Successfully reported this slideshow.
We use your LinkedIn profile and activity data to personalize ads and to show you more relevant ads. You can change your ad preferences anytime.

Future of games iste ven gsn calongne keynote

1,560 views

Published on

Keynote for the ISTE 2016 Games & Simulations - Virtual Environments Network Playground on June 28, 2016 by Dr. Cynthia Calongne, aka Lyr Lobo

Published in: Education
  • Login to see the comments

Future of games iste ven gsn calongne keynote

  1. 1. The Future of Games in Education Dr. Cynthia Calongne, CCCS & Colorado Technical University ISTE Games & Simulations – Virtual Environments Network
  2. 2. The Mars Expedition Space Simulation Dr. Cynthia Calongne, Lyr Lobo Dr. Andrew Stricker, Air University Mike McCrocklin, Air University Jeanne Holm, NASA JPL …studying deep space exploration using a context-rich challenge scenario offered via an immersive 3D world experience Defense GameTech Federal Virtual Worlds Challenge $25,000 Grand Prize Winner in 2010 Huffman Prairie Red Lion Deep Space Explorer en route to Mars, image by C. Calongne (2010)
  3. 3. TV Series Bar Karma • Will Wright, a GameTech keynote speaker – Game designer -- the Sims, SimCity and Spore – The Black Ops team designed Bar Karma • Myxen Will Wright GameTech slides http://www.slideshare.net/guesta79ddf9/orando2010-5 Will Wright video: http://www.youtube.com/watch?v=fulyfB0c_CQ Will Wright on Bar Karma, image by Current TV (2011)
  4. 4. What is in store for the future of educational games? Process  Analyze the past – NMC Horizon Report  Dream about the future – Visioning Activity  Note the impact of the media – Gartner’s Hype Cycle  Reflect on the Forces (pro & con)  Nurture the Innovation  The goal is to move from invention to widespread adoption Tactics for Forecasting
  5. 5. Mnemonic • The forces are the words that end in -al – Philosophical assumptions – Cultural – a global culture, Social – Legal issues and treaties – Political – Governmental or Organizational requirements – Technological challenges, technical concerns – Ethical concerns, moral beliefs – Financial considerations, Economical – Organizational - Policy challenges – Structural - Infrastructure needs
  6. 6. The Journey Doctoral Student Researcher Professor Designer Leader Mentor
  7. 7. From the Emotiv to Jane McGonigal and ISTE Epic Leadership
  8. 8. Role of Wearable Technology in Edu Games?
  9. 9. Teaching Futuring and Innovation
  10. 10. A Day Made of Glass 2 Extended Corning. (2012). A Day Made of Glass 2: Unpacked. The Story Behind Corning’s Vision [Video]. https://www.youtube.com/watch?v=X-GXO_urMow
  11. 11. Collaboration A Day Made of Glass by Corning
  12. 12. Games are a Subset of Play Johann Huizinga wrote Homo Ludens on Meaningful Play Katie Salen & Eric Zimmerman featured it in their book, The Rules of Play Cover: & this images: Scenes from the Inspire Space Park in Second Life, image by C. Calongne (2014)
  13. 13. http://cdn.nmc.org/media/2016-nmc-horizon-report-he-EN.pdf http://cdn.nmc.org/media/2015-nmc-horizon-report-k12-EN.pdf
  14. 14. The Future: NMC Horizon Reports 2009-2011 2009 • Mobiles • Cloud Computing • Geo-Everything • The Personal web • Semantic-Aware Apps • Smart Objects 2010 • Mobile Computing • Open Content • eBooks • Simple Augmented Reality • Gesture-Based Computing • Visual Data Analysis • eBooks • Mobiles • Augmented Reality • Game-Based Learning • Gesture-Based Learning • Learning Analytics 2011
  15. 15. The Future: NMC Horizon Reports 2012-2013 2012 2013 • Mobile Apps • Tablet Computing • Game-Based Learning • Learning Analytics • Gesture-Based Computing • Internet of Things • MOOCs • Tablet Computing • Games and Gamification • Learning Analytics • 3D Printing • Wearable Technology
  16. 16. The Future: NMC Horizon Reports 2014-2015 2014 2015 • Flipped Classroom • Learning Analytics • 3D Printing • Games and Gamification • Quantified Self • Virtual Assistants • BYOD • Flipped Classroom • Makerspaces • Wearable Technology • Adaptive Learning Technologies • The Internet of Things
  17. 17. Horizon Report 2009-2015
  18. 18. If you had all of the time, talent and money in the world, what kinds of innovative games would you create? For education or entertainment?
  19. 19. Technology Forecasters  Evolution  Scientific Discovery  Inventions  Science Fiction  Futurology  Tech Forecasting  Think Tanks  Rand Corporation  Forecasters  Forecast International  Futurists  Einstein  Inventors  Jules Verne  H.G. Wells  Herman Kahn  Dr. Strangelove  www.rand.org/  www.forecastinternational.com/ From p. 160-166 The Fortune Sellers by W. Sherdan 22
  20. 20. 23 Rand Corporation, 1948 The Hudson Institute, 1961 Think Tanks Futurist, nuclear scientist, and systems theorist Predicted the rise of Japan as a world power
  21. 21. Major Forecasting Techniques  Technique  Delphi method  Nominal group  Case study  S-Curve  Correlation analysis  Lead-user analysis  Analytic hierarchy  Systems dynamics  Cross-impact analysis  Relevance trees  Scenario writing  Description  Brainstorming  Delphi - leader  Analogous problems  Looking beyond trends  Past to future tech  Leading edge users  Forces influencing development  Dynamic relationships model  Interrelated future events  Goal trees & probability  Alternate future views From p. 167 The Fortune Sellers by W. Sherdan
  22. 22. TopTenFuturistsfromthe 80’s  AlvinToffler – Future Shock & 1st Univ futuring course  Mikhail Gorbachev – last head of state in the USSR  Nelson Mandela – political activist - social change  Arthur C. Clarke – 2001: A Space Odyssey  Gene Roddenberry – StarTrek  Peter Drucker-America’s NextTwentyYears  John Naisbitt – Megatrends  David Suzuki – Inventing the Future, environmental  Marilyn Ferguson,Assoc of Humanistic Psychology  Hazel Henderson –The Politics of Money
  23. 23. ThoughtsAboutthe FutureI  "Any useful idea about the future should appear to be ridiculous." (Jim Dator)  "A part of our future appears to be evolutionary and unpredictable, and another part looks developmental and predictable. Our challenge is to invent the first and discover the second." (John Smart)
  24. 24. MacArthur Foundation Assoc. of College Research Librarians VWBPE 2014 Conference Video Hostage Rescue Game Simulation Connect with the Community Images by C. Calongne (2014)
  25. 25. New Media Consortium Symposium on the Impact of Digital Media Oct. 2006 Blended Reality with the MacArthur Foundation Lyr asked Eric Zimmerman & Katie Salen – “Should we design MMORPGs for education?”
  26. 26. Games are a subset of Play  Johann Huizinga on meaningful play in Homo Ludens  Katie Salen & Eric Zimmerman in the Rules of Play  Oct 2006 New Media Consortium symposium on Digital Media with the MacArthur Foundation in SL  Karl Kapp in a VWBPE 2016 keynote – pro-social behavior  Jane McGonigal in her 2013 ISTE Keynote  Constance Steinkuehler in her NMC Keynote Should Educators Design Games?
  27. 27. Emerging Media Is everything that touches the Web Web Software Development Cloud Services Web Design Media Production Media Consumption Online Education Constructivism Mobile Computing Semantic Web Web Culture Cultural ImplicationsDr. Cynthia Calongne
  28. 28. EM Trends for 2014 1. End of the Desktop – embrace mobile 2. Real Time Marketing 3. Big Data Marketing vs. People-based research 4. Small, digestible nuggets of information and videos 5. Wearable tech 6. Geo-location and historical data analysis 7. Pushback against regulations 8. Meetups and social sites sizzle 9. Crowdsourcing everything 10. Online video over banner ads 11. Publish or perish – online content publishing increases 12. Rise of the social boomer http://www.cmo.com/content/cmo-com/home/slide-shows/slide_show_11_top_ma.html http://www.cmo.com/content/cmo-com/home/articles/2013/12/12/digital_marketing_in_2014.html http://www.bluefocusmarketing.com/2014/02/18/5-emerging-business-social-media-marketing-trends-for-2014/
  29. 29. 32 Technology-Enabled Collaboration
  30. 30. The gamer’s mindset – the fact that they are learning in a totally new way – means they’ll treat the world as a place for creation, not consumption. This is the true impact videogames will have on our culture. Will Wright, Wired (Steinkuehler, 2010)
  31. 31. Collective problem solving Digital literacy practices Scientific habits of mind Computational literacy Reciprocal apprenticeship Pop cosmopolitanism (Steinkuehler, 2010)
  32. 32. roughly 2000 posts over 85 threads (Steinkuehler, 2010)
  33. 33. scientific discursive practices model based reasoning tacit epistemology AAAS Standards analytic framework (Steinkuehler, 2010)
  34. 34. is the talk productive? social banter 8 % uncodable 6 % social knowledge construction 86% Question Explanation A [Discussion] Explanation B [Discussion] (Steinkuehler, 2010)
  35. 35. scientific discursive practices of 86% SKC (Steinkuehler, 2010) build on others’ ideas 37% use of counterarguments 37% use of data / evidence 28% alternative explanations of data 12% references outside resources 7%
  36. 36. Constellation of literacy practices. Steinkuehler (2007) (Steinkuehler, 2010)
  37. 37. (Steinkuehler, 2010)
  38. 38. (Steinkuehler, 2010)
  39. 39. system based reasoning, understanding feedback model-based reasoning, model testing & prediction 58% 41% mathematical modeling, mathematical computation 11% 5 % 4 % 1 % model based reasoning (Steinkuehler, 2010)
  40. 40. The unforunate fact is that there is no shadow nuke... and no shadow nuke which bennefits from reduced casting time. All oth have a nuke which bennefits from reduced cas er casters (including holy priests) ting time: bane, improved fireball, improved frostbolt, divine fury, improved wrath. I have put together my own spreadsheet which goes into more detail and takes into account exactly what happens to spells with regard to talents and gives a column at the end expressing each spell's total scaling with r your gear actually improves yo espect to +dmg applied per second (i.e. how much ur dps): http://geocities.com/[omitted].htm If I got anything wrong feel free to email me at [omitted]@gmail.com but if you read up at wowwiki.com and check out the coefficients used in the theorycraft mod you'll find that I'm consistent with res pect to them. You see there at the end - if you add flay and swp together you see that shadow is at 31%, where fire mages are around 48%. I have done some preliminary numbers for the expansion and shadow only improves to 35% as fire mages jump way up to 60%. If flay were empowered to the point that it recieved 65% of +dmg then shadow would be up around 45% dps scaling. That would be quite respectible considering that a shadow priest can swp/flay for nearly 2 minutes without interruption where other classes would peter out in a minute or less except for their mana recovery abilities. Without empowered scaling shadow priests will languish at under 50% of the endgame dps of mages and warlocks. social knowledge construction model based reasoning references outside resources model testing/prediction (Steinkuehler, 2010)
  41. 41. Topology - studying Agents, networks and layers Dynamics – areas Propagation, growth, grouping, order, allocation, mapping, specialization, nesting Paradigms and theories Network theory, adaptive systems, chaos theory, cellular automata, system dynamics, cybernetics Games as tools for science & society by Will Wright Wright, W. (2010). Games as tools for science and society. [slides & video] http://www.slideshare.net/guesta79ddf9/orando2010-5 https://www.youtube.com/watch?v=fulyfB0c_CQ
  42. 42. By Jane McGonigal http://janemcgonigal.com/learn-me/
  43. 43. What is in store for the future in 5-10 and 15 years?  Immersive VR Games with lightweight technology  Educational Game Design Engines  Educational MMORPGs  Rapid Visual & Storytelling Prototyping Tools  Enhanced Social Games, Gifts, and Social Gamification  Holographic Augmented Reality Games  Virtual to Real - Blended Reality Simulations  Student centric creation games – applied learning  Participatory design of games – players as designers Near-Term Future of Edu Games
  44. 44. Fearless Protovation Striving for Innovation - Willingness to fail
  45. 45. 48 Virtual Education Round Table
  46. 46. Design Goals, Game Elements and Outcomes
  47. 47. Student Game Designs
  48. 48. Cognitive Apprenticeship with a Shared Context for Learning
  49. 49. Human Cell Avatars Game – When Worlds Collide
  50. 50. Presencing offers tools for exploring wicked problems through game design
  51. 51. Studying Robotics, Futuring, Innovation, Emerging Media, & Software Engineering 2006-2009
  52. 52. We are all heroes
  53. 53. 58 NOAA researcher dressed as as an admiral famous for coining the computer bug & giving out a nanobyte Lyr and a student
  54. 54. By Jane McGonigal http://janemcgonigal.com/learn-me/
  55. 55. How does it work?  Learner-centric design  Fearless protovation  Mobbability  Open Source  Collaboration  Participatory design  Ancient Spaces http://ancient.arts.ubc.ca/ Participatory Design
  56. 56. Gartner Gamification & Mobile App Predictions By 2015 50% of organizations that manage innovation processes will gamify them – Prediction date: April 12, 2011 By 2014 80% of the current gamified applications will fail to meet business objectives due to poor design – Prediction date: Nov 27, 2012 By 2018 Less than 0.01% of consumer mobile apps will be considered a financial success by their developers – Prediction date: Jan 13, 2014
  57. 57. Highlights from Will Wright, designer of the Sims, SimCity & Spore  Games give us abstractions of our world to model behavior  We develop schemas that reinforce our mental models  Topologies (nouns)  Dynamics (verbs)  Paradigms (grammar) to study Games as Tools for Science & Society Will Wright’s (2010) Defense GameTech Keynote
  58. 58. Propagation Growth Grouping Order Allocation Mapping Specialization Nesting Dynamics Cybernetics SystemDynamics CellularAutomata ChaosTheory AdaptiveSystems NetworkTheory Local Global Order Disorder CompeteCooperate emergence Will Wright (2010)
  59. 59. Expensive Cheap Realistic Abstract Map Exercises Computer Simulations War Games Analytical Models Minor Field Exercises Major Field Exercises General Problem Solving Will Wright (2010)
  60. 60. Intuition Strategy Systemic Holistic Mastery Subconscious Associative Deconstruction Emergence Repetition Practice Perception Awareness Filtering Basic Skills LeadershipSocial Empathy Will Wright (2010)
  61. 61. Examples – (Data) Metaphors – (Patterns) Schema – (Abstractions) Models – (Predictive) Behavior Will Wright (2010)
  62. 62. World models imagination A B C Will Wright (2010)
  63. 63. Basic Control Needs Hygiene Collapse Lonely Starve Happy Free Time Job/Skills Economy Demotion Lose Job Repo Man Electrocution Objects House Efficiency Family Breakup Social Services Affair Military School Marriage Children Social - Friends Argument Insult Jealousy Fight Friendship Romance Parties Success Failure Move Interact Will Wright (2010)
  64. 64. Models – build – test - replaceWill Wright (2010)
  65. 65. Games test models Play builds models imagination imagination Will Wright (2010)
  66. 66. Propagation Growth Grouping Order Allocation Mapping Specialization Nesting Dynamics Cybernetics SystemDynamics CellularAutomata ChaosTheory AdaptiveSystems NetworkTheory Verbs Will Wright (2010)
  67. 67. Will Wright (2010)
  68. 68. Futurism
  69. 69. Social Infrastructure Financial Metabolic Will Wright (2010)
  70. 70. Verbs into Nouns Will Wright (2010)
  71. 71. From the Learning Space to the Mind Space Deep Learning
  72. 72. Students as Designers What would happen if our learners constructed modular learning games? 78
  73. 73.  Average gamer is 31 years old  29% under 18 years  32% 18-35 years  39% 36+ years  52% male; 48% female  55% male; 45% female in 2012  Female gamers 50+  Increased by 32% in 2013 Who is Playing? ESA (2014)
  74. 74.  Average age 35 years  Of frequent game purchasers  50%male; 50% female  Female gamers 50+  Increased by 32% in 2013  Social games are most popular  Increase of 55% in 2013 Who Buys Video Games? http://www.theesa.com/facts/pdfs/esa_ef_2014.pdf
  75. 75. Images by Dr. Andy Stricker (2014), published by Calongne et al., 2014
  76. 76. Reflection
  77. 77. Game Statistics from Jane McGonigal (2014) • 1 billion gamers worldwide • 300 million minutes a day spent playing • 400,000 years daily • 7+ billion hours a week of maximum engagement • 99% males vs 94% females play one hour+ / day • 92% of two-year-olds play games
  78. 78. Call of Duty Statistics (McGonigal, 2014; Roscorla, 2013) Call of Duty Black Ops II Launch 1 in 4 players called in sick Call of Duty Modern Warfare 3 Played 170 hours a year per player 1 month of full-time work/year Jane McGonigal CTU Keynote Address, April 17, 2014
  79. 79. Call of Duty Modern Warfare 2 http://www.wallpapersonly.net/view/call-of-duty-modern-warfare-2-1680x1050.html
  80. 80. Game Statistics on Engagement 81% of global workers are not engaged Gallup 2013 (G2013) Unengaged workers cost companies $3.1 trillion/year worldwide (G2013) The longer you stay in school, the less engaged you become Level of engagement 76% elementary engaged 61% middle school engaged 44% high school engaged Jane McGonigal CTU Keynote Address, April 17, 2014
  81. 81. Games - Positive Emotions 1. Curiosity 2. Creativity 3. Contentment 4. Excitement 5. Relaxation 6. Surprise 7. Joy 8. Control 9. Arousal 10. Wonder 11. Triumph 12. Pride 13. Love 14. Flow Calongne’s adaptation of Jane McGonigal’s research
  82. 82. Games – Negative Emotions 1. Boredom 2. Frustration 3. Discomfort 4. Despair 5. Apathy 6. Uncertainty 7. Annoyance 8. Fear 9. Anxiety 10. Worry 11. Anger 12. Rage 13. Aggression 14. Addiction Calongne’s adaptation of Jane McGonigal’s research
  83. 83. Top Selling 20 Video Games of 2013 http://www.theesa.com/facts/pdfs/esa_ef_2014.pdf
  84. 84. Top Selling 20 Video Games of 2015 http://essentialfacts.theesa.com/Essential-Facts-2016.pdf
  85. 85. http://www.wallpapersonly.net/view/battlefield-bad-company-3-1920x1200.html
  86. 86. Top Selling 20 Computer Games of 2013 http://www.theesa.com/facts/pdfs/esa_ef_2014.pdf
  87. 87. Top Selling 20 Computer Games of 2015 http://essentialfacts.theesa.com/Essential-Facts-2016.pdf2014.pdf
  88. 88. Games for Girls – Any Surprises? http://gameswallpaperhd.com/2-games-for-girls-gamespot-icon-high-detail-social-iconset.html
  89. 89. Social Game Retention Problems http://www.themarysue.com/social-video-games-churn/#geekosystem “No, I Won’t Visit Your Farm: Around 85% of US Players Quit Social Video Games After One Day” – Playnomics July-Sep 2012 Long-term retention is tied to early engagement 95% stop playing at the end of three months; most left within 3 days
  90. 90. Affect Preserving the Magical Experiences that We Value Image: What does your dream library look like? http://martavallelibrary.wordpress.com/2009/05/08/what-does-your-dream-library-look-like/
  91. 91. Our Research on Immersive & Mobile Games
  92. 92. EM and Future Game Designs Roleplay, Social Games and Simulations Featuring Head-mounted displays and gestural interfaces
  93. 93. Games for the Future • Alternate reality games • Augmented reality • Games for change • Freeplay games • Serious games • Mobile games • Reality games • Social games • Gamification • Video games • MMORPGs • MMOGs • MUVEs • MUDs
  94. 94. Global currency, incentives and rewards An emphasis on social responsibility
  95. 95. Constructivism Social Development Theory – Lev Vygotsky 1. Social interaction leads to social behavior, consciousness and cognitive development 2. The More Knowledgeable Other 3. The Zone of Proximal Development (ZPD) Learning occurs in the ZPD between performing a task under guidance and doing it independently http://www.learning-theories.com/constructivism.html
  96. 96. Process and Roles Pedagogy – how classes are structured and taught The memorization of basic facts and rules Determined and directed by the teacher Andragogy – adults learn through trial and error Activity-based and applied learning Determined by the teacher and directed by the learner Heutagogy – the study of self-determined learning Developing learning skills and knowledge creation Determined and directed by the learner http://www.learning-theories.com/vygotskys-social-learning-theory.html http://www.nssa.us/journals/2007-28-1/2007-28-1-04.htm
  97. 97. Games in Education Constructivism Applying concepts Just in Time Teaching (JiTT) Tools and Technologies Ubiquitous Display glass Immersive Learning Enhanced Augmented Reality Games integrating with life 3D Educational Game Worlds Holographic 3D Lab and Classroom Simulations
  98. 98. Educators Reinforce Critical Thinking & Problem Solving!
  99. 99. Game-based Learning Centers
  100. 100. As You Explore the Unknown 107
  101. 101. Invite Others to Help - Collaborative Design
  102. 102. 109
  103. 103. Ayn Rand Space Center
  104. 104. The Twilight Zone: The Changing of the Guard The story of an educator who learns that his decades of teaching were inspirational, as demonstrated by the ghosts of his students http://www.youtube.com/watch?v=MN5hkdcEHpA
  105. 105. Conference Proceedings http://www.fdg2014.org/proceedings.html Games Workshops http://www.fdg2014.org/workshopsproceedings.html 5th Workshop on Procedural Content Generation in Games 3rd Workshop on Design Patterns in Games 2nd Workshop on the Global Game Jam Social Believability in Games Workshop
  106. 106.  Gamasutra – the Art & Business of Making Games http://www.gamasutra.com/  International Game Developers Association IGDA.org  GameDev.net  Game Developer Conferences Vault – 20 years of content  http://www.gdcvault.com/  Game Developer Magazine Archives  http://www.gdcvault.com/gdmag  The Entertainment Software Association (TheESA.com) Game Development Resources
  107. 107. For More Information Gartner Research 2014 http://www.gartner.com/newsroom/id/2251015 Gartner Research 2015 http://www.gartner.com/newsroom/id/1629214 Gartner Research 2018 http://www.gartner.com/newsroom/id/2654115 Jane McGonigal (2010). : Gaming can make a better world. Ted Talks. http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world McGonigal (2010). Reality is Broken. http://janemcgonigal.com/ Stricker, A. and Calongne, C. (2011). Games and simulation design: from a hostage rescue game to geothermal energy on Mars in Virtual Harmony. Gordon Research Conference 2011 on Scientific Visualization. http://www.slideshare.net/lyrlobo/gordon-research-conference-2011 Stricker, A., Arenas, F., Scribner, T., Cook, T., Calongne, C. (2014). A summer experiment with MOOC design by educators. EDUCAUSE ELI 2014. http://www.educause.edu/events/eli-virtual-annual-meeting-2014/2014/summer-experiment-mooc-design-educators Artificial Intelligence Resources: Pandorabots – Chatbot Creation http://www.pandorabots.com/botmaster/en/home Calongne, C. (2014). Games for change: What can we learn from video games, online games and simulations? http://www.slideshare.net/lyrlobo/games-workshop-for-the-ctu-doctoral-symposium-by-calongne-2014 Mars Expedition Trailer: http://www.facebook.com/video/video.php?v=1399395902637 Mars Expedition Educational Video: http://www.facebook.com/video/video.php?v=1404251944035 Calongne Curriculum Vitae. http://bit.ly/ccalongne
  108. 108. Steinkuehler, C. (2010). MMOs, learning & the new pop cosmopolitanism. Keynote address for The New Media Consortium Symposium on New Media & Learning, March 23-25, 2010 [video]. http://www.youtube.com/watch?v=a0028zVcMqc Steinkuehler, C. (2015). Cool Stuff for DML. https://sites.google.com/site/coolstufffordml/constance-steinkuehler Wright, W. (2010). Games as tools for science and society. Keynote address at Defense GameTech 2010, Orlando, FL. [slides] http://www.slideshare.net/guesta79ddf9/orando2010-5 Wright, W. (2010). Games as tools for science and society [video]. https://www.youtube.com/watch?v=fulyfB0c_CQ References
  109. 109. References 2 Calongne, C. (2014). The view from Inspire Space Park in Second Life. [Image]. Calongne, C. (2010). Huffman Prairie Red Lion Deep Space Explorer en route to Mars. [Image]. Current TV. (2011). Will Wright on Bar Karma. [Image]. Gartner Research 2014 http://www.gartner.com/newsroom/id/2251015 Gartner Research 2015 http://www.gartner.com/newsroom/id/1629214 Gartner Research 2018 http://www.gartner.com/newsroom/id/2654115 Jane McGonigal (2010). : Gaming can make a better world. Ted Talks. http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world McGonigal (2010). Reality is Broken. http://janemcgonigal.com/ Stricker, A. and Calongne, C. (2011). Games and simulation design: from a hostage rescue game to geothermal energy on Mars in Virtual Harmony. Gordon Research Conference 2011 on Scientific Visualization. http://www.slideshare.net/lyrlobo/gordon-research-conference-2011 Stricker, A., Arenas, F., Scribner, T., Cook, T., Calongne, C. (2014). A summer experiment with MOOC design by educators. EDUCAUSE ELI 2014. http://www.educause.edu/events/eli-virtual-annual-meeting-2014/2014/summer-experiment-mooc-design-educators Artificial Intelligence Resources: Pandorabots – Chatbot Creation http://www.pandorabots.com/botmaster/en/home
  110. 110. References 3 Eberie, J. and Childress, M. (2004). Heutagogy: It Isn’t Your Mother’s Pedagogy Any More, National Social Science Association. http://www.nssa.us/journals/2007-28-1/2007-28-1-04.htm Rheingold, H. (2012). Net smart: how to thrive online. Cambridge: MIT Press. Jane McGonigal – Institute for the Future, Alternate Reality Games, SXSW2012 http://www.slideshare.net/avantgame/iftf-creating-alternate- realities U.S. Department of Energy http://genomics.energy.gov Games-Based Learning MOOC Signup (2012). A Massive Online Open Course based on the theory of connectivism. http://bit.ly/gamesmooc
  111. 111. Notes for the Videos from Journey to the New Frontier II [1] Cover and last slide photo from the film Metropolis by Fritz Lang 1927 [2] 3D Map of the World Wide Web http://www.vlib.us/web/worldwideweb3d.html [3] Project Natal Innovation Journey http://www.youtube.com/watch?v=b3-Ejib0z3U [4] A Day Made of Glass by Corning http://www.youtube.com/watch?v=cuxf6zBTO2g [5] What does your dream library look like? http://martavallelibrary.wordpress.com/2009/05/08/what-does-your-dream-library-look-like/ [6] Text 2.0 http://www.youtube.com/watch?v=8QocWsWd7fc [7] Future of Screen Technology http://www.youtube.com/watch?v=g7_mOdi3O5E [8] Microsoft Office Labs 2019 Vision http://www.youtube.com/watch?v=DQdGvfV4WnU [9] Total Immersion Augmented Reality http://www.youtube.com/watch?v=SeUa_sj3Fzc [10] Living with Robots http://www.youtube.com/watch?v=AF0WsvfG_nI [11] White, W.A. http://thinkexist.com/quotation/i_am_not_afraid_of_tomorrow- for_i_have_seen/15186.html Journey to the New Frontier II – videos for this keynote address https://docs.google.com/present/view?id=ddbdvh8h_116cxwfxjn2
  112. 112. Links • Eight traits of the New Media Landscape – Henry Jenkins – MacArthur Foundation white paper on participatory culture • http://henryjenkins.org/2006/11/eight_traits_of_the_new_media.html • http://farisyakob.typepad.com/blog/2006/11/eight_traits_of.html • 10 Years of Emerging Media Infographic • http://jwhiskeyman.wordpress.com/2013/01/14/10-years-of-emerging-media-infographic/ • Interesting blog on EM, marketing and UGC by kids • http://brucealanmorgan.com/ (user-generated content) • Emerging Media is a Misnomer. Just ask Shakespeare – http://brucealanmorgan.com/2014/01/13/media-misnomer/ – The Conversation Prism - Brian Solis’ and JESS3’s Infographic • Emerging Media Technologies and Job Opportunities, Presentation by Rod Sanchez – http://www.nmfilm.com/Emerging_Media_Technologies.aspx – http://www.nmfilm.com/uploads/files/Emerging%20Media%20-ED%20Summit-9-7-12.zip

×