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Oral Roberts University
Educating Whole Leaders for the Whole World
The Emergence of Immersive Learning
and the Metaverse
Michael L. Mathews
Agenda
The Human
Sh ifts
.
T h e
E d u c a t i o n a l
S h i f t s
B a c k g ro u n d
o f
E m e r g i n g
Te c h n o l o g y
1
Understand U
2
Simplify S
3
Automate A
“Don’t Limit Your challenges; Challenge Your Limits” ~Jeremey Dunn
The future is ours to see
Perspective
• 1970s – 1990s; IBM, Apple, Microsoft were vying for the personal
computer space. They each had a few hundred million dollars. They all
ended up winning in various ways and influenced the world as we know it.
• 2015 – 2021; Apple, Microsoft, Facebook, Amazon are all playing in the
immersive learning/metaverse space. The difference is they all have a few
trillion dollars and have proven this space during the past 5-6 years.
• ORU has become a clear leader in this space on more fronts than most
realize. (technology, buildings, thought-leadership, awards, credibility,
spiritual reasoning).
5
In ZOOM
7
InVR
8
Anna Dream Brush and Nathan Hale Principal Sheila Riley
9
Tulsa Based Academic Experts leveragingVRTransformation
Calculus in a Fun Way A Principal Enjoying Interaction
Gamification
MINUT
E
This is what Happens In
An
Innovate4EDU
195 Nations Educated
30 Million Students
600 Million Quizzes
400 Petabytes of Data
5 Trillion
Seconds
recorded
65 Foreign Languages
2021
C
o
Connected 8-year old in
Houston, TX to Bradenton, FL
FDA – Approves Virtual Reality over opioids for lower
chronic back-pain
13
The Heart gives off a Frequency and all frequency
produces a ‘rhythm, beat which is Music’
14
The heart hears first and speaks to the brain
more than the brain speaks to the heart
15
Whole Person Humersive Learning
Immersive Aspect
• Augmented Reality
• Virtual Reality
• Smart spaces
• MQ Mirror/AI
• Smart Glasses etc.
Human Aspect
• Intellectual Intelligence (IQ)
• Emotional Intelligence (EQ)
• Spiritual Intelligence (SQ)
• Mirrored Intelligence (MQ)
+ WHOLE HUMERSIVE LEARNING
FOR THE WHOLE WORLD
=
Instantly Reaching around the World
To the frequency to/from the rest
of the world
From inside the frequency of the human
heart and mind
Intelligence
Smart Mobile Access
The Complete Student Record and
Student Experience
Students and systems must
Co-exist in a intelligently
designed manner
Intelligent
Choices
Uninterrupted
Service
Predictive
With Self-Service
Student Information
System
Learning Management
System
Facilities
Classrooms
F
E
D
A
B
C
Systems
Most Higher
Education systems
are fundamentally
20-40 Years old
Vote with their feet
Can smell and taste
a good campus
experience
Students
D2L
(LMS)
Salesforce
Pardot
(CRM)
Banner
(SIS)
Types of
End User
Transactiona
l
Layer
Utility
Layer
Email
Viewable
Extract
Layer
Phone Text Kaltura
IM
ChatBOT
ecommerc
e
Argos
The Student Experience
Immersive Learning
Spreadsheets
Viewable
Intelligent
Meta Layer Deans. Provosts,
VPs, President
Individual
Contributors
Managers
Directors
Individual
Contributors
Touchnet
Krono
s
ZOOM
Office 365 - Students Attend
Exchange/Staff and Faculty
VR/AR
Mixed
Reality
Classroo
m
Tech
Chrome
River
Everyone
IPEDS
Access Database Academia
ORAL ROBERTS UNIVERSITY
Campus Systems
Virtual Reality Education System (VRES)
A Micro-innovation for the future SmartCampus designs
All Programs
All Realities
All Devices
Integrated
Across All
Systems
Augmented, Virtual, Panoramic, 360
Degree, Blended, Avatars, etc.
Taking all Realities in Educational Media
and making them seamless, accessible,
and searchable across all online programs
and courses.
Allowing all new realities to be used on all
personal, group, and classroom devices
Integrated
Across all
Emerging
Technologies
Pathway to future success leveraging all
technologies in a unified manner.
LMS, Student Information System, Career
Planning, Customer Relations System
Filter by
Level 3
Level 2
Level 1
A Peek Inside Engagement
Immersive
Learning
The Global Learning Center
Michael L. Mathews
Flipping
the University
around the world
23
Definitions – Flipped Classroom
Flipped classroom is an instructional
strategy and a type of blended learning
that reverses the traditional learning
environment by delivering instructional
content, often online, outside of
the classroom. It moves activities,
including those that may have
traditionally been considered homework,
into the classroom.
24
Definitions – Flipped University
Flipped University is an educational model
that leverages the best of ‘fluid’ technology,
and education to meet the needs of a ‘fluid’
world from one central location.
OneCampus™ that is flipped around the
world for the betterment of humanity.
About Oral Roberts University About the Global Learning Center
Meta (Higher Level)
Verse (Universe)
Digital overlay (higher level)
of our current world
2020
Pandemic
2020
VR Overlay
Extended
Reality (XR)
is the new
greenscreen
of digital
overlay.
Mandalorian Overlay
The largest gathering of engaged humanity
27.5 Million Global Engaged Players
No more bricks in the
walls of education
ing into Orphanages
REMOVING THE BARRIERS AND BRICKS AND
ing into Pakistan
REMOVING THE BARRIERS AND BRICKS AND MORTAR
No more
bricks in
the walls
of global
education
ing into Pakistan Graduation Services
Allowed 100% of ORU Faculty and Staff to Just Do
It
47,201 Virtual Classroom Sessions
16,698,799 Recorded Classroom Minutes
262,161 Attendees
145 Nations
Reached
0 Downtime/Interruptions
Engaging Students with
Purpose and Design
Produces Award Winning Collaboration with Education and Industry
Results of Engagement with seamless tech and processes
Category (2016) (2020
Student engagement Unranked 5th in Nation
Placement of all students 88% 99.4%
Online Enrollment 385 1,005
Traditional Enrollment 3,460 5,020
Certificate Enrollment 300 2,230
Student Retention (measured Fall Freshman to Spring Freshman) 73% 92.6%
Student Satisfaction Survey 90% 98%
Faculty technology engagement 65% 95%
Access to AVR Learning Environments 40 300,000
Number of Countries Reached 89 116
Virtual Reality
Virtual reality (VR) is an artificial,
computer-generated simulation or
recreation of a real life environment or
situation. It immerses the user by
making them feel like they are
experiencing the simulated reality
firsthand, primarily by stimulating their
vision and hearing.
Augmented Reality
Augmented reality (AR) is a technology that
layers computer-generated enhancements
atop an existing reality in order to make it
more meaningful through the ability to interact
with it. AR is developed into apps and used on
mobile devices to blend digital components
into the real world in such a way that they
enhance one another, but can also be told
John.phillips@starbucks.com; johnphillips@starbucks.com
John.phillips@starbucks.com; johnphillips@starbucks.com
“The potential for VR to help us understand
and transform ourselves and the world around
us is limitless. It is crucial that the VR industry
comes together in these formative years to
fully leverage this potential for social good,”
~ Forbes, Nov 2017
The Potential
43
AVR First Technology to achieve Blooms Taxonomy
44
45
In ZOOM
46
InVR
47
Anna Dream Brush and Nathan Hale Principal Sheila Riley
48
Tulsa Based Academic Experts leveragingVRTransformation
Calculus in a Fun Way A Principal Enjoying Interaction
Gamification
MINUT
E
This is what Happens In
An
Innovate4EDU
195 Nations Educated
30 Million Students
600 Million Quizzes
400 Petabytes of Data
5 Trillion
Seconds
recorded
65 Foreign Languages
51
The Heart gives off a Frequency and all frequency
produces a ‘rhythm, beat which is Music’
52
The heart hears first and speaks to the brain
more than the brain speaks to the heart
53
Whole Person Humersive Learning
Immersive Aspect
• Augmented Reality
• Virtual Reality
• Smart spaces
• MQ Mirror/AI
• Smart Glasses etc.
Human Aspect
• Intellectual Intelligence (IQ)
• Emotional Intelligence (EQ)
• Spiritual Intelligence (SQ)
• Mirrored Intelligence (MQ)
+ WHOLE HUMERSIVE LEARNING
FOR THE WHOLE WORLD
=
Instantly Reaching around the World
To the frequency to/from the rest
of the world
From inside the frequency of the human
heart and mind
Intelligence
Virtual Reality Education System (VRES)
A Micro-innovation for the future SmartCampus designs
All Programs
All Realities
All Devices
Integrated
Across All
Systems
Augmented, Virtual, Panoramic, 360
Degree, Blended, Avatars, etc.
Taking all Realities in Educational Media
and making them seamless, accessible,
and searchable across all online programs
and courses.
Allowing all new realities to be used on all
personal, group, and classroom devices
Integrated
Across all
Emerging
Technologies
Pathway to future success leveraging all
technologies in a unified manner.
LMS, Student Information System, Career
Planning, Customer Relations System
Filter by
Level 3
Level 2
Level 1
VR AR POSSIBILITIES
From Phone to Dome – Immersive
Learning
Holographic
3D Displays
Immersive
Displays
Interact
Gesture AR/VR Glasses
Mobile AR/VR
AVR and Immersive Systems
Simplicity – Phone to Dome Solution
AVR Design Concept
A Repository – Library
59
With Categories and Filters
60
61
Functionality and Capacity
10 class rooms, six distance education rooms, one multiple
purpose room with seating for 750, one recording studio,
one AVR Lab, one AVR programming room; 12 offices,
four conference rooms, two greenrooms and one make-up
room.
62
GLC InteractiveView - Classrooms
63
GLC InteractiveView - AVR
64
65
Student Designs in AVR
Transforming Education
67
68
69
70
Global Awards
Samples of AVR
Samples and Future Look-up
https://works.bepress.com/michael-mathews/
AVR Demonstration
Future Possibilities
76
GlobalTravel intoVirtual Worlds with AI
Questions and Answers

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The Emergence of Immersive Learning and the Metaverse.pptx

  • 1. Oral Roberts University Educating Whole Leaders for the Whole World
  • 2. The Emergence of Immersive Learning and the Metaverse Michael L. Mathews
  • 3. Agenda The Human Sh ifts . T h e E d u c a t i o n a l S h i f t s B a c k g ro u n d o f E m e r g i n g Te c h n o l o g y 1 Understand U 2 Simplify S 3 Automate A “Don’t Limit Your challenges; Challenge Your Limits” ~Jeremey Dunn The future is ours to see
  • 4. Perspective • 1970s – 1990s; IBM, Apple, Microsoft were vying for the personal computer space. They each had a few hundred million dollars. They all ended up winning in various ways and influenced the world as we know it. • 2015 – 2021; Apple, Microsoft, Facebook, Amazon are all playing in the immersive learning/metaverse space. The difference is they all have a few trillion dollars and have proven this space during the past 5-6 years. • ORU has become a clear leader in this space on more fronts than most realize. (technology, buildings, thought-leadership, awards, credibility, spiritual reasoning).
  • 6.
  • 8. 8 Anna Dream Brush and Nathan Hale Principal Sheila Riley
  • 9. 9 Tulsa Based Academic Experts leveragingVRTransformation Calculus in a Fun Way A Principal Enjoying Interaction Gamification
  • 10. MINUT E This is what Happens In An Innovate4EDU 195 Nations Educated 30 Million Students 600 Million Quizzes 400 Petabytes of Data 5 Trillion Seconds recorded 65 Foreign Languages 2021
  • 11. C o Connected 8-year old in Houston, TX to Bradenton, FL
  • 12. FDA – Approves Virtual Reality over opioids for lower chronic back-pain
  • 13. 13 The Heart gives off a Frequency and all frequency produces a ‘rhythm, beat which is Music’
  • 14. 14 The heart hears first and speaks to the brain more than the brain speaks to the heart
  • 15. 15
  • 16. Whole Person Humersive Learning Immersive Aspect • Augmented Reality • Virtual Reality • Smart spaces • MQ Mirror/AI • Smart Glasses etc. Human Aspect • Intellectual Intelligence (IQ) • Emotional Intelligence (EQ) • Spiritual Intelligence (SQ) • Mirrored Intelligence (MQ) + WHOLE HUMERSIVE LEARNING FOR THE WHOLE WORLD =
  • 17. Instantly Reaching around the World To the frequency to/from the rest of the world From inside the frequency of the human heart and mind Intelligence
  • 18. Smart Mobile Access The Complete Student Record and Student Experience Students and systems must Co-exist in a intelligently designed manner Intelligent Choices Uninterrupted Service Predictive With Self-Service Student Information System Learning Management System Facilities Classrooms F E D A B C Systems Most Higher Education systems are fundamentally 20-40 Years old Vote with their feet Can smell and taste a good campus experience Students
  • 19. D2L (LMS) Salesforce Pardot (CRM) Banner (SIS) Types of End User Transactiona l Layer Utility Layer Email Viewable Extract Layer Phone Text Kaltura IM ChatBOT ecommerc e Argos The Student Experience Immersive Learning Spreadsheets Viewable Intelligent Meta Layer Deans. Provosts, VPs, President Individual Contributors Managers Directors Individual Contributors Touchnet Krono s ZOOM Office 365 - Students Attend Exchange/Staff and Faculty VR/AR Mixed Reality Classroo m Tech Chrome River Everyone IPEDS Access Database Academia ORAL ROBERTS UNIVERSITY Campus Systems
  • 20. Virtual Reality Education System (VRES) A Micro-innovation for the future SmartCampus designs All Programs All Realities All Devices Integrated Across All Systems Augmented, Virtual, Panoramic, 360 Degree, Blended, Avatars, etc. Taking all Realities in Educational Media and making them seamless, accessible, and searchable across all online programs and courses. Allowing all new realities to be used on all personal, group, and classroom devices Integrated Across all Emerging Technologies Pathway to future success leveraging all technologies in a unified manner. LMS, Student Information System, Career Planning, Customer Relations System Filter by Level 3 Level 2 Level 1
  • 21. A Peek Inside Engagement Immersive Learning
  • 22. The Global Learning Center Michael L. Mathews Flipping the University around the world
  • 23. 23 Definitions – Flipped Classroom Flipped classroom is an instructional strategy and a type of blended learning that reverses the traditional learning environment by delivering instructional content, often online, outside of the classroom. It moves activities, including those that may have traditionally been considered homework, into the classroom.
  • 24. 24 Definitions – Flipped University Flipped University is an educational model that leverages the best of ‘fluid’ technology, and education to meet the needs of a ‘fluid’ world from one central location. OneCampus™ that is flipped around the world for the betterment of humanity. About Oral Roberts University About the Global Learning Center
  • 26. Digital overlay (higher level) of our current world
  • 28. Extended Reality (XR) is the new greenscreen of digital overlay. Mandalorian Overlay
  • 29. The largest gathering of engaged humanity 27.5 Million Global Engaged Players
  • 30. No more bricks in the walls of education ing into Orphanages REMOVING THE BARRIERS AND BRICKS AND
  • 31. ing into Pakistan REMOVING THE BARRIERS AND BRICKS AND MORTAR
  • 32. No more bricks in the walls of global education ing into Pakistan Graduation Services
  • 33. Allowed 100% of ORU Faculty and Staff to Just Do It 47,201 Virtual Classroom Sessions 16,698,799 Recorded Classroom Minutes 262,161 Attendees 145 Nations Reached 0 Downtime/Interruptions
  • 35.
  • 36. Produces Award Winning Collaboration with Education and Industry
  • 37. Results of Engagement with seamless tech and processes Category (2016) (2020 Student engagement Unranked 5th in Nation Placement of all students 88% 99.4% Online Enrollment 385 1,005 Traditional Enrollment 3,460 5,020 Certificate Enrollment 300 2,230 Student Retention (measured Fall Freshman to Spring Freshman) 73% 92.6% Student Satisfaction Survey 90% 98% Faculty technology engagement 65% 95% Access to AVR Learning Environments 40 300,000 Number of Countries Reached 89 116
  • 38. Virtual Reality Virtual reality (VR) is an artificial, computer-generated simulation or recreation of a real life environment or situation. It immerses the user by making them feel like they are experiencing the simulated reality firsthand, primarily by stimulating their vision and hearing.
  • 39.
  • 40. Augmented Reality Augmented reality (AR) is a technology that layers computer-generated enhancements atop an existing reality in order to make it more meaningful through the ability to interact with it. AR is developed into apps and used on mobile devices to blend digital components into the real world in such a way that they enhance one another, but can also be told John.phillips@starbucks.com; johnphillips@starbucks.com John.phillips@starbucks.com; johnphillips@starbucks.com
  • 41. “The potential for VR to help us understand and transform ourselves and the world around us is limitless. It is crucial that the VR industry comes together in these formative years to fully leverage this potential for social good,” ~ Forbes, Nov 2017 The Potential
  • 42.
  • 43. 43 AVR First Technology to achieve Blooms Taxonomy
  • 44. 44
  • 47. 47 Anna Dream Brush and Nathan Hale Principal Sheila Riley
  • 48. 48 Tulsa Based Academic Experts leveragingVRTransformation Calculus in a Fun Way A Principal Enjoying Interaction Gamification
  • 49. MINUT E This is what Happens In An Innovate4EDU 195 Nations Educated 30 Million Students 600 Million Quizzes 400 Petabytes of Data 5 Trillion Seconds recorded 65 Foreign Languages
  • 50.
  • 51. 51 The Heart gives off a Frequency and all frequency produces a ‘rhythm, beat which is Music’
  • 52. 52 The heart hears first and speaks to the brain more than the brain speaks to the heart
  • 53. 53
  • 54. Whole Person Humersive Learning Immersive Aspect • Augmented Reality • Virtual Reality • Smart spaces • MQ Mirror/AI • Smart Glasses etc. Human Aspect • Intellectual Intelligence (IQ) • Emotional Intelligence (EQ) • Spiritual Intelligence (SQ) • Mirrored Intelligence (MQ) + WHOLE HUMERSIVE LEARNING FOR THE WHOLE WORLD =
  • 55. Instantly Reaching around the World To the frequency to/from the rest of the world From inside the frequency of the human heart and mind Intelligence
  • 56. Virtual Reality Education System (VRES) A Micro-innovation for the future SmartCampus designs All Programs All Realities All Devices Integrated Across All Systems Augmented, Virtual, Panoramic, 360 Degree, Blended, Avatars, etc. Taking all Realities in Educational Media and making them seamless, accessible, and searchable across all online programs and courses. Allowing all new realities to be used on all personal, group, and classroom devices Integrated Across all Emerging Technologies Pathway to future success leveraging all technologies in a unified manner. LMS, Student Information System, Career Planning, Customer Relations System Filter by Level 3 Level 2 Level 1
  • 57. VR AR POSSIBILITIES From Phone to Dome – Immersive Learning Holographic 3D Displays Immersive Displays Interact Gesture AR/VR Glasses Mobile AR/VR
  • 58. AVR and Immersive Systems Simplicity – Phone to Dome Solution AVR Design Concept
  • 59. A Repository – Library 59
  • 60. With Categories and Filters 60
  • 61. 61 Functionality and Capacity 10 class rooms, six distance education rooms, one multiple purpose room with seating for 750, one recording studio, one AVR Lab, one AVR programming room; 12 offices, four conference rooms, two greenrooms and one make-up room.
  • 64. 64
  • 67. 67
  • 68. 68
  • 69. 69
  • 70. 70
  • 73. Samples and Future Look-up https://works.bepress.com/michael-mathews/

Editor's Notes

  1. Important notes: The Global Elite award Top 30 Transformers award and 150 will be announced this week. The 150 Wednesday, Sept 7 and Thursday the 8th. Six of the seven awards were won without being members of these associations. The seventh award not shown due to room, but was three awards from the Oklahoma Board of Regents for the GLC – VR programming. Not being members saved ORU $45K in membership fees. 2017 Constellation Research Elite 150 List (Only 4 Universities in the world selected (University of Texas, Western Governors, Thomas Jefferson U. and ORU. 2017 Campus Technology Award – Futurist award for Student Systems and Services. Global Award, other Winners George Washington U., John Hopkins, Perdue 2017 USDLA Innovation Award – United States Distance Learning Association. This award gets us presented an award and as key presenter at #3. 2017 World Conference on Open Learning and Distance Education – Oct 2017, Toronto. This is invite only award. 2017 Center for Digital Education – Awarded one of Top 30 innovators in global K12 and Higher Education. Already won, official award to be given on Sept 7, 2017. 2017 Dr. Wayne Brown IT Leadership Award. Won top position over #2 UW Wisconsin and #3 Centre College, KY 2016 EDUVENTURES Award 18 published articles on GLC and Augmented and Virtual Reality
  2. Important notes: The Global Elite award Top 30 Transformers award and 150 will be announced this week. The 150 Wednesday, Sept 7 and Thursday the 8th. Six of the seven awards were won without being members of these associations. The seventh award not shown due to room, but was three awards from the Oklahoma Board of Regents for the GLC – VR programming. Not being members saved ORU $45K in membership fees. 2017 Constellation Research Elite 150 List (Only 4 Universities in the world selected (University of Texas, Western Governors, Thomas Jefferson U. and ORU. 2017 Campus Technology Award – Futurist award for Student Systems and Services. Global Award, other Winners George Washington U., John Hopkins, Perdue 2017 USDLA Innovation Award – United States Distance Learning Association. This award gets us presented an award and as key presenter at #3. 2017 World Conference on Open Learning and Distance Education – Oct 2017, Toronto. This is invite only award. 2017 Center for Digital Education – Awarded one of Top 30 innovators in global K12 and Higher Education. Already won, official award to be given on Sept 7, 2017. 2017 Dr. Wayne Brown IT Leadership Award. Won top position over #2 UW Wisconsin and #3 Centre College, KY 2016 EDUVENTURES Award 18 published articles on GLC and Augmented and Virtual Reality