DIT Trade Mission
Storytelling and Immersive Learning with 360 Video
/VR Technologies and Gamification Techniques
Objectives
To make learning more enjoyable and effective
To show why and how virtual reality and 360 degree
technologies are so significant for education
To provide an overview of some available technologies and
how they are being used
To demonstrate simple and cost effective ways to use
gamification techniques in the classroom
To identify potential partners to develop effective learning
packages
Places, People & Experiences
Immersive Technologies & Stories
21st Century Skills for Professionals
Subject Matter Knowledge
Judgement
Ability to analyse data
Experience
Sensitivity and Awareness
Self-Motivation & Pride
Creativity
Teamwork
Demands years of training, dedication and skills development
My Dream Job as a Schoolboy
Subject Matter Knowledge
Responsibility for human lives
Judgement
Ability to analyse data
Experience
Sensitivity and Awareness
Customer Centric
Teamwork
Demands years of training, dedication and skills development
2018 Rail Transport
Kuala Lumpur MRT – where is the driver?
Cars before Data Technology
We used our human skills to get the best from our vehicles supported
by knowledge professionals
Breakdowns and Repair
The consequence of this lack of technology in older cars was
more breakdowns and a reliance on garages and mechanics to
diagnose problems, maintain and repair
Data Measurement and Visualisation
Modern cars tell us oil pressure,
temperature, speed, range of petrol
tank, warn us of any impending
problems, tell us where we are and
how to get to our destination and
compute new routes if we go off track
Disruptive Technologies changing Training & Education
Disruptive and embedded technologies change the dynamics of our
employment and skills development needs
Disruptive Digital Technologies
Medical Applications
Some Facts and Figures
20+ years experience in technology enhanced learning
Founding Director of Serious Games Institute
Pioneer of Immersive Learning Environments
Google Street View Trusted Pro Photographer
Over 9,000 published 360 photos on Google Maps
Over 4 million views of photos
Why is Learning Teaching Different Today?
Human beings have a desire to learn and develop from the moment they are born.
Exploration, trial and error, testing the world around us, being in control are in our DNA
We used to rely on teachers to provide knowledge and understanding but today we have technology
Teaching used to be standard for everyone to prepare us for a job for life
Today teaching has to be personalised, student-centred to prepare us for a rapidly changing world
Many jobs that need human skills today will not exist in a few years
Creativity & Story Telling
The ability to communicate through stories and engage others is a
vital life skill which requires creativity and innovation
Technology has Changed Everything
The teacher is a guide / coach / mentor
Learning is self-directed, 24/7 anytime, anywhere activity
The flipped classroom idea (students as teachers)
Education as a preparation for life challenges (not for
remembering facts)
Gamification used as a strategy to engage and motivate –
Play with Purpose
Experiential Learning by Doing
What are Most Popular/significant
Technologies for Learning Today?
Laptops / Computers (portable, accessible)
Mobile phones (portable, accessible, easy to access)
Internet (Google, social media)
Video Games (test and develop skills, fun to use)
Cloud computing and artificial intelligence (24/7, personal)
Virtual Reality and 360 Degree Imaging
Virtual Reality is as significant as the internet in terms of its
potential to change the nature of training & education at all levels
Why Virtual Reality and 360 Imaging?
Total Immersion (like
being there)
Chance to explore and
discover
Puts learner in control
Fun experience
Foundation for
storytelling and games-
based learning
The Impact of VR Experience
Latest Generation Camera Technologies
Smartphones and Cheap VR Headsets
make 360 degree worlds accessible
The Oculus GO Headset
360 Degree Immersive Video and Sound
Virtual Reality and Immersive Learning
Five Examples of Virtual/Real Worlds in Education
1 2
3 4
5
Second Life
Real Meetings and Simulations in Artificial Worlds
Minecraft is another example
1
Fieldscapes
Mixing Real and Virtual Worlds
2
Google Expeditions
Group Visits and Lessons in 360 Degree Photos
3
360 Degree Shared Experiences
360 Photos and Videos to share stories
Marzipano Tool for 360 Photos
Create your own gamified learning experience
5
The Technologies Needed
Example Application created with 360 pics
http://www.davidwortley.com/thaisimchallenge/index.html#
Six Examples
Second Life virtual worlds hosting meetings and simulations
Fieldscapes virtual field trips using Unity platform
Google Expeditions for group trips using 360 photos
360 photos and videos for shared experiences
Marzipano Tool for self-created 360 degree infographics
Kuula Tool for Customised Immersive Learning
Kuula Demonstration
The Proposition
Collaborative partnerships based on a franchise model
Customised learning content and lesson plans
Promotion of local culture and heritage to a global
audience
Focus on student centric peer to peer, self-directed
learning
Developing the skills and attitudes to survive and prosper
in today’s world.
Thank You
David Wortley
360in360 Immersive Experiences
david@360in360ix.co.uk

Immersive Technologies Workshop

  • 1.
    DIT Trade Mission Storytellingand Immersive Learning with 360 Video /VR Technologies and Gamification Techniques
  • 2.
    Objectives To make learningmore enjoyable and effective To show why and how virtual reality and 360 degree technologies are so significant for education To provide an overview of some available technologies and how they are being used To demonstrate simple and cost effective ways to use gamification techniques in the classroom To identify potential partners to develop effective learning packages
  • 3.
    Places, People &Experiences Immersive Technologies & Stories
  • 4.
    21st Century Skillsfor Professionals Subject Matter Knowledge Judgement Ability to analyse data Experience Sensitivity and Awareness Self-Motivation & Pride Creativity Teamwork Demands years of training, dedication and skills development
  • 5.
    My Dream Jobas a Schoolboy Subject Matter Knowledge Responsibility for human lives Judgement Ability to analyse data Experience Sensitivity and Awareness Customer Centric Teamwork Demands years of training, dedication and skills development
  • 6.
    2018 Rail Transport KualaLumpur MRT – where is the driver?
  • 7.
    Cars before DataTechnology We used our human skills to get the best from our vehicles supported by knowledge professionals
  • 8.
    Breakdowns and Repair Theconsequence of this lack of technology in older cars was more breakdowns and a reliance on garages and mechanics to diagnose problems, maintain and repair
  • 9.
    Data Measurement andVisualisation Modern cars tell us oil pressure, temperature, speed, range of petrol tank, warn us of any impending problems, tell us where we are and how to get to our destination and compute new routes if we go off track
  • 10.
    Disruptive Technologies changingTraining & Education Disruptive and embedded technologies change the dynamics of our employment and skills development needs
  • 11.
  • 12.
    Some Facts andFigures 20+ years experience in technology enhanced learning Founding Director of Serious Games Institute Pioneer of Immersive Learning Environments Google Street View Trusted Pro Photographer Over 9,000 published 360 photos on Google Maps Over 4 million views of photos
  • 13.
    Why is LearningTeaching Different Today? Human beings have a desire to learn and develop from the moment they are born. Exploration, trial and error, testing the world around us, being in control are in our DNA We used to rely on teachers to provide knowledge and understanding but today we have technology Teaching used to be standard for everyone to prepare us for a job for life Today teaching has to be personalised, student-centred to prepare us for a rapidly changing world Many jobs that need human skills today will not exist in a few years
  • 14.
    Creativity & StoryTelling The ability to communicate through stories and engage others is a vital life skill which requires creativity and innovation
  • 15.
    Technology has ChangedEverything The teacher is a guide / coach / mentor Learning is self-directed, 24/7 anytime, anywhere activity The flipped classroom idea (students as teachers) Education as a preparation for life challenges (not for remembering facts) Gamification used as a strategy to engage and motivate – Play with Purpose Experiential Learning by Doing
  • 16.
    What are MostPopular/significant Technologies for Learning Today? Laptops / Computers (portable, accessible) Mobile phones (portable, accessible, easy to access) Internet (Google, social media) Video Games (test and develop skills, fun to use) Cloud computing and artificial intelligence (24/7, personal) Virtual Reality and 360 Degree Imaging Virtual Reality is as significant as the internet in terms of its potential to change the nature of training & education at all levels
  • 17.
    Why Virtual Realityand 360 Imaging? Total Immersion (like being there) Chance to explore and discover Puts learner in control Fun experience Foundation for storytelling and games- based learning
  • 18.
    The Impact ofVR Experience Latest Generation Camera Technologies Smartphones and Cheap VR Headsets make 360 degree worlds accessible
  • 19.
    The Oculus GOHeadset 360 Degree Immersive Video and Sound
  • 20.
    Virtual Reality andImmersive Learning Five Examples of Virtual/Real Worlds in Education 1 2 3 4 5
  • 21.
    Second Life Real Meetingsand Simulations in Artificial Worlds Minecraft is another example 1
  • 22.
  • 23.
    Google Expeditions Group Visitsand Lessons in 360 Degree Photos 3
  • 24.
    360 Degree SharedExperiences 360 Photos and Videos to share stories
  • 25.
    Marzipano Tool for360 Photos Create your own gamified learning experience 5
  • 26.
    The Technologies Needed ExampleApplication created with 360 pics http://www.davidwortley.com/thaisimchallenge/index.html#
  • 27.
    Six Examples Second Lifevirtual worlds hosting meetings and simulations Fieldscapes virtual field trips using Unity platform Google Expeditions for group trips using 360 photos 360 photos and videos for shared experiences Marzipano Tool for self-created 360 degree infographics Kuula Tool for Customised Immersive Learning
  • 28.
  • 29.
    The Proposition Collaborative partnershipsbased on a franchise model Customised learning content and lesson plans Promotion of local culture and heritage to a global audience Focus on student centric peer to peer, self-directed learning Developing the skills and attitudes to survive and prosper in today’s world.
  • 30.
    Thank You David Wortley 360in360Immersive Experiences david@360in360ix.co.uk