This document discusses the potential of games and simulations for learning and workforce development. It provides examples of games being used for healthcare training, language learning, emergency response, science education, and more. Key points made include:
- Games can provide engaging learning experiences through simulation of real-world problems and systems. Examples highlight games for healthcare, disaster response, science, and other domains.
- The learning and workforce needs of the game industry are similar to emerging fields like nanotechnology, biotechnology, and neuroscience. Games could help develop the next generation workforce for these fields.
- Leveraging the attention of gamers, games have the potential to support constructivist, transdisciplinary learning if designed effectively for educational purposes
This document discusses the potential of games and simulations for learning and skills development. It notes that gaming technologies can transform learning systems and that building games represents a qualitative shift in how we approach production, learning, and research. It advocates experimenting with learning systems that blend physical, virtual, and machine realities and leveraging existing educational gaming environments.
This document discusses emerging technologies and their implications for jobs, education, and partnerships. It notes that skills are merging across disciplines like STEM fields due to new technologies. Jobs requiring technical skills are growing much faster than other occupations. The future will see more demand for multi-disciplinary learners and workers who can apply skills across fields. Technology is also changing the relationship between humans and machines through advances like wearable robots, implantable devices, and nanotechnology. Education must adapt to prepare students for this changing environment and merging of skills and knowledge across disciplines.
This document discusses emerging trends in science, technology, jobs, and education. It notes that jobs are changing rapidly due to new technologies and will increasingly require skills in STEM fields. Examples are given of new types of jobs in areas like mechatronics, biotechnology, and health careers. Interviews with employers illustrate growing opportunities in fields like aerospace, advanced manufacturing, and energy that offer middle-to-high wages but require ongoing training and multi-disciplinary skills. The challenges of preparing students for this changing environment are also addressed.
The document discusses how games, virtual worlds, and mixed reality are being used beyond just entertainment and are helping to organize innovation. These technologies are being used for training, education, and problem solving across various fields. They represent new ways of developing identity, community, and organizing human development and learning.
This document discusses emerging technologies and strategies for jobs, education, and communities. It covers topics like STEM education, globalization, innovation, transdisciplinarity, and the future of technology. The key question presented is how we can organize to produce innovation and innovators for the 21st century. A variety of views and examples are provided relating to forecasting technology, mixed reality, mobile devices surpassing PCs, and the importance of interdisciplinary learning.
Global Challenges and High Impact Strategies for the Finnish inst for intl af...Jerome Glenn
The document discusses 15 global challenges and strategies to address them through global collective intelligence. It outlines questions like how to achieve sustainable development and address climate change, ensure clean water and balance population and resources. It also discusses how to encourage democracy, ethical markets, reduce diseases and conflicts. Variables for measuring progress on the challenges are identified. The report card shows areas of winning and losing. An integrated global strategy is proposed to look at future technologies together, like AI, robotics and 3D printing. Potential long-term security threats are outlined and approaches to reduce them. The future of work with technology is discussed, as well as the need for a new economic approach and study on the topic out to 2050. Guaranteed income is
The document discusses the integration of gaming, simulation, and virtual/mixed realities into education. It notes that the U.S. education sector spends more than any other industry except healthcare. It also discusses "digital natives" and "digital immigrants" in reference to younger generations that grew up with technology. Examples are provided of using games and simulations for training purposes across various fields like healthcare, defense, and engineering. The document advocates for more emphasis on evaluating new learning technologies and integrating empirical research into their design.
A Glimpse of the Future, Laramie Community College 5.17.2011Jim "Brodie" Brazell
This document discusses glimpses of the future across many domains including education, the workforce, technology, and innovation. It explores how fields like STEM, the arts, cybersecurity, robotics, and healthcare may evolve and influence one another. It also examines strategies for cultivating innovation through K-12 education, technical colleges, universities, and public-private partnerships.
This document discusses the potential of games and simulations for learning and skills development. It notes that gaming technologies can transform learning systems and that building games represents a qualitative shift in how we approach production, learning, and research. It advocates experimenting with learning systems that blend physical, virtual, and machine realities and leveraging existing educational gaming environments.
This document discusses emerging technologies and their implications for jobs, education, and partnerships. It notes that skills are merging across disciplines like STEM fields due to new technologies. Jobs requiring technical skills are growing much faster than other occupations. The future will see more demand for multi-disciplinary learners and workers who can apply skills across fields. Technology is also changing the relationship between humans and machines through advances like wearable robots, implantable devices, and nanotechnology. Education must adapt to prepare students for this changing environment and merging of skills and knowledge across disciplines.
This document discusses emerging trends in science, technology, jobs, and education. It notes that jobs are changing rapidly due to new technologies and will increasingly require skills in STEM fields. Examples are given of new types of jobs in areas like mechatronics, biotechnology, and health careers. Interviews with employers illustrate growing opportunities in fields like aerospace, advanced manufacturing, and energy that offer middle-to-high wages but require ongoing training and multi-disciplinary skills. The challenges of preparing students for this changing environment are also addressed.
The document discusses how games, virtual worlds, and mixed reality are being used beyond just entertainment and are helping to organize innovation. These technologies are being used for training, education, and problem solving across various fields. They represent new ways of developing identity, community, and organizing human development and learning.
This document discusses emerging technologies and strategies for jobs, education, and communities. It covers topics like STEM education, globalization, innovation, transdisciplinarity, and the future of technology. The key question presented is how we can organize to produce innovation and innovators for the 21st century. A variety of views and examples are provided relating to forecasting technology, mixed reality, mobile devices surpassing PCs, and the importance of interdisciplinary learning.
Global Challenges and High Impact Strategies for the Finnish inst for intl af...Jerome Glenn
The document discusses 15 global challenges and strategies to address them through global collective intelligence. It outlines questions like how to achieve sustainable development and address climate change, ensure clean water and balance population and resources. It also discusses how to encourage democracy, ethical markets, reduce diseases and conflicts. Variables for measuring progress on the challenges are identified. The report card shows areas of winning and losing. An integrated global strategy is proposed to look at future technologies together, like AI, robotics and 3D printing. Potential long-term security threats are outlined and approaches to reduce them. The future of work with technology is discussed, as well as the need for a new economic approach and study on the topic out to 2050. Guaranteed income is
The document discusses the integration of gaming, simulation, and virtual/mixed realities into education. It notes that the U.S. education sector spends more than any other industry except healthcare. It also discusses "digital natives" and "digital immigrants" in reference to younger generations that grew up with technology. Examples are provided of using games and simulations for training purposes across various fields like healthcare, defense, and engineering. The document advocates for more emphasis on evaluating new learning technologies and integrating empirical research into their design.
A Glimpse of the Future, Laramie Community College 5.17.2011Jim "Brodie" Brazell
This document discusses glimpses of the future across many domains including education, the workforce, technology, and innovation. It explores how fields like STEM, the arts, cybersecurity, robotics, and healthcare may evolve and influence one another. It also examines strategies for cultivating innovation through K-12 education, technical colleges, universities, and public-private partnerships.
State of the Future 2015-16: Report from the Millennium ProjectDavid Wood
Slides used by David Wood, Chair of London Futurists, to preview the London Futurists event, http://www.meetup.com/London-Futurists/events/224799635/, held at Bloomberg HQ London on 13th November 2015. These slides are derived from a set created by Jerome C. Glenn, The Millennium Project. Topics include the State of the Future Index 1995-2025, 15 Global Challenges, the inevitability of New Economics, Technological Unemployment, and Basic Income Guarantee.
Communicating with the Audiences of the FutureSteven Jong
Predicting future technology is hard, but thanks to demographics and surveys, predicting future audiences is actually fairly easy. Understanding future audiences gives insights into future workers and the future of our professional society.
Presentation given by Steven Jong at InterChange 2014, the regional conference of the New England Chapter of the Society for Technical Communication, Lowell, Massachusetts, USA, 29 March 2014.
[Re-uploaded 4/21 as a PPTX with presenter notes--sfj]
This document discusses various topics related to innovation including education, technology, jobs, and the future. It provides examples of how fields like robotics, gaming, and cybersecurity are cultivating innovators. It also addresses challenges like declining interest in STEM fields and the need to better integrate disciplines to solve real-world problems. Overall, the document advocates developing innovation models that span education, industry, and the public/non-profit sectors to ensure economic competitiveness and growth.
This document summarizes three TEAMS (Technology, Engineering, Arts, Math and Science) sessions taking place on Friday and Saturday:
1. TEAMS Part 1 will discuss video games, virtual worlds and mixed reality from 11:30-12:30 on Friday.
2. TEAMS Part 2 will discuss connecting CTE, STEM and the arts from 2:30-3:30 on Friday.
3. TEAMS Part 3 will discuss preparing students for today's 3.0 world from 8:00-9:00 on Saturday.
2011 April 16 ERDI - futuristics and personalized learningBrian Kuhn
presentation for a panel of K12 school superintendents from Manitoba, Saskatchewan, Alberta, and British Columbia and for SRB / StarDyne an ERP and student system / achievement vendor
Presentation by David Wood of London Futurists at Transvision 2014, Paris, 20th Nov: Accelerating technology and increasing inequality. With Appendix slide covering Q&A at the event.
World Affairs Council, 2013, Summer Teacher Institute, Humanities and STEM
The Future is Here
Next Level Global Education and Social Studies Design Workshop
Teaching in a Time of Transition, World Affairs Council, Summer Institute on International Affairs, June 24-28. 2013
Technological change is occurring at an exponential rather than linear rate according to Ray Kurzweil. Kurzweil argues that based on an analysis of history, we will see 20,000 years of progress in the 21st century at today's rate of technological change. The document discusses several "laws" that have governed exponential growth in particular technologies, such as Moore's Law for computing power and Cooper's Law for telecommunications. It also provides examples of emerging technologies like smart dust, capsule endoscopes, and biotronic devices. Convergence of nanotechnology, biotechnology, information technology, and cognitive science is fueling rapid technological progress.
The Future is Here: Why Science and Technology Change the Kind of Schools We ...Jim "Brodie" Brazell
The document discusses emerging technologies including wearable computers, robots, and video games. It describes how robots are now fundamental to how we live, work and play. It discusses concepts like augmented reality, facial recognition, contact lenses, and how technology is transforming social institutions and personal identity. STEM fields are facilitating changes to time, space, geography, privacy and more. 3D printers may soon be able to print entire houses. Drones may deliver packages in the future.
Digital Learning Landscapes Conference, Stavanger Economic Development, Lysee...Jim "Brodie" Brazell
“Serious Games—Beyond Games,” “The Age of Science Nonfiction” and “Convergence Technopolei,” Digital Learning Landscapes Conference, Stavanger Economic Development, Lysee Telecom and University of Stavanger, Stavanger, Norway, October 23-25, 2006.
This document discusses emerging technologies and trends across various fields including science, engineering, computing, and healthcare. It highlights how fields are converging through technologies like nanotechnology, biotechnology, neuroscience, and more. This technological convergence is enabling new capabilities like augmented reality systems, integrated human-machine interfaces, medical micro-robots, and advances toward enhancing human abilities. The document suggests we may be entering a new era characterized by these converging and exponentially advancing technologies.
21st Century Renaissance The STEM+ARTS Movement, STEMtech, Indianapolis, IN O...Jim "Brodie" Brazell
21st Century Renaissance
The STEM+ARTS Movement
How the future works today.
STEMtech, Indianapolis, IN
October 5, 2011
JIM BRAZELL
jimbrazell@ventureramp.com
2011, STEAM - STEM+ARTS - 21st Century Renaissance The STEM+ARTS MovementJim "Brodie" Brazell
21st Century Renaissance The STEM+ARTS Movement, How the future works today. STEMtech, Indianapolis, IN, October 5, 2011
JIM BRAZELL jimbrazell@ventureramp.com
The document discusses the potential of games and simulations for training and education. It provides several case studies of applications of games including using a disaster simulation game to train the Rotterdam Port Authority, using a food delivery game made by the UN to educate children, and using virtual simulations to treat phobias. It also discusses how games can improve skills like hand-eye coordination, spatial awareness, and teamwork. Researchers are studying the cognitive and behavioral impacts of gaming on areas like problem-solving, reasoning and learning. Some see gaming as a new academic field to study its cultural and social impacts.
This document summarizes research on using virtual reality simulations for training. It discusses two projects:
1) A project at Vienna University of Technology where players operate track switches and adjust train speeds in a virtual environment to prevent train collisions.
2) A project using mixed realities to expand embedded training potential by providing integrated training anywhere through advances in tracking, rendering, and scenario delivery. This allows constructive simulation, after action review, and command/control visualization.
Players operate virtual train switches and speeds to prevent collisions. Researchers developed a VR train simulator to study train traffic control. Through mixing realities, embedded training is expanding to provide integrated training anytime, anywhere. Advancements are transferring to other industries like business and education. Integrated research in tracking, rendering, and scenario delivery are expanding VR simulation possibilities and command/control visualizations.
This document discusses the potential of virtual worlds, video games, and mixed reality technologies for learning. It describes LITE, a 3D immersive visualization and computing center, and how its technologies can be applied across STEM disciplines and digital learning environments. It also discusses initiatives to integrate arts, STEM, and IT education to develop digital workforce skills through modeling, simulation, and gaming approaches. The document advocates transforming educational systems and practices to better leverage new technologies like educational games.
Games can be used for learning, teaching, and scientific discovery. For learning, games allow exploration and feedback which facilitates learning. Teaching with games increases student motivation and problem solving skills. Scientific discovery games leverage large numbers of players to solve problems or analyze data, resulting in real scientific contributions. Examples include Foldit for protein structure prediction and Phylo for genome sequence alignment.
State of the Future 2015-16: Report from the Millennium ProjectDavid Wood
Slides used by David Wood, Chair of London Futurists, to preview the London Futurists event, http://www.meetup.com/London-Futurists/events/224799635/, held at Bloomberg HQ London on 13th November 2015. These slides are derived from a set created by Jerome C. Glenn, The Millennium Project. Topics include the State of the Future Index 1995-2025, 15 Global Challenges, the inevitability of New Economics, Technological Unemployment, and Basic Income Guarantee.
Communicating with the Audiences of the FutureSteven Jong
Predicting future technology is hard, but thanks to demographics and surveys, predicting future audiences is actually fairly easy. Understanding future audiences gives insights into future workers and the future of our professional society.
Presentation given by Steven Jong at InterChange 2014, the regional conference of the New England Chapter of the Society for Technical Communication, Lowell, Massachusetts, USA, 29 March 2014.
[Re-uploaded 4/21 as a PPTX with presenter notes--sfj]
This document discusses various topics related to innovation including education, technology, jobs, and the future. It provides examples of how fields like robotics, gaming, and cybersecurity are cultivating innovators. It also addresses challenges like declining interest in STEM fields and the need to better integrate disciplines to solve real-world problems. Overall, the document advocates developing innovation models that span education, industry, and the public/non-profit sectors to ensure economic competitiveness and growth.
This document summarizes three TEAMS (Technology, Engineering, Arts, Math and Science) sessions taking place on Friday and Saturday:
1. TEAMS Part 1 will discuss video games, virtual worlds and mixed reality from 11:30-12:30 on Friday.
2. TEAMS Part 2 will discuss connecting CTE, STEM and the arts from 2:30-3:30 on Friday.
3. TEAMS Part 3 will discuss preparing students for today's 3.0 world from 8:00-9:00 on Saturday.
2011 April 16 ERDI - futuristics and personalized learningBrian Kuhn
presentation for a panel of K12 school superintendents from Manitoba, Saskatchewan, Alberta, and British Columbia and for SRB / StarDyne an ERP and student system / achievement vendor
Presentation by David Wood of London Futurists at Transvision 2014, Paris, 20th Nov: Accelerating technology and increasing inequality. With Appendix slide covering Q&A at the event.
World Affairs Council, 2013, Summer Teacher Institute, Humanities and STEM
The Future is Here
Next Level Global Education and Social Studies Design Workshop
Teaching in a Time of Transition, World Affairs Council, Summer Institute on International Affairs, June 24-28. 2013
Technological change is occurring at an exponential rather than linear rate according to Ray Kurzweil. Kurzweil argues that based on an analysis of history, we will see 20,000 years of progress in the 21st century at today's rate of technological change. The document discusses several "laws" that have governed exponential growth in particular technologies, such as Moore's Law for computing power and Cooper's Law for telecommunications. It also provides examples of emerging technologies like smart dust, capsule endoscopes, and biotronic devices. Convergence of nanotechnology, biotechnology, information technology, and cognitive science is fueling rapid technological progress.
The Future is Here: Why Science and Technology Change the Kind of Schools We ...Jim "Brodie" Brazell
The document discusses emerging technologies including wearable computers, robots, and video games. It describes how robots are now fundamental to how we live, work and play. It discusses concepts like augmented reality, facial recognition, contact lenses, and how technology is transforming social institutions and personal identity. STEM fields are facilitating changes to time, space, geography, privacy and more. 3D printers may soon be able to print entire houses. Drones may deliver packages in the future.
Digital Learning Landscapes Conference, Stavanger Economic Development, Lysee...Jim "Brodie" Brazell
“Serious Games—Beyond Games,” “The Age of Science Nonfiction” and “Convergence Technopolei,” Digital Learning Landscapes Conference, Stavanger Economic Development, Lysee Telecom and University of Stavanger, Stavanger, Norway, October 23-25, 2006.
This document discusses emerging technologies and trends across various fields including science, engineering, computing, and healthcare. It highlights how fields are converging through technologies like nanotechnology, biotechnology, neuroscience, and more. This technological convergence is enabling new capabilities like augmented reality systems, integrated human-machine interfaces, medical micro-robots, and advances toward enhancing human abilities. The document suggests we may be entering a new era characterized by these converging and exponentially advancing technologies.
21st Century Renaissance The STEM+ARTS Movement, STEMtech, Indianapolis, IN O...Jim "Brodie" Brazell
21st Century Renaissance
The STEM+ARTS Movement
How the future works today.
STEMtech, Indianapolis, IN
October 5, 2011
JIM BRAZELL
jimbrazell@ventureramp.com
2011, STEAM - STEM+ARTS - 21st Century Renaissance The STEM+ARTS MovementJim "Brodie" Brazell
21st Century Renaissance The STEM+ARTS Movement, How the future works today. STEMtech, Indianapolis, IN, October 5, 2011
JIM BRAZELL jimbrazell@ventureramp.com
The document discusses the potential of games and simulations for training and education. It provides several case studies of applications of games including using a disaster simulation game to train the Rotterdam Port Authority, using a food delivery game made by the UN to educate children, and using virtual simulations to treat phobias. It also discusses how games can improve skills like hand-eye coordination, spatial awareness, and teamwork. Researchers are studying the cognitive and behavioral impacts of gaming on areas like problem-solving, reasoning and learning. Some see gaming as a new academic field to study its cultural and social impacts.
This document summarizes research on using virtual reality simulations for training. It discusses two projects:
1) A project at Vienna University of Technology where players operate track switches and adjust train speeds in a virtual environment to prevent train collisions.
2) A project using mixed realities to expand embedded training potential by providing integrated training anywhere through advances in tracking, rendering, and scenario delivery. This allows constructive simulation, after action review, and command/control visualization.
Players operate virtual train switches and speeds to prevent collisions. Researchers developed a VR train simulator to study train traffic control. Through mixing realities, embedded training is expanding to provide integrated training anytime, anywhere. Advancements are transferring to other industries like business and education. Integrated research in tracking, rendering, and scenario delivery are expanding VR simulation possibilities and command/control visualizations.
This document discusses the potential of virtual worlds, video games, and mixed reality technologies for learning. It describes LITE, a 3D immersive visualization and computing center, and how its technologies can be applied across STEM disciplines and digital learning environments. It also discusses initiatives to integrate arts, STEM, and IT education to develop digital workforce skills through modeling, simulation, and gaming approaches. The document advocates transforming educational systems and practices to better leverage new technologies like educational games.
Games can be used for learning, teaching, and scientific discovery. For learning, games allow exploration and feedback which facilitates learning. Teaching with games increases student motivation and problem solving skills. Scientific discovery games leverage large numbers of players to solve problems or analyze data, resulting in real scientific contributions. Examples include Foldit for protein structure prediction and Phylo for genome sequence alignment.
The document discusses how video games have evolved from being played solely on computers and in arcades to becoming a mainstream form of digital entertainment played on various platforms. It notes how games have grown to become a dominant force in driving innovation in the personal technology industry. The rise of online and multiplayer games is also discussed, as well as how games are now being used for purposes beyond entertainment such as education, training, health and influencing public policy.
This document provides an overview of the history of video games from the 1960s to present day. It discusses early games like Spacewar developed in the 1960s and the growth of the video game industry from the 1970s onward. Key points covered include the shift from arcade to home console games, the rise in game sales and popularity in the 1990s and 2000s, the growth of online and subscription-based games, and how games are now influencing the real world and culture.
Gabe Newell discusses opportunities for using games to drive positive social change. He outlines how Valve and games can be used for education, research, charitable causes, and economic development. Games provide opportunities to learn, teach collaboration, and bring communities together. Valve is excited to support these opportunities and sees games as a tool to measure policies and promote prosocial behavior at a large scale.
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for ...Jim "Brodie" Brazell
This document discusses strategies for economic development, science and technology research and development (R&D), workforce development, and education for STEM, IT, and arts/audiovisual technology and communications clusters. It references the importance of preparing students in K-12 for future jobs that require skills in science, technology, engineering, and math. Examples are provided of modeling, simulation, and gaming being applied across different fields like healthcare, defense, and digital learning. The potential for games and game technologies to be used beyond entertainment is also discussed.
The document discusses the potential for using games and gamification in education in the Dominican Republic. It notes several recent technological developments in the country that could help enable this, such as the Cyberpark of Santo Domingo and increased cellular connectivity. However, it also identifies areas needing improvement, such as the education system and developing more open educational resources and comprehensive ICT policies. The document advocates leveraging games and simulations to provide interactive, engaging learning experiences for Dominican students.
This document discusses learning games and the millennial generation. It recommends an approach to learning games that emphasizes authentic contexts, activities, and assessments based on real world outcomes. It also recommends games that allow for interactions and activities not possible in the real world, while requiring information recall, comprehension, and application. Finally, it recommends emphasizing human-to-human computer mediated communication, interaction and learning.
The document discusses the rise of transdisciplinary fields and skills in the modern workforce. It notes that technological change is exponential, resulting in rapid progress. Jobs are becoming more specialized but also requiring cross-disciplinary skills. Examples are given of job mergers in fields like wind energy and digital forensics that integrate skills from multiple areas. Education must also become more integrated, with examples given of technical college programs combining areas like engineering, electronics and mechanics. Younger generations, especially those not affected by the digital divide, are already learning transdisciplinarily through activities like modifying video games and online communities of practice. Their skills in areas like remixing media could be harnessed to help create tomorrow's workforce.
CODING AND MAKERSPACE IN EARLY CHILDHOOD EDUCATIONKay yong Khoo
The document discusses theories of learning and the evolution of e-learning and learning spaces. It covers behaviorism, cognitivism, constructivism and connectivism as the 5 main learning theories. It then discusses how learning spaces have evolved from traditional classrooms to online and hybrid environments. It notes how emerging technologies are merging real and virtual worlds and influencing new learning environments.
300 Years in the Making: How San Antonio Developed the Foundation for a Thriv...Jim "Brodie" Brazell
San Antonio has a 300-year history of innovation in science, technology and defense that helped establish the foundation for its thriving cybersecurity ecosystem. Key events include the establishment of the US Air Force Security Service in 1947 which grew to 7,500 cleared cyber personnel today, and Cisco acquiring San Antonio-based WheelGroup in 1998 which expanded their network security products. This long history has cultivated cyber talent through organizations like the UTSA Center for Infrastructure and Security and competitions like CyberPatriot, positioning San Antonio as a major hub for cybersecurity known as "Cyber City USA".
This document discusses STEM education and jobs. It provides definitions and perspectives on what constitutes STEM from different viewpoints. It also discusses the current state of K-12 STEM education and provides a model for integrating classical and contemporary subjects to promote innovation through education.
Ed net insight | stem: mainstreaming career and technical education (cte)Jim "Brodie" Brazell
Jim Brazell, CEO and Founder, ventureRAMP, Inc. — Friday, March 12, 2010
Fueled by Washington’s focus on STEM (science, technology, engineering and math) and U.S. competitiveness, Career and Technical Education (CTE) is emerging as a platform for systemic education reform in Texas, New York, California, Florida, Maryland, Ohio, Pennsylvania, Michigan, Georgia, North Carolina, Kansas, and Arizona. The implication for the educational technology and publishing industry is a wave of change enabling educational technology and textbook budgets to include CTE curricula and infrastructure. The rise of STEM broadens the definition of educational technology to support high-technology “shop” classes and broadens the market for kits, labs, simulations, and software and “hands-on” projects in K-12 schools.
This document discusses STEM education and jobs. It provides definitions and perspectives on what constitutes STEM from different viewpoints. It also discusses the current state of K-12 STEM education and provides a model for integrating classical and contemporary subjects to promote innovation through education.
Emerging Technologies Encore: STEM: Mainstreaming Career and Technical Educa...Jim "Brodie" Brazell
Presenter: Jim Brazell, Technology Forecaster, Public Speaker, and Strategist, Radical Platypus group and the Thornburg Center for Professional Development.
Fueled by Washington’s focus on STEM (science, technology, engineering and math) and U.S. competitiveness, Career and Technical Education (CTE) is emerging as a platform for systemic education reform. Attend this session to learn about trends in emerging technologies driving workforce and educational change in high schools, community colleges and universities. Learn about the key requirement for multi-skill technicians and technologists in diverse industries including green energy, manufacturing, cyber security, digital media, construction, home technology integration, healthcare and science and technology research and development. This interactive lecture and discussion about CTE-based educational transformation will include topics such as: Science, Technology, Engineering and Mathematics (STEM); Career and Technical Education (CTE); STEAM (STEM and Arts Integration); Cyber Security; Mechatronics; Robotics; Information Technology; Serious Games; and Modeling, Simulation and Training.
The Future is Here - San Antonio--world class innovation since 1745Jim "Brodie" Brazell
The document discusses the history of innovation in San Antonio, Texas from 1745 to present day. It highlights how San Antonio utilized its river and Edwards Aquifer as a source of fresh water for over 11,000 years, establishing one of the first municipal water distribution systems in North America in 1761 using irrigation canals. The mathematics of hydraulics transformed the landscape and supported the growth of San Antonio into a major city, highlighting the importance of water resources to the city's history of innovation.
The Future is Here - San Antonio--world class innovation since 1745
WHAT IS STEM? STEM is CORE4 transforming existing situations to preferred situation.
This media is an visual arts and oratory exposition celebrating Core4, STEM—science, technology, engineering, and mathematics. The production is a public service to the City and it’s future leaders delivered as a visual and oratory presented to 1800 Middle School boys from the Alamo City, November 18, 2015.
All copyrights and imagery are owned by 3rd parties, garnered from open source media on the Internet for this artistic oratory production.
By Jim Brazell, Ventureramp.com
The Citadel, Sputnik Moment – The Role of STEM, Humanities and Arts in US Com...Jim "Brodie" Brazell
The Citadel, Sputnik Moment – The Role of STEM, Humanities and Arts in US Competitiveness, How the future works today. February 2, 2011, Keynote for Citadel Faculty and Cadets, THE SOUTH CAROLINA SPEECHES, JIM BRAZELL more at ventureramp.com. Online slides: http://bit.ly/1JI8kuD
The Future is Here: The Impact of Data on Society and Our Daily LivesJim "Brodie" Brazell
The Future is Here: The Impact of Data on Society and Our Daily Lives
Wearable Computers
Robots
Video Games
Philadelphia Department of Education, Data Summit, Lancaster, PA, May 18, 2014, Keynote Jim Brazell Ventureramp.com
The Future is Here, Butler Community College, Butler and Wichita, Kansas, Feb...Jim "Brodie" Brazell
The document discusses challenges and opportunities related to workforce development and STEM education. It notes that many current and future jobs will require multi-disciplinary skills in areas like mechatronics, biotechnology, and health careers. Employers emphasize the need for problem-solving, computer skills, and hands-on applied learning in addition to theoretical knowledge. The document also highlights examples of high-paying career opportunities for skilled workers in fields like aerospace manufacturing, wind energy, and chemical technology.
8.27.2014, Robot World: How Cyber Physical Systems are Changing Human-Machine...Jim "Brodie" Brazell
Robot World: How Cyber Physical Systems are Changing Human-Machine Operations, International Society for Performance Improvement, Founding Chapter, San Antonio, TX, August 27, 2014
Texas Association of State Systems for Computing and Communications, The Future is Here: IT Prime Time, Jim Brazell, Venture Ramp, Inc.August 3-5, Houston, Westin Galleria, Final Speech
This document discusses how STEM (science, technology, engineering, and mathematics) changes the type of schools needed. It notes that STEM jobs currently make up 5.5% of the US workforce but will grow. However, there is debate around whether there is truly a shortage of STEM workers or if current classifications are too narrow. The document advocates for a broader view of STEM that includes fields like health, technology, and the arts. It provides examples of schools and programs that take an integrated STEM approach combining fields.
From STEM to TEAMS a US educational innovation strategy which unifies the hou...Jim "Brodie" Brazell
PETITION TO RE-ESTABLISH CTE-TECH-PREP-RPOS FUNDING OF $100M to $380M, IN THE PROPOSED 2015 STEM BUDGET CAPTURED BY OSTP
Sign Petition at White House -
https://petitions.whitehouse.gov/petition/re-establish-discreet-tech-prep-budget-amount-100m-380m-ostp-stem-budget-38b/y6MQQFLz
MARCH 29, 2014, SAN ANTONIO, TX: A SPUTNIK MOMENT FOR U.S. STEM. EDUCATION AND WHITE HOUSE OFFICE OF SCIENCE AND TECHNOLOGY POLICY - Robin hood movement seeks equity and adequacy in funding from White house for CTE-TECH PREP Rigorous Programs of Study (R-POS) for the Nation’s P-20 education students & adults from White House.
At issue, contrary to OSTP’s Open Government Plan, public comments and specifically supporting enclosures related to the role of Career and Technical Education (formally, vocational education) in science, technology, engineering, and mathematics (STEM) were ignored and not appropriately incorporated into the public record by the White House Office of Science and Technology Policy (OSTP), President’s Council of Advisors on Science and Technology (PCAST). Although delivered as parcel to the OSTP call for public comments, RE: PCAST STEM Meeting 10.22-23, 2009, Two Minute Public Comment Letter, the following items submitted by Brazell, et. al., were not included by OSTP-PCAST in the public record:
1) Co-author’s were redacted from the letter sent to PCAST;
2) The white paper delivered in the same document as the three minute testimony letter was redacted, while other’s giving testimony reflect their white papers and related research references in the PCAST public record;
3) 570 pages of powerpoint slides including research on select TECH PREP model CTE programs were not appropriately submitted to the public record including a) From STEM to TEAMS a US educational innovation strategy which unifies the houses of academia, vocational learning and the arts and b) US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communications Clusters; and,
4) Jim white paper is not reflected in the record, What is next long term growth strategy to face the financial crisis? Transdisciplinary places, industries, technologies, work and education.
The public record includes letters submitted to PCAST including Jim’s redacted response. By comparison, Jim’s original letter includes a list of supporters and editors, a draft white paper written for the committee in one (1) week with academic references, and the items above referenced within the Public Comments submitted to PCAST.
Full document:
https://dl.dropboxusercontent.com/u/32034593/Sputnik_Moment_OSTP_STEM_TECHPREP.docx
The document discusses the need to shift education, including career and technical education (CTE), to better prepare students for 21st century jobs and the changing economy. It notes that over 95% of test questions require students to recall information, rather than think at higher levels. CTE classrooms aim to develop skills through applied, problem-based learning centered around real-world problems. The structure of CTE differs from traditional academics by utilizing andragogical teaching methods focused on self-directed, experience-based learning for students. The document advocates for greater integration of academic and CTE programs to develop students' problem-solving, critical thinking, and technical skills through transdisciplinary learning experiences.
This document discusses the need to improve science, technology, engineering, and math (STEM) education in the United States. It notes that changing workforce needs mean students will require more sophisticated skills in STEM subjects. Several trends are driving changes in education and work, including global science and technology advancements, demographic shifts, and concerns about competitiveness similar to those following the Soviet launch of Sputnik. The document discusses strategies for merging academic, technical, and workforce education to better prepare students for life, work, and continued learning. Examples of emerging models include integrating liberal arts, STEM, and career technical education.
This document discusses emerging technologies and their implications for future jobs and skills. It begins by describing miniaturized smart dust devices being developed at Berkeley as small as 11.7 mm3 and 6.6 mm3. It then discusses how the rate of technological progress is doubling every decade, meaning a century of progress will occur over the next 25 years. The document outlines how fields like biomedicine, nanotechnology and information technology are converging and creating new types of jobs that require integrated skills from multiple domains. It provides several examples of new career opportunities and wages in areas like allied health, renewable energy, and advanced manufacturing that combine technical skills with other areas like mechanics, electronics, and computing. The document advocates developing both strong academic
- The document discusses emerging technologies like nanotechnology, biotechnology, robotics and their implications for jobs and education.
- It presents strategies for schools to better prepare students for future jobs through mergers of STEM, CTE and liberal arts in integrated curricula.
- Models are discussed like Maryland's comprehensive high schools and TEAMS schools that blend academics, CTE and real-world applications through transdisciplinary approaches.
This document discusses emerging technologies, jobs, and strategies for education and workforce development. It describes how simulation and games can be used for healthcare training, disaster response, and other serious applications. It also outlines new types of high-skill jobs in areas like renewable energy, advanced manufacturing, and allied health, as well as strategies for K-12 and post-secondary institutions to integrate career and technical education with liberal arts to prepare students.
Leonardo DiCaprio Super Bowl: Hollywood Meets America’s Favorite Gamegreendigital
Introduction
Leonardo DiCaprio is synonymous with Hollywood stardom and acclaimed performances. has a unique connection with one of America's most beloved sports events—the Super Bowl. The "Leonardo DiCaprio Super Bowl" phenomenon combines the worlds of cinema and sports. drawing attention from fans of both domains. This article delves into the multifaceted relationship between DiCaprio and the Super Bowl. exploring his appearances at the event, His involvement in Super Bowl advertisements. and his cultural impact that bridges the gap between these two massive entertainment industries.
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Leonardo DiCaprio: The Hollywood Icon
Early Life and Career Beginnings
Leonardo Wilhelm DiCaprio was born in Los Angeles, California, on November 11, 1974. His journey to stardom began at a young age with roles in television commercials and educational programs. DiCaprio's breakthrough came with his portrayal of Luke Brower in the sitcom "Growing Pains" and later as Tobias Wolff in "This Boy's Life" (1993). where he starred alongside Robert De Niro.
Rise to Stardom
DiCaprio's career skyrocketed with his performance in "What's Eating Gilbert Grape" (1993). earning him his first Academy Award nomination. He continued to gain acclaim with roles in "Romeo + Juliet" (1996) and "Titanic" (1997). the latter of which cemented his status as a global superstar. Over the years, DiCaprio has showcased his versatility in films like "The Aviator" (2004). "Start" (2010), and "The Revenant" (2015), for which he finally won an Academy Award for Best Actor.
Environmental Activism
Beyond his film career, DiCaprio is also renowned for his environmental activism. He established the Leonardo DiCaprio Foundation in 1998, focusing on global conservation efforts. His commitment to ecological issues often intersects with his public appearances. including those related to the Super Bowl.
The Super Bowl: An American Institution
History and Significance
The Super Bowl is the National Football League (NFL) championship game. is one of the most-watched sporting events in the world. First played in 1967, the Super Bowl has evolved into a cultural phenomenon. featuring high-profile halftime shows, memorable advertisements, and significant media coverage. The event attracts a diverse audience, from avid sports fans to casual viewers. making it a prime platform for celebrities to appear.
Entertainment and Advertisements
The Super Bowl is not only about football but also about entertainment. The halftime show features performances by some of the biggest names in the music industry. while the commercials are often as anticipated as the game itself. Companies invest millions in Super Bowl ads. creating iconic and sometimes controversial commercials that capture public attention.
Leonardo DiCaprio's Super Bowl Appearances
A Celebrity Among the Fans
Leonardo DiCaprio's presence at the Super Bowl has noted several times. As a high-profile celebrity. DiCaprio attracts
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Leonardo DiCaprio House: A Journey Through His Extravagant Real Estate Portfoliogreendigital
Introduction
Leonardo DiCaprio, A name synonymous with Hollywood excellence. is not only known for his stellar acting career but also for his impressive real estate investments. The "Leonardo DiCaprio house" is a topic that piques the interest of many. as the Oscar-winning actor has amassed a diverse portfolio of luxurious properties. DiCaprio's homes reflect his varied tastes and commitment to sustainability. from retreats to historic mansions. This article will delve into the fascinating world of Leonardo DiCaprio's real estate. Exploring the details of his most notable residences. and the unique aspects that make them stand out.
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Leonardo DiCaprio House: Malibu Beachfront Retreat
A Prime Location
His Malibu beachfront house is one of the most famous properties in Leonardo DiCaprio's real estate portfolio. Situated in the exclusive Carbon Beach. also known as "Billionaire's Beach," this property boasts stunning ocean views and private beach access. The "Leonardo DiCaprio house" in Malibu is a testament to the actor's love for the sea and his penchant for luxurious living.
Architectural Highlights
The Malibu house features a modern design with clean lines, large windows. and open spaces blending indoor and outdoor living. The expansive deck and patio areas provide ample space for entertaining guests or enjoying a quiet sunset. The house has state-of-the-art amenities. including a gourmet kitchen, a home theatre, and many guest suites.
Sustainable Features
Leonardo DiCaprio is a well-known environmental activist. whose Malibu house reflects his commitment to sustainability. The property incorporates solar panels, energy-efficient appliances, and sustainable building materials. The landscaping around the house is also designed to be water-efficient. featuring drought-resistant plants and intelligent irrigation systems.
Leonardo DiCaprio House: Hollywood Hills Hideaway
Privacy and Seclusion
Another remarkable property in Leonardo DiCaprio's collection is his Hollywood Hills house. This secluded retreat offers privacy and tranquility. making it an ideal escape from the hustle and bustle of Los Angeles. The "Leonardo DiCaprio house" in Hollywood Hills nestled among lush greenery. and offers panoramic views of the city and surrounding landscapes.
Design and Amenities
The Hollywood Hills house is a mid-century modern gem characterized by its sleek design and floor-to-ceiling windows. The open-concept living space is perfect for entertaining. while the cozy bedrooms provide a comfortable retreat. The property also features a swimming pool, and outdoor dining area. and a spacious deck that overlooks the cityscape.
Environmental Initiatives
The Hollywood Hills house incorporates several green features that are in line with DiCaprio's environmental values. The home has solar panels, energy-efficient lighting, and a rainwater harvesting system. Additionally, the landscaping designed to support local wildlife and promote
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The landscape of independent filmmaking is evolving at an unprecedented pace. Technological advancements, changing consumer preferences, and new distribution models are reshaping the industry, creating new opportunities and challenges for filmmakers and film industry jobs. This article explores the future of independent filmmaking, highlighting key trends and emerging job opportunities.
The Unbelievable Tale of Dwayne Johnson Kidnapping: A Riveting Sagagreendigital
Introduction
The notion of Dwayne Johnson kidnapping seems straight out of a Hollywood thriller. Dwayne "The Rock" Johnson, known for his larger-than-life persona, immense popularity. and action-packed filmography, is the last person anyone would envision being a victim of kidnapping. Yet, the bizarre and riveting tale of such an incident, filled with twists and turns. has captured the imagination of many. In this article, we delve into the intricate details of this astonishing event. exploring every aspect, from the dramatic rescue operation to the aftermath and the lessons learned.
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The Origins of the Dwayne Johnson Kidnapping Saga
Dwayne Johnson: A Brief Background
Before discussing the specifics of the kidnapping. it is crucial to understand who Dwayne Johnson is and why his kidnapping would be so significant. Born May 2, 1972, Dwayne Douglas Johnson is an American actor, producer, businessman. and former professional wrestler. Known by his ring name, "The Rock," he gained fame in the World Wrestling Federation (WWF, now WWE) before transitioning to a successful career in Hollywood.
Johnson's filmography includes blockbuster hits such as "The Fast and the Furious" series, "Jumanji," "Moana," and "San Andreas." His charismatic personality, impressive physique. and action-star status have made him a beloved figure worldwide. Thus, the news of his kidnapping would send shockwaves across the globe.
Setting the Scene: The Day of the Kidnapping
The incident of Dwayne Johnson's kidnapping began on an ordinary day. Johnson was filming his latest high-octane action film set to break box office records. The location was a remote yet scenic area. chosen for its rugged terrain and breathtaking vistas. perfect for the film's climactic scenes.
But, beneath the veneer of normalcy, a sinister plot was unfolding. Unbeknownst to Johnson and his team, a group of criminals had planned his abduction. hoping to leverage his celebrity status for a hefty ransom. The stage was set for an event that would soon dominate worldwide headlines and social media feeds.
The Abduction: Unfolding the Dwayne Johnson Kidnapping
The Moment of Capture
On the day of the kidnapping, everything seemed to be proceeding as usual on set. Johnson and his co-stars and crew were engrossed in shooting a particularly demanding scene. As the day wore on, the production team took a short break. providing the kidnappers with the perfect opportunity to strike.
The abduction was executed with military precision. A group of masked men, armed and organized, infiltrated the set. They created chaos, taking advantage of the confusion to isolate Johnson. Johnson was outnumbered and caught off guard despite his formidable strength and fighting skills. The kidnappers overpowered him, bundled him into a waiting vehicle. and sped away, leaving everyone on set in a state of shock and disbelief.
The Immediate Aftermath
The immediate aftermath of the Dwayne Johnson kidnappin
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Early Life and Backgrounds
Orpah Winfrey: From Humble Beginnings to Media Mogul
Orpah Winfrey, often known as Oprah due to a misspelling on her birth certificate. was born on January 29, 1954, in Kosciusko, Mississippi. Raised in poverty by her grandmother, Winfrey's early life was marked by hardship and adversity. Despite these challenges. she demonstrated a keen intellect and an early talent for public speaking.
Winfrey's journey to success began with a scholarship to Tennessee State University. where she studied communication. Her first job in media was as a co-anchor for the local evening news in Nashville. This role paved the way for her eventual transition to talk show hosting. where she found her true calling.
Dwayne Johnson: From Wrestling Royalty to Hollywood Superstar
Dwayne Johnson, also known by his ring name "The Rock," was born on May 2, 1972, in Hayward, California. He comes from a family of professional wrestlers, with both his father, Rocky Johnson. and his grandfather, Peter Maivia, being notable figures in the wrestling world. Johnson's early life was spent moving between New Zealand and the United States. experiencing a variety of cultural influences.
Before entering the world of professional wrestling. Johnson had aspirations of becoming a professional football player. He played college football at the University of Miami. where he was part of a national championship team. But, injuries curtailed his football career, leading him to follow in his family's footsteps and enter the wrestling ring.
Career Milestones
Orpah Winfrey: The Queen of All Media
Winfrey's career breakthrough came in 1986 when she launched "The Oprah Winfrey Show." The show became a cultural phenomenon. drawing millions of viewers daily and earning many awards. Winfrey's empathetic and candid interviewing style resonated with audiences. helping her tackle diverse and often challenging topics.
Beyond her talk show, Winfrey expanded her empire to include the creation of Harpo Productions. a multimedia production company. She also launched "O, The Oprah Magazine" and OWN: Oprah Winfrey Network, further solidifying her status as a media mogul.
Dwayne Johnson: From The Ring to The Big Screen
Dwayne Johnson's wrestling career took off in the late 1990s. when he became one of the most charismatic and popular figures in WWE. His larger-than-life persona and catchphrases endeared him to fans. making him a household name. But, Johnson had ambitions beyond the wrestling ring.
In the early 20
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15. 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.
16.
17. Games are an extension of the physical environment.
18. Games are an extension of the human nervous system.
22. 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.
23.
24. 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.
25.
26.
27. • Serious Games
• Models and Differentiation
• The Next Wave of HSI-HCI
• The 5th World
• K-12 Opportunities
5th World
33. 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
44. 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
46. $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!!
62. • Serious Games
• Models and Differentiation
• The Next Wave of HSI-HCI
• The 5th World
• K-12 Opportunities
5th World
63.
64. 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
67. 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).
70. DMC Lab Project: Medical
Leadership Trainer - Scenario
Authoring Engine
“Joe Medic”
UT Austin DMC and
Fort Sam Houston
AMED NCO Academy
71.
72. 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
93. 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
107. 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
109. 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?
111. 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
112. Adapted from Charles Ostman
Senior Fellow
Institute for Global Futures
NEURO NANO
BIOINFO
21st Century Architecture
113. Adapted from Charles Ostman
Senior Fellow
Institute for Global Futures
NEURO NANO
BIOINFO
S&T Convergence
114. We live in a constructionist world
which is open to design. The world is
extensible.
115. How can we characterize
this technological age?
116. 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)
117. 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.
118.
119. 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).
121. • Serious Games
• Models and Differentiation
• The Next Wave of HSI-HCI
• The 5th World
• K-12 Opportunities
5th World
122. 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.
137. 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
140. 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
147. 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
150. 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
151. Low SES: More TV
and More Video
Games
TV
Games
A. Gold, IC2 Institute, UT Austin, Forthcoming
152. 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
159. • Serious Games
• Models and Differentiation
• The Next Wave of HSI-HCI
• The 5th World
• K-12 Opportunities
5th World
160. Transcend the semantic gap
between “gaming” and
learning. Game systems,
game technologies and
gaming techniques are
transforming the world at
Kurzweil’s pace.
161. 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.
162. Cut the time between
the discover of new
learning science and
it’s application in the
classroom.
164. 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)
165. Modeling, Simulation and
Gaming (MS&G) require
an evolution of our
notions of media literacy,
media criticism,
educational technology
and 21st Century skills.
173. 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
176. 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.
201. “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
202. • Serious Games
• Models and Differentiation
• The Next Wave of HSI-HCI
• The 5th World
• K-12 Opportunities
5th World