Modern Classroom Education faces many unprecedented challenges and opportunities as a result of rapid developments in digital communication technologies since the birth of the Internet in the early 1990s. Since that time, the generation of students known as "Digital Natives" have been born into a world where desktop and home computers are commonplace, video games are available in homes as well as arcades and mobile phones are becoming ubquitous. As a consequence, for the first time in history, children have access to electronic devices which they can explore and interact with, sharing their experiences and problems with their peers. This paper examines the impact of digital technologies on teaching roles and practices in the classroom and illustrates how the concept of "Gamification" can provide a modern day solution to traditional teaching best practices.
Science 7 - LAND and SEA BREEZE and its Characteristics
What Shall we Tell the Children ?
1. What shall we Tell the Children?
The Future of Education in the Knowledge Society
Thaisim Conference
Sripatum University, Chonburi Campus, Thailand
David Wortley
2. Some Questions for You?
● Is learning and development
happening in these pictures ?
● Where is the teacher ?
● Why do we love games so much ?
● What do these pictures have in
common
They both deliver Challenge, Uncertainty,
Exploration, Measurement, Feedback, Reflection,
Control, Intrisic Motivation
3. The Past, Present and Future of Learning
Impact of Technology
How we Learn
What we Learn
Who we Learn from
10. Benefits of Computer Based Education
● Cost Effective
● Always accessible
● Consistent answers
● Hyperlink connections to more detail
● Massive pool of knowledge
● Global Reach
● Gives the learner Control !!!!!!!
11. Is this Enough ?
Digital Natives demand more than instant access to knowledge
Increasingly they demand more control and more engagement
12. Teach me to Swim
Learning by doing – immersive experiences
16. Triage Trainer
Re-creating a physical experience in a virtual environment
The learner has control of the outcome
17. Simulating Medical Conditions
Commercial games company skills applied to medicine
To demonstrate realism potential of games technologies to replace/augment video
19. Patient Rescue
Training Junior Doctors in A&E to recognise conditions and visualise outcomes
Introduces Gamification through random patient generation and scoring
20. Multi-Disciplinary Major Incident Simulator
(MMIS Virtual Reality)
Imperial College in London use virtual world simulations for disaster training
Extends E-Learning to Multi-User Peer to Peer Collaboration
21. Mixed Reality
Using physical objects and haptic feedback in virtual training
Gamification elements include challenges, measurement, feedback, scoring
23. Benefits of Immersive E-Learning
● Safe learning environment
● Cost / Practicality of real-life scenarios
● Rare conditions and events
● Learner engagement
● Debriefing opportunities from recorded training sessions
● Knowledge transfer from expert practitioners
● Tracking and Recording of Learner progress
● Learners have control of learning outcomes
24. Types of Immersive E-Learning
● Virtual Classrooms
● Serious Games
● Virtual Worlds
● Simulations
● Virtual Reality and Augmented Reality
27. RehAbility
● Rehabilitation exercises after stroke, MS r
Parkinson
● Reduces healthcare system costs
● Improves adherence to rehabilitative therapy
● Uses Microsoft Kinect to provide customised
exercises with off the shelf tech
● Feedback to both patient and medical
practitioner
● Avoids travel and expensive use of facilities
● Personalised exercise routines
● Win-win scenario
● Patient is empowered and has more control
28. DOREMI
● Promotes physical and cognitive wellbeing
and independence
● Focus on physical activity, good diet, social
support and mental stimulation
● Provides valuable feedback data to clinicians
and carers
● Gamification provides both mental
stimulation and motivation for social and
physical activity
http://www.doremi-fp7.eu/
29. Pegaso
● Targets obesity in young people
● Encourages healthy eating and exercise
● Uses a pervasive game
● Combines wearable sensors, food diaries,
companion messaging and gamification strategies
● Game mechanics co-designed with teenage focus
groups – “Zombies Attack Game”
● Short-term intervention leading to long-term
lifestyle changes
● Gives the perception of control
http://www.pegasof4f.eu/
30. What food has high protein and is best for Me ?
Next Generation E-Learning will be adaptive and personalised
31. Internet of Things & Sensors
Biosensor technologies, Cloud computing, big data analytics,
data visualisation and mobile apps will transform personal health management
and learning by making the learning experience relevant and personal
32. Enabling / Disruptive Technologies
and Future Learning
● Virtual Reality
● Augmented / Mixed Reality
● Sensors / Internet of things
● Artificial intelligence
● Machine Learning
● Robotics
● Cloud Computing
● Wireless Broadband
● Mobile Devices
● Natural interface devices
● Big Data Analytics
● Data Visualisation
● Holographics
● 3D Imaging
● 3D printing
● Smart Coaching
35. What shall we invest to Learn ?
● Extremely responsible job
● High level of skill and technical knowledge
● Responsible for lives of hundreds of people
every day
● In charge of expensive machinery
● Mistakes could cost lives and money
36. Which Profession ?
Many expert jobs done by humans today will be done by machines tomorrow !
37. Movie Making Example
What is needed to make a
spectacular professional aerial video
of this village church and how much
will it cost?
● Helicopter
● Pilot
● Trained Camera Crew
● Planning
● Creative & Communication skills
41. What shall we Learn in the Smart Technology Age?
Future teaching will focus on vocations which cannot be done by machines
What does this mean for the Teaching Profession?
42. Whom shall we learn from ?
Human Beings inspire, motivate, influence and shape our lives
in ways which machines cannot yet match (although they are getting there!)
43. Develop your Gam-Nav Skills !!!
(Gamification Navigation)
This technique can be applied to any human situation where a change
In behaviour, understanding, attitude or perception is required
44. The Gam-Nav Golden Rules
● Always remember that the “driver” e.g. student has control over the destination
● You need to know the current status of the vehicle/driver (i.e. where they currently
are)
● You need to know the desired destination of the journey (i.e. where you/your target
wants to finish up)
● You need to calculate a route to that destination based on the preferences of “the
driver” and the capabilities of “the vehicle”
● You need to be able to advise on progress to that destination, alternative routes and
feasibility of the journey
● You need to be able to provide constant feedback to the driver and be prepared to
suggest an alternative or more practical destination
● At a higher level of sophistication, you need to either make the desired destination as
attractive as possible or alternative destinations as undesirable as possible (carrot and
stick)
● You need to make the journey/route as engaging and enjoyable as possible
45. How to be a Great Gam-Dav Expert
Introduce into any Situation
Challenge
Uncertainty
Exploration
Measurement
Feedback
Reflection (Debriefing)
Control
Intrisic Motivation
46. Conclusions
● E-Learning is here to stay
● Disruptive technologies will continue to revolutionise learning
● Machines will challenge knowledge professionals in all sectors
● We will demand even more immersion of all the senses
● Technology will empower but will it help develop our
humanity?
● Teachers and their human skills are vital for education
● The future is in your hands !!
47. It’s E-Learning Jim but not as we know it !!!
Your Mission – Explore New Worlds and Civilisations
Boldly go where no man has gone before !!
48. Control the Future (or it might control YOU !!)
Humans once used their skill and Intelligence to harness the potential of technology
Now machines use their intelligence to harness the potential of humans
50. What shall we Tell the Children?
The Future of Education in the Knowledge Society
Thaisim Conference
Sripatum University, Chonburi Campus, Thailand
David Wortley