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                                         laboratory




Career Exploration In An Advanced Technology Emporium




                             Todd Borghesani, Esq.
                             borghesani@mac.com
                             703.629.8535
•   Objective
                                    •   Need
AGENDA                              •   Opportunity
                                    •   Solution




                                                                   ™

2008 Copyright © by T. Borghesani                     laboratory
In Demand STEM Careers

                                                     Aerospace Engineering
                                                     Behavioral Sciences
                                                     Biosciences
                                                     Chemical Engineering
                                                     Chemistry
                                                     Civil Engineering
                                                     Clinical Medicine
                                                     Cognitive & Neural
                                                     Computer Science
                                                     Computational Sciences
                                                     Ecology & Environment
                                                     Electrical Engineering
                                                     Geosciences
                                                     Immunology
                                                     Materials Science
                                                 ™   Mathematics
                                                     Mechanical Engineering
                                                     Microbiology
                                    laboratory       Molecular Biology & Genetics
                                                     Naval Architecture
                                                     Ocean Engineering
                                                     Nanotechnology
                                                     Neuroscience
                                                     Oceanography
                                                     Pharmacology
                                                     Plant & Animal Science
                                                     Physics
                                                     Space & Planetary Sciences




                                                     OBJECTIVE

2008 Copyright © by T. Borghesani
BRIDGE THE DIVIDE

•       Offer at-risk youth a 21st century environment to explore “in
        demand” careers

    •        Inspire and prepare at-risk youth to achieve a post secondary education in STEM
             disciplines

    •        Give them 21st century skills so they can transition into independent adulthood
             and be successful in the STEM workforce of the future

    •        Design a career exploration system where youth role play "professional" scientists,
             technologists, engineers and mathematicians (STEM), constructing their own careers
             and futures




                                                                                                                ™

2008 Copyright © by T. Borghesani                                                                  laboratory
In Demand STEM Careers

                                                     Aerospace Engineering
                                                     Behavioral Sciences
                                                     Biosciences
                                                     Chemical Engineering
                                                     Chemistry
                                                     Civil Engineering
                                                     Clinical Medicine
                                                     Cognitive & Neural
                                                     Computer Science
                                                     Computational Sciences
                                                     Ecology & Environment
                                                     Electrical Engineering
                                                     Geosciences
                                                     Immunology
                                                     Materials Science
                                                 ™   Mathematics
                                                     Mechanical Engineering
                                                     Microbiology
                                    laboratory       Molecular Biology & Genetics
                                                     Naval Architecture
                                                     Ocean Engineering
                                                     Nanotechnology
                                                     Neuroscience
                                                     Oceanography
                                                     Pharmacology
                                                     Plant & Animal Science
                                                     Physics
                                                     Space & Planetary Sciences




                                                     NEED

2008 Copyright © by T. Borghesani
OUR NATION
•       Our way of life is threatened. We are in danger of falling behind
        in science, technology, engineering, and math (STEM)
        education

•       These disciplines have powered American prosperity for
        decades

      •        The decline in the state of our competitiveness and innovation in the global
               marketplace

      •        The low performance of our nation’s middle school and high school students in
               math and science as compared to their peers in other developed countries

      •        The shortage of native-born computer scientists and engineers that has led to an
               increasing need to import talent from foreign countries

•       "Eighty percent of the fastest growing jobs require education
        and training beyond high school...” Assistant Secretary DeRocca

      •        From DC public schools, only 9% of the students who go to college graduate.



                                                                                                               ™

2008 Copyright © by T. Borghesani                                                                 laboratory
OUR COMMUNITY
•        Teachers can only be expected to accomplish so much
         during the “school day”
      •         Unfunded mandates and high stakes testing will continue to hamper the
                adoption of innovative learning in schools

      •         There is not enough time during the day to teach career development

•        The sophistication of how we teach must evolve with the
         needs of the workforce
      •         We need to embrace alternative venues of learning using a systems
                approach: people, process, technology and environment

      •         We need community places that foster learning, innovation and knowledge
                transfer

      •         Practicing scientists, technologists, engineers and mathematicians to teach
                advanced technologies as coaches and mentors

•        Today, there is a disconnect between learning research and
         learning places
      •         We ask our youth to become the 21st century workforce of the future, yet
                we teach them in turn of the century (20th) places


                                                                                                           ™

2008 Copyright © by T. Borghesani                                                             laboratory
In Demand STEM Careers

                                                     Aerospace Engineering
                                                     Behavioral Sciences
                                                     Biosciences
                                                     Chemical Engineering
                                                     Chemistry
                                                     Civil Engineering
                                                     Clinical Medicine
                                                     Cognitive & Neural
                                                     Computer Science
                                                     Computational Sciences
                                                     Ecology & Environment
                                                     Electrical Engineering
                                                     Geosciences
                                                     Immunology
                                                     Materials Science
                                                 ™   Mathematics
                                                     Mechanical Engineering
                                                     Microbiology
                                    laboratory       Molecular Biology & Genetics
                                                     Naval Architecture
                                                     Ocean Engineering
                                                     Nanotechnology
                                                     Neuroscience
                                                     Oceanography
                                                     Pharmacology
                                                     Plant & Animal Science
                                                     Physics
                                                     Space & Planetary Sciences




                                                     OPPORTUNITY

2008 Copyright © by T. Borghesani
GAMER GENERATION
•       90 million gamers in the United States
    •        Gamer generation will dominate the workforce. It is already larger than the baby
             boom

    •        Already 5 out of 10 Americans, 145 million, play video games. 39% are women

•       21st century skills that employers want
    •        All the hours immersed in game culture have created masses of employees with
             unique attributes: bold but measured risk taking, amazing ability to multitask, and
             unexpected leadership skills. 

    •        Only 3% of elementary school students say they do not play video games of any
             kind

    •        More than half of K-12 students believe that educational video games in school
             would help them better understand difficult concepts (a career?), become more
             engaged in the subject matter and practice skills.




                                                                                                                ™

2008 Copyright © by T. Borghesani                                                                  laboratory
TECHNICAL SYNERGIES
•        Leverage billions of dollars worth of creativity to the advantage
         of K12 education
       •        What if we could apply commercial games and modeling and simulation
                applications help narrow the achievement gap?

•        Video game, modeling and simulation technologies
       •        Learning key technologies in commercial video games--3D Engines, GUI,
                Physical Models, Networking, Persistence, and Artificial Intelligence--offer a
                unique foundation

       •        Learning how to build video games sets the stage for learning how to work with
                M&S applications

•        Every industry vertical and every scientific discipline uses
         modeling & simulation tools
       •        The modeling and simulation industry is a $5 billion, cross-cutting industry

•        Video game, modeling & simulation technologies support STEM
         education
       •        Use in the Career Exploration Program has “in-school” implications for STEM
                education
                                                                                                              ™

2008 Copyright © by T. Borghesani                                                                laboratory
SUPPLEMENTAL EDUCATION
•        Afterschool market
      •         Offers creative environment to advance learning and workforce development

      •         Just 6.5 million children are in afterschool programs

      •         The parents of another 15.3 million children say their children would participate
                in afterschool—if a program were available Afterschool Association

      •         There is no afterschool program for advanced career exploration

•        For profit model is Sylvan Learning Centers
      •         With over 200 locations, annual revenue exceeds $240 million for teaching the
                basics

•        Inner cities remain a significant untapped retail market
      •         Unmet demand is estimated to be over $40 billion

      •         To put this in perspective, the $40+ billion inner city retail gap is larger than the
                total retail markets of twenty-six states Initiative for a Competitive Inner City

      •         Not only is the future consumer in the US increasingly non-white, but the non-
                white consumer globally, is exploding Carl Stern, Vice Chairman, Boston
                Consulting Group


                                                                                                                     ™

2008 Copyright © by T. Borghesani                                                                       laboratory
In Demand STEM Careers

                                                     Aerospace Engineering
                                                     Behavioral Sciences
                                                     Biosciences
                                                     Chemical Engineering
                                                     Chemistry
                                                     Civil Engineering
                                                     Clinical Medicine
                                                     Cognitive & Neural
                                                     Computer Science
                                                     Computational Sciences
                                                     Ecology & Environment
                                                     Electrical Engineering
                                                     Geosciences
                                                     Immunology
                                                     Materials Science
                                                 ™   Mathematics
                                                     Mechanical Engineering
                                                     Microbiology
                                    laboratory       Molecular Biology & Genetics
                                                     Naval Architecture
                                                     Ocean Engineering
                                                     Nanotechnology
                                                     Neuroscience
                                                     Oceanography
                                                     Pharmacology
                                                     Plant & Animal Science
                                                     Physics
                                                     Space & Planetary Sciences




                                                     SOLUTION

2008 Copyright © by T. Borghesani
CAREER EXPLORATION
•        Blend commercial video games with modeling & simulation
         technologies
       •        Commercial video games offer motivational insight across numerous
                industries and careers

       •        We introduce youth to "in-demand" industries and careers while they learn
                how to build video games

•        They play "professional" roles, learning 21st century skills
         and building critical background knowledge
       •        They work in teams on "real world" challenges that are germane to an
                industry and its careers, solving problems by “constructing” answers as
                active agents.

       •        They use the authentic tools of the trade: modeling & simulation tools

       •        Mentoring & coaching support the teams

       •        Based on RPGs where a taste for chaos and a collaborative spirit will
                continue to define the entertainment of the future.



                                                                                                         ™

2008 Copyright © by T. Borghesani                                                           laboratory
AEROSPACE CAREER TRACK
Bridging The Future of Learning With The Needs of Industry




                                                                          ™

2008 Copyright © by T. Borghesani                            laboratory
CAREER EXPLORATION




                                    Sample Game Library Represents Over $300 Million In Development




                                                                                                      ™

2008 Copyright © by T. Borghesani                                                     laboratory
TECHNOLOGY EMPORIUM
•   Harmonize people, process and technology
    •   The cornerstone of this program is a "real world" laboratory with a "library"
        of video games advanced simulation and modeling applications

    •   The emporium’s environment is built from design patterns for 21st century
        learning

    •   The environments of “Laboratory” and “social cafe” are blended

    •   Design 21st century learning interior into existing structure in DC’s inner city




                                                                                                        ™

                                                                                           laboratory
BECOME YOUR DREAM
Imagine 100
incredible minds
thinking together




                                                 ™

2008 Copyright © by T. Borghesani   laboratory

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Incredibleminds Career Exploration Laboratory

  • 1. laboratory Career Exploration In An Advanced Technology Emporium Todd Borghesani, Esq. borghesani@mac.com 703.629.8535
  • 2. Objective • Need AGENDA • Opportunity • Solution ™ 2008 Copyright © by T. Borghesani laboratory
  • 3. In Demand STEM Careers Aerospace Engineering Behavioral Sciences Biosciences Chemical Engineering Chemistry Civil Engineering Clinical Medicine Cognitive & Neural Computer Science Computational Sciences Ecology & Environment Electrical Engineering Geosciences Immunology Materials Science ™ Mathematics Mechanical Engineering Microbiology laboratory Molecular Biology & Genetics Naval Architecture Ocean Engineering Nanotechnology Neuroscience Oceanography Pharmacology Plant & Animal Science Physics Space & Planetary Sciences OBJECTIVE 2008 Copyright © by T. Borghesani
  • 4. BRIDGE THE DIVIDE • Offer at-risk youth a 21st century environment to explore “in demand” careers • Inspire and prepare at-risk youth to achieve a post secondary education in STEM disciplines • Give them 21st century skills so they can transition into independent adulthood and be successful in the STEM workforce of the future • Design a career exploration system where youth role play "professional" scientists, technologists, engineers and mathematicians (STEM), constructing their own careers and futures ™ 2008 Copyright © by T. Borghesani laboratory
  • 5. In Demand STEM Careers Aerospace Engineering Behavioral Sciences Biosciences Chemical Engineering Chemistry Civil Engineering Clinical Medicine Cognitive & Neural Computer Science Computational Sciences Ecology & Environment Electrical Engineering Geosciences Immunology Materials Science ™ Mathematics Mechanical Engineering Microbiology laboratory Molecular Biology & Genetics Naval Architecture Ocean Engineering Nanotechnology Neuroscience Oceanography Pharmacology Plant & Animal Science Physics Space & Planetary Sciences NEED 2008 Copyright © by T. Borghesani
  • 6. OUR NATION • Our way of life is threatened. We are in danger of falling behind in science, technology, engineering, and math (STEM) education • These disciplines have powered American prosperity for decades • The decline in the state of our competitiveness and innovation in the global marketplace • The low performance of our nation’s middle school and high school students in math and science as compared to their peers in other developed countries • The shortage of native-born computer scientists and engineers that has led to an increasing need to import talent from foreign countries • "Eighty percent of the fastest growing jobs require education and training beyond high school...” Assistant Secretary DeRocca • From DC public schools, only 9% of the students who go to college graduate. ™ 2008 Copyright © by T. Borghesani laboratory
  • 7. OUR COMMUNITY • Teachers can only be expected to accomplish so much during the “school day” • Unfunded mandates and high stakes testing will continue to hamper the adoption of innovative learning in schools • There is not enough time during the day to teach career development • The sophistication of how we teach must evolve with the needs of the workforce • We need to embrace alternative venues of learning using a systems approach: people, process, technology and environment • We need community places that foster learning, innovation and knowledge transfer • Practicing scientists, technologists, engineers and mathematicians to teach advanced technologies as coaches and mentors • Today, there is a disconnect between learning research and learning places • We ask our youth to become the 21st century workforce of the future, yet we teach them in turn of the century (20th) places ™ 2008 Copyright © by T. Borghesani laboratory
  • 8. In Demand STEM Careers Aerospace Engineering Behavioral Sciences Biosciences Chemical Engineering Chemistry Civil Engineering Clinical Medicine Cognitive & Neural Computer Science Computational Sciences Ecology & Environment Electrical Engineering Geosciences Immunology Materials Science ™ Mathematics Mechanical Engineering Microbiology laboratory Molecular Biology & Genetics Naval Architecture Ocean Engineering Nanotechnology Neuroscience Oceanography Pharmacology Plant & Animal Science Physics Space & Planetary Sciences OPPORTUNITY 2008 Copyright © by T. Borghesani
  • 9. GAMER GENERATION • 90 million gamers in the United States • Gamer generation will dominate the workforce. It is already larger than the baby boom • Already 5 out of 10 Americans, 145 million, play video games. 39% are women • 21st century skills that employers want • All the hours immersed in game culture have created masses of employees with unique attributes: bold but measured risk taking, amazing ability to multitask, and unexpected leadership skills.  • Only 3% of elementary school students say they do not play video games of any kind • More than half of K-12 students believe that educational video games in school would help them better understand difficult concepts (a career?), become more engaged in the subject matter and practice skills. ™ 2008 Copyright © by T. Borghesani laboratory
  • 10. TECHNICAL SYNERGIES • Leverage billions of dollars worth of creativity to the advantage of K12 education • What if we could apply commercial games and modeling and simulation applications help narrow the achievement gap? • Video game, modeling and simulation technologies • Learning key technologies in commercial video games--3D Engines, GUI, Physical Models, Networking, Persistence, and Artificial Intelligence--offer a unique foundation • Learning how to build video games sets the stage for learning how to work with M&S applications • Every industry vertical and every scientific discipline uses modeling & simulation tools • The modeling and simulation industry is a $5 billion, cross-cutting industry • Video game, modeling & simulation technologies support STEM education • Use in the Career Exploration Program has “in-school” implications for STEM education ™ 2008 Copyright © by T. Borghesani laboratory
  • 11. SUPPLEMENTAL EDUCATION • Afterschool market • Offers creative environment to advance learning and workforce development • Just 6.5 million children are in afterschool programs • The parents of another 15.3 million children say their children would participate in afterschool—if a program were available Afterschool Association • There is no afterschool program for advanced career exploration • For profit model is Sylvan Learning Centers • With over 200 locations, annual revenue exceeds $240 million for teaching the basics • Inner cities remain a significant untapped retail market • Unmet demand is estimated to be over $40 billion • To put this in perspective, the $40+ billion inner city retail gap is larger than the total retail markets of twenty-six states Initiative for a Competitive Inner City • Not only is the future consumer in the US increasingly non-white, but the non- white consumer globally, is exploding Carl Stern, Vice Chairman, Boston Consulting Group ™ 2008 Copyright © by T. Borghesani laboratory
  • 12. In Demand STEM Careers Aerospace Engineering Behavioral Sciences Biosciences Chemical Engineering Chemistry Civil Engineering Clinical Medicine Cognitive & Neural Computer Science Computational Sciences Ecology & Environment Electrical Engineering Geosciences Immunology Materials Science ™ Mathematics Mechanical Engineering Microbiology laboratory Molecular Biology & Genetics Naval Architecture Ocean Engineering Nanotechnology Neuroscience Oceanography Pharmacology Plant & Animal Science Physics Space & Planetary Sciences SOLUTION 2008 Copyright © by T. Borghesani
  • 13. CAREER EXPLORATION • Blend commercial video games with modeling & simulation technologies • Commercial video games offer motivational insight across numerous industries and careers • We introduce youth to "in-demand" industries and careers while they learn how to build video games • They play "professional" roles, learning 21st century skills and building critical background knowledge • They work in teams on "real world" challenges that are germane to an industry and its careers, solving problems by “constructing” answers as active agents. • They use the authentic tools of the trade: modeling & simulation tools • Mentoring & coaching support the teams • Based on RPGs where a taste for chaos and a collaborative spirit will continue to define the entertainment of the future. ™ 2008 Copyright © by T. Borghesani laboratory
  • 14. AEROSPACE CAREER TRACK Bridging The Future of Learning With The Needs of Industry ™ 2008 Copyright © by T. Borghesani laboratory
  • 15. CAREER EXPLORATION Sample Game Library Represents Over $300 Million In Development ™ 2008 Copyright © by T. Borghesani laboratory
  • 16. TECHNOLOGY EMPORIUM • Harmonize people, process and technology • The cornerstone of this program is a "real world" laboratory with a "library" of video games advanced simulation and modeling applications • The emporium’s environment is built from design patterns for 21st century learning • The environments of “Laboratory” and “social cafe” are blended • Design 21st century learning interior into existing structure in DC’s inner city ™ laboratory
  • 17. BECOME YOUR DREAM Imagine 100 incredible minds thinking together ™ 2008 Copyright © by T. Borghesani laboratory