different rooms for learning styles
Group work
Reflective
observation
Active
experimentation
GC: Palestine
Lecture Abstrac...
Contact
jim@ventureramp.com
you would like to be
part of the March 2007
launch of Global
Conflicts.
Place equal value
on playing games
to learn and
building games to
learn.
Building games
represents a qualitative
transformation of our
notion of production,
learning and R&D. They
are united in g...
Math Engineering
TechScience
Arts
K-12
Transformation
gameCAMP
is for teachers
too…
SpaceTEAMS
Gameboy Video
Game BRAIN
Vision System
Lego Actuators and
Building Blocks
Link the pipeline forward and backward..
Elementary
spaceTEAMS
San Antonio,TX
Robot competition
plus career and
academic exploration
and history of
science and
tec...
spaceTEAMS
San Antonio,TX
Middle School
US First-EISD
Andrew
Schuetze
San Antonio,TX
High School
If we use games
as “bait”, we
must bridge…
Mechatronics
The synergistic
combination of
mechanical
engineering,
electronics,
control systems
and computers.
Mechanical...
Think BIG and
place gaming in
a larger
context…
“spaceTEAMS can return San
Antonio to the path of human
development and space
exploration making it in the realm
of possib...
• Serious Games
• Models and Differentiation
• The Next Wave of HSI-HCI
• The 5th World
• K-12 Opportunities
5th World
What is
this?
Learning
Machine
21st Century Teacher
Can you make the shift?
The End
5th World: What’s Next in Ed Tech
National School Board Association,
October 2006, Jim Brazell, Ventureramp.com
2006, What's Next in Ed Tech: 5th World, National School Boards Association by Jim Brazell.
2006, What's Next in Ed Tech: 5th World, National School Boards Association by Jim Brazell.
2006, What's Next in Ed Tech: 5th World, National School Boards Association by Jim Brazell.
2006, What's Next in Ed Tech: 5th World, National School Boards Association by Jim Brazell.
2006, What's Next in Ed Tech: 5th World, National School Boards Association by Jim Brazell.
2006, What's Next in Ed Tech: 5th World, National School Boards Association by Jim Brazell.
2006, What's Next in Ed Tech: 5th World, National School Boards Association by Jim Brazell.
2006, What's Next in Ed Tech: 5th World, National School Boards Association by Jim Brazell.
2006, What's Next in Ed Tech: 5th World, National School Boards Association by Jim Brazell.
2006, What's Next in Ed Tech: 5th World, National School Boards Association by Jim Brazell.
2006, What's Next in Ed Tech: 5th World, National School Boards Association by Jim Brazell.
2006, What's Next in Ed Tech: 5th World, National School Boards Association by Jim Brazell.
2006, What's Next in Ed Tech: 5th World, National School Boards Association by Jim Brazell.
2006, What's Next in Ed Tech: 5th World, National School Boards Association by Jim Brazell.
2006, What's Next in Ed Tech: 5th World, National School Boards Association by Jim Brazell.
2006, What's Next in Ed Tech: 5th World, National School Boards Association by Jim Brazell.
2006, What's Next in Ed Tech: 5th World, National School Boards Association by Jim Brazell.
2006, What's Next in Ed Tech: 5th World, National School Boards Association by Jim Brazell.
2006, What's Next in Ed Tech: 5th World, National School Boards Association by Jim Brazell.
2006, What's Next in Ed Tech: 5th World, National School Boards Association by Jim Brazell.
2006, What's Next in Ed Tech: 5th World, National School Boards Association by Jim Brazell.
2006, What's Next in Ed Tech: 5th World, National School Boards Association by Jim Brazell.
2006, What's Next in Ed Tech: 5th World, National School Boards Association by Jim Brazell.
2006, What's Next in Ed Tech: 5th World, National School Boards Association by Jim Brazell.
2006, What's Next in Ed Tech: 5th World, National School Boards Association by Jim Brazell.
2006, What's Next in Ed Tech: 5th World, National School Boards Association by Jim Brazell.
2006, What's Next in Ed Tech: 5th World, National School Boards Association by Jim Brazell.
2006, What's Next in Ed Tech: 5th World, National School Boards Association by Jim Brazell.
2006, What's Next in Ed Tech: 5th World, National School Boards Association by Jim Brazell.
2006, What's Next in Ed Tech: 5th World, National School Boards Association by Jim Brazell.
2006, What's Next in Ed Tech: 5th World, National School Boards Association by Jim Brazell.
2006, What's Next in Ed Tech: 5th World, National School Boards Association by Jim Brazell.
2006, What's Next in Ed Tech: 5th World, National School Boards Association by Jim Brazell.
2006, What's Next in Ed Tech: 5th World, National School Boards Association by Jim Brazell.
2006, What's Next in Ed Tech: 5th World, National School Boards Association by Jim Brazell.
2006, What's Next in Ed Tech: 5th World, National School Boards Association by Jim Brazell.
2006, What's Next in Ed Tech: 5th World, National School Boards Association by Jim Brazell.
2006, What's Next in Ed Tech: 5th World, National School Boards Association by Jim Brazell.
2006, What's Next in Ed Tech: 5th World, National School Boards Association by Jim Brazell.
2006, What's Next in Ed Tech: 5th World, National School Boards Association by Jim Brazell.
2006, What's Next in Ed Tech: 5th World, National School Boards Association by Jim Brazell.
2006, What's Next in Ed Tech: 5th World, National School Boards Association by Jim Brazell.
2006, What's Next in Ed Tech: 5th World, National School Boards Association by Jim Brazell.
2006, What's Next in Ed Tech: 5th World, National School Boards Association by Jim Brazell.
2006, What's Next in Ed Tech: 5th World, National School Boards Association by Jim Brazell.
2006, What's Next in Ed Tech: 5th World, National School Boards Association by Jim Brazell.
2006, What's Next in Ed Tech: 5th World, National School Boards Association by Jim Brazell.
2006, What's Next in Ed Tech: 5th World, National School Boards Association by Jim Brazell.
2006, What's Next in Ed Tech: 5th World, National School Boards Association by Jim Brazell.
2006, What's Next in Ed Tech: 5th World, National School Boards Association by Jim Brazell.
2006, What's Next in Ed Tech: 5th World, National School Boards Association by Jim Brazell.
2006, What's Next in Ed Tech: 5th World, National School Boards Association by Jim Brazell.
2006, What's Next in Ed Tech: 5th World, National School Boards Association by Jim Brazell.
2006, What's Next in Ed Tech: 5th World, National School Boards Association by Jim Brazell.
2006, What's Next in Ed Tech: 5th World, National School Boards Association by Jim Brazell.
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5th World: What's Next in Ed Tech, National School Boards Association, October 2006, by Jim Brazell. Where video games and robotics intersect with jobs and education.

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2006, What's Next in Ed Tech: 5th World, National School Boards Association by Jim Brazell.

  1. 1. 5th World: What’s Next in Ed Tech National School Boards Association, October 2006, JimBrazell@ventureramp.com
  2. 2. What is this?
  3. 3. TERAFLOP SUPER COMPUTER for $300!
  4. 4. 10 years ago, the cost of a 2 Teraflop supercomputer was $100M. --Frietas, The Future of Computers
  5. 5. “The medium is the message”
  6. 6. What is the message?
  7. 7. What is the average age of all video gamers in US?
  8. 8. Entertainment Software Association (ESA), 2005 Essential Facts About the Computer and Video Game Industry, May 18, 2005.
  9. 9. “My 66 year old mom plays World of Warcraft.” --Kerem Floor, Digital Learning Landscapes, Stavanger, Norway
  10. 10. What percent female and male?
  11. 11. 55% and 43% of all games Entertainment Software Association (ESA), 2005 Essential Facts About the Computer and Video Game Industry, May 18, 2005.
  12. 12. “It’s not true that women do not like to hunt. They like to hunt in packs and with a reason to kill.” --My Mom
  13. 13. Lineage Games are a medium—not content.
  14. 14. Case 4: Disaster Configurator for the Rotterdam Port Authority Case study: Emergency Response Training, Pjotr van Schothorst VSTEP BV, Rotterdam, The Netherlands The medium of gaming represents a qualitative shift in learning systems.
  15. 15. Games are an extension of the physical environment.
  16. 16. Games are an extension of the human nervous system.
  17. 17. The physical world is an extension of games.
  18. 18. This is about much, much more than fun and games. On 10.19.2006, the MacArthur Foundation announced a $50MM fund for digital learning and games.
  19. 19. Jobs Context
  20. 20. A robust program of research and experimentation is needed to enhance development of educational games by stimulating transfer of the art and technologies of video games to education and learning systems. High development costs in an uncertain market for educational innovations make developing complex high-production learning games too risky for video game and educational materials industries. Educational institutions need to transform organizational systems and instructional practices to take greater advantage of new technology, including educational games. Outcome data from large-scale evaluations of educational games are needed to demonstrate that these technologies are equal to or offer comparative advantage vs. conventional IM.
  21. 21. We seek to advance the learning and career development of science, technology, engineering and mathematics domains (STEM) using a vanguard educational solution that combines real world simulation tools with video game technologies.
  22. 22. • Serious Games • Models and Differentiation • The Next Wave of HSI-HCI • The 5th World • K-12 Opportunities 5th World
  23. 23. Games for… Games for Health Serious Games Games for Change Learning Games
  24. 24. Case study: Emergency Response Training, Pjotr van Schothorst VSTEP BV, Rotterdam, The Netherlands
  25. 25. USC ISI and Tactical Language Training (ITSEC 2005)
  26. 26. NETC – 24 Blue (ITSEC 2005)
  27. 27. French Budget Minister Jean-Francois Cope has announced the launch of an online game for the country's taxpayers to have a go at balancing the books. http://news.bbc.co.uk/1/hi/world/europe/4946496.stm
  28. 28. Games for… Games for Health Serious Games Games for Change Learning Games
  29. 29. www.food-force.com
  30. 30. seriousgames.dk
  31. 31. Games for… Games for Health Serious Games Games for Change Learning Games
  32. 32. VRPHOBIA.COM Fear of flying, fear of driving, fear of heights, fear of public speaking, fear of thunderstorms, claustrophobia, agoraphobia, social phobia, panic disorder, and posttraumatic stress disorder due to motor vehicle accidents
  33. 33. http://www.hopelab.org/remission.html
  34. 34. $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!!
  35. 35. Games for… Games for Health Serious Games Games for Change Learning Games
  36. 36. Recruiting Games
  37. 37. COPYRIGHT 2003-2005 CRITICAL MASS INTERACTIVE, INC. ALL RIGHTS RESERVED. USAF: AIR DOMINANCE ACTION FLIGHT SIMULATOR
  38. 38. Documentary and Activist Games
  39. 39. http://parisriots.free.fr
  40. 40. http://www.kumawar.com/ http://www.kumawar.com/
  41. 41. http://www.selectparks.net/911survivor/
  42. 42. ctlss.com/treasure_hunt/html/main.html
  43. 43. www.pacmanhattan.com
  44. 44. www.tele-actor.net
  45. 45. • Serious Games • Models and Differentiation • The Next Wave of HSI-HCI • The 5th World • K-12 Opportunities 5th World
  46. 46. Source: Brazell, IC2 Institute, 2004 Yang Cai, Ingo Snel, Betty Chenga, Suman Bharathi, Clementine Klein d, Judith Klein- Seetharaman; Carnegie Mellon University, University of Frankfurt, Research Institute, University of Pittsburgh School of Medicine. www.andrew.cmu.edu/~ycai/biogame.pdf BIOSIM 1.0
  47. 47. SIMChallenge
  48. 48. Recommendation #1: Increase emphasis on evaluating the effectiveness of new learning technologies and approaches to designing and implementing such systems. Use an adaptive learning approach that integrates real world problems, data, processes and systems; empirical research and human performance; and instructional design and delivery. The key is to integrate empirical research into the design and implementation of new modes of learning in order to inform future selection and variation of learning systems. This requirement is also shared by the US Department of Education (DOE) and the National Science Foundation (NSF) in its efforts toward educational reform especially in Science, Technology, Engineering and Mathematics (STEM).
  49. 49. GlucoboyThe video game that runs on blood.
  50. 50. www.virtual-u.org
  51. 51. DMC Lab Project: Medical Leadership Trainer - Scenario Authoring Engine “Joe Medic” UT Austin DMC and Fort Sam Houston AMED NCO Academy
  52. 52. 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. Empirical study
  53. 53. Context is King!
  54. 54. How are games different than Modeling, Simulation and Training?
  55. 55. Population: 1.4MM Growth: 1200/day Educational Sites 3 - 5 minutes EA online games 9 minutes AOL Entertainment 10 minutes Whyville.net 59 minutes Yahoo! Games 78 minutes MEAN TIME PER USER LOGIN Discovery.com: 96 million Whyville.net: 58.4 million BigChalk: 11 million Time for Kids: 8 million New York Times Learning Net: 1.2 million Cosmogirl: 425,000 PAGE VIEWS ©numedeon,inc.2003" The average time per log in July was 3.8 hours making it second to Neopets.
  56. 56. ©numedeon,inc.2004" SPACE STATION
  57. 57. Whyville City Hall ©numedeon,inc.2004" Whyville Senators OrEoBaBy Sooner
  58. 58. ©numedeon,inc.2003" 0 clams 80 clams 20 clams 50 clams 100 clams Progressive Involvement
  59. 59. Feb. 14- March 13, 2002 3,000 BBS postings
  60. 60. www.watercoolergames.org
  61. 61. forecasting.tstc.edu
  62. 62. • Serious Games • Models and Differentiation • The Next Wave of HSI-HCI • The 5th World • K-12 Opportunities 5th World
  63. 63. NOSE
  64. 64. 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
  65. 65. Improved Target Acquisition System Trainer
  66. 66. Augmented Human Cognition Sandia National Laboratories, 2002 BMH, Delta 3D, DARPA, 2005
  67. 67. Machine Reality
  68. 68. Video games are leading us to new affective, cognitive and psychomotor domains of HSI… A new relationship between humans and machines.
  69. 69. What is this new relationship? What does it look like?
  70. 70. What is this?
  71. 71. http://www-bsac.eecs.berkeley.edu/archive/users/warneke-brett/SmartDust/ Berkeley’s Golem Dust 11.7 mm3 total circumscribed volume ~4.8 mm3 total displaced volume Berkeley’s Deputy Dust 6.6 mm3 total circumscribed volume 4th Gen 11.7 mm3 6.6 mm3
  72. 72. MIT Tech Review, 2005 Sensors Physical Chemical Biological http://www.rieti.go.jp/en/events/bbl/03102801.pdf , page 16 Actuators Physical Chemical Biological PhiloMetron™ 4th GEN
  73. 73. MIT Technology Review, January, 2005 4th GEN
  74. 74. Micro-robotics team and biologists at Tsukuba University Source: The Guardian Date: 2 May 2002 State University of New York (Suny) "Go go gadget: With a remote control sensor hotwired to its central nervous system, developments like the "roborat," created at SUNY's Downstate Medical Center, herald the coming of the biotronic age. What is the message?
  75. 75. We need to think beyond these. v v
  76. 76. Nanobionics: What is the message? Tethered bacterium Swimming bacterium Swimming speed ~ 20-30 µm Protons flux/motor ~ 1200 proton/rev Tethered bacterium Motor efficiency ~ 90-100 % Output power ~ 2.9×10-4 pW Stall torque ~ 4600 pN-nm Nano-motor (45 nm wide)Genetic Engineering Harmless E. coli Mohamed Al-Fandi, Ph.D. Research Assistant Professor of NEMS & MEMS Dept. of Mechanical Engineering & Biomechanics University of Texas
  77. 77. Adapted from Charles Ostman Senior Fellow Institute for Global Futures NEURO NANO BIOINFO 21st Century Architecture
  78. 78. Adapted from Charles Ostman Senior Fellow Institute for Global Futures NEURO NANO BIOINFO S&T Convergence
  79. 79. We live in a constructionist world which is open to design. The world is extensible.
  80. 80. How can we characterize this technological age?
  81. 81. By routing signals from helmet-mounted cameras, sonar and other equipment through the tongue to the brain, they hope to give elite soldiers superhuman senses similar to owls, snakes and fish…. Researchers at the Florida Institute for Human and Machine Cognition envision their work giving Army Rangers 360-degree unobstructed vision at night and allowing Navy SEALs to sense sonar in their heads while maintaining normal vision underwater -- turning sci-fi into reality. Brain Port: Warriors of the future will 'taste' battlefield CNN - Tuesday, April 25, 2006; Posted: 11:23 a.m. EDT (15:23 GMT)
  82. 82. www.kurzweilai.net/.../ SIN_headshot_highres.html “An analysis of the history of technology shows that technological change is exponential, contrary to the common-sense ‘intuitive linear’ view. So we won't experience 100 years of progress in the 21st century -- it will be more like 20,000 years of progress (at today's rate)… because we're doubling the rate of progress every decade, we'll see a century of progress--at today's rate--in only 25 calendar years.” Kurzweil, KurzweilAI.net, March 7, 2001.
  83. 83. Cybernetics is the discipline that studies and creates communication and control systems in living organisms and in the machines built by humans. Greek kybernetes (meaning steersman, governor, pilot, or rudder).
  84. 84. Industrial Age Notion of INFO AGE Historic – Economic – Social Shift Cybernetic Age
  85. 85. • Serious Games • Models and Differentiation • The Next Wave of HSI-HCI • The 5th World • K-12 Opportunities 5th World
  86. 86. Player Incr. hand-eye coord reaction time spatial visualization neuro-psych. tests visual attentiveness and mental rotation http://www.wehealnewyork.org/BI%20Surgeon%20teams%20up%20with%20Hollywood.htm James “Butch” Rosser, M.D., Chief of Minimally Invasive Surgery, Director of the Advanced Medical Technology Institute (AMTI) Beth Israel Medical Center in Manhattan According to Rosser’s study, surgeons who currently play or previously played video games had a 37% reduction in errors and accomplish laparoscopic surgical tasks 27% quicker.
  87. 87. US Nano Soldier FCS 2020 defenselink.mil/news/Jul2004/n07272004_2004072705.html Game Builder – Nano Soldier
  88. 88. US Nano Soldier FCS 2020
  89. 89. UT, DMC: NERO Game Builder – AI for Sensors
  90. 90. Game Operators
  91. 91. http://www.itsdocs.fhwa.dot.gov/JPODOCS/REPTS_TE/13599.htmlhttp://www.roadtraffic-technology.com/contractors/traffic_man/electrosonic/electrosonic1.html ß BACK FLIP C4 Operations Centers Air Land Sea Space Cyber
  92. 92. forecasting.tstc.edu
  93. 93. The learning and workforce needs of the game industry are most similar to the needs of 21st Century science (nano-bio-info-neuro).
  94. 94. Adapted from Charles Ostman Senior Fellow Institute for Global Futures NEURO NANO BIOINFO S&T Convergence
  95. 95. Nanobionics: What is the message? Tethered bacterium Swimming bacterium Swimming speed ~ 20-30 µm Protons flux/motor ~ 1200 proton/rev Tethered bacterium Motor efficiency ~ 90-100 % Output power ~ 2.9×10-4 pW Stall torque ~ 4600 pN-nm Nano-motor (45 nm wide)Genetic Engineering Harmless E. coli Mohamed Al-Fandi, Ph.D. Research Assistant Professor of NEMS & MEMS Dept. of Mechanical Engineering & Biomechanics University of Texas
  96. 96. Engineering Biology ChemistryPhysics Computer Science Nanobionics
  97. 97. Engineering Biology ChemistryPhysics Computer Science Game Builder
  98. 98. GAME TEAMS Games have captured millennials imagination and time. Leverage the attention economy of games to develop next generation workforce. We need to pierce the veil of play and support game-based constructivist learning. Transdisciplinarity is the common denominator. Games NANO BIO INFO NEURO Game Builder = System Builder TEAMS Educational Pull
  99. 99. 5th World Millennials Not Low Socio-Economic Status Ninja’s Crew, GameCamp, 2005
  100. 100. Why do you modify games? 9 8 14 3 9 8 8 9 0 2 4 6 8 10 12 14 16 Playing Yes Playing No Learning Yes Learning No Show Yes Show No Better Yes Better No
  101. 101. 22 48 0 10 20 30 40 50 60 Graduate HS Graduate CC or TC Graduate University Plans for education Computer Science 20 Video Game Design 9 Design/Art 8 Write in to survey 5th World
  102. 102. How are 5th World’ers exercising 21st century learning and work skills today?
  103. 103. Math Engineering TechScience What are they learning? ?
  104. 104. Math Engineering TechScience Arts What are they learning?
  105. 105. Math Engineering TechScience TEAMS What are they learning?
  106. 106. “Nobelist Herbert A. Simon has written that the availability of technologies to youth is its own instructor.” Dr. George Kozmetsky
  107. 107. Mixing Realities – Physical, virtual, imaginary and machine TEAMS – Transdisciplinary communities of practice SWARMING – Network socialization and learning (communal) GROUP – Global Generation 1980 Emergence of the 5th World 198219641946 Boomers Generation X Millennials 46-64 65-79 82-Present 5th World 4th World = Digital Divide
  108. 108. What about the digital divide?
  109. 109. 4th World Millennials Low Socio-Economic Status Goldberg’s Crew, Houston Community College
  110. 110. 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
  111. 111. Low SES: More TV and More Video Games TV Games A. Gold, IC2 Institute, UT Austin, Forthcoming
  112. 112. Females Males Designer/Decorator Professional athlete Doctor Video Game Designer Cosmetologist Business Owner Lawyer Engineer Teacher Lawyer Business Owner Military Service Musician/Singer Auto Mechanic Cook/Chef Computer Programmer A. Gold, IC2 Institute, UT Austin, Forthcoming
  113. 113. 0 10 20 30 40 50 60 70 80 90 100 High school or less Community college/technical College degree or beyond How Much Education do You Want? White African American Latino Other How much education? A. Gold, IC2 Institute, UT Austin, Forthcoming 4th World
  114. 114. 22 48 0 10 20 30 40 50 60 Graduate HS Graduate CC or TC Graduate University Plans for education Computer Science 20 Video Game Design 9 Design/Art 8 Write in to survey 5th World
  115. 115. What is the fundamental difference between the 4th and the 5th world?
  116. 116. 4th World Millennials Low Socio-Economic Status Arnold Goldberg’s Game Campers, HCC
  117. 117. 5th World Millennials Not Low Socio-Economic Status Ninja’s Crew, GameCamp, 2005
  118. 118. The toys we play with as children!
  119. 119. • Serious Games • Models and Differentiation • The Next Wave of HSI-HCI • The 5th World • K-12 Opportunities 5th World
  120. 120. Transcend the semantic gap between “gaming” and learning. Game systems, game technologies and gaming techniques are transforming the world at Kurzweil’s pace.
  121. 121. www.kurzweilai.net/.../ SIN_headshot_highres.html “An analysis of the history of technology shows that technological change is exponential, contrary to the common-sense ‘intuitive linear’ view. So we won't experience 100 years of progress in the 21st century -- it will be more like 20,000 years of progress (at today's rate)… because we're doubling the rate of progress every decade, we'll see a century of progress--at today's rate--in only 25 calendar years.” Kurzweil, KurzweilAI.net, March 7, 2001.
  122. 122. Cut the time between the discover of new learning science and it’s application in the classroom.
  123. 123. Michigan State University
  124. 124. The SGD-MA is designed to prepare students for industry, as well as academic pursuits, including careers in: · Game design · Educational media design and production · Health media design and production · Simulation design and production · Corporate training · Military simulation and training · Interactive media design and production · Advergaming · Digital media consultant · Academia (background for PhDs in mass communication, education, computer science, psychology, digital rhetoric)
  125. 125. Modeling, Simulation and Gaming (MS&G) require an evolution of our notions of media literacy, media criticism, educational technology and 21st Century skills.
  126. 126. Experiment with learning systems that integrate physical, virtual, imaginary and machine realities.
  127. 127. Join emerging global education networks such as NMC to develop collaboration and to learn.
  128. 128. Place equal value on playing games to learn and building games to learn.
  129. 129. Learning games represent a new mode of instruction to be blended with current pedagogical techniques.
  130. 130. Population: 1.4MM Growth: 1200/day Educational Sites 3 - 5 minutes EA online games 9 minutes AOL Entertainment 10 minutes Whyville.net 59 minutes Yahoo! Games 78 minutes MEAN TIME PER USER LOGIN Discovery.com: 96 million Whyville.net: 58.4 million BigChalk: 11 million Time for Kids: 8 million New York Times Learning Net: 1.2 million Cosmogirl: 425,000 PAGE VIEWS ©numedeon,inc.2003" The average time per log in July was 3.8 hours making it second to Neopets. Leverage free world-class learning environments such as whyville, squeak and alice.
  131. 131. 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. Empirical study
  132. 132. Contact jim@ventureramp.com you would like to be part of the March 2007 launch of Global Conflicts.
  133. 133. Place equal value on playing games to learn and building games to learn.
  134. 134. Building games represents a qualitative transformation of our notion of production, learning and R&D. They are united in game construction into one transdisciplinary act.
  135. 135. Math Engineering TechScience Arts K-12 Transformation
  136. 136. gameCAMP is for teachers too…
  137. 137. SpaceTEAMS
  138. 138. Gameboy Video Game BRAIN Vision System Lego Actuators and Building Blocks
  139. 139. Link the pipeline forward and backward..
  140. 140. Elementary spaceTEAMS San Antonio,TX Robot competition plus career and academic exploration and history of science and technology.
  141. 141. spaceTEAMS San Antonio,TX Middle School
  142. 142. US First-EISD Andrew Schuetze San Antonio,TX High School
  143. 143. If we use games as “bait”, we must bridge…
  144. 144. Mechatronics The synergistic combination of mechanical engineering, electronics, control systems and computers. Mechanical, Aerospace, and Nuclear Engineering Departments at RPI All Contents Copyright(C) 2001 Mechatronics Lab at RPI
  145. 145. Think BIG and place gaming in a larger context…
  146. 146. “spaceTEAMS can return San Antonio to the path of human development and space exploration making it in the realm of possibility that the first person to walk on Mars will be from San Antonio.” --General Robert F. McDermott and Dr. Francis “Duke” Kane
  147. 147. • Serious Games • Models and Differentiation • The Next Wave of HSI-HCI • The 5th World • K-12 Opportunities 5th World
  148. 148. What is this?
  149. 149. Learning Machine
  150. 150. 21st Century Teacher
  151. 151. Can you make the shift?
  152. 152. The End
  153. 153. 5th World: What’s Next in Ed Tech National School Board Association, October 2006, Jim Brazell, Ventureramp.com

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