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What shall we Tell the Children?
The Future of Education in the Knowledge Society
Thaisim Conference
Sripatum University, Chonburi Campus, Thailand
David Wortley
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
The Past, Present and Future of Learning
Impact of Technology
How we Learn
What we Learn
Who we Learn from
About Me
Baby Boomer
Technologist
Human Being
Passion for Life and Human Potential
How do we Learn ?
Who Shall We Ask ?
Will they know ? Are they available ? Can I trust them ? How much will it cost ?
1950’s
1990’s
2000’S Virtual Classrooms
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 !!!!!!!
Is this Enough ?
Digital Natives demand more than instant access to knowledge
Increasingly they demand more control and more engagement
Teach me to Swim
Learning by doing – immersive experiences
Flight Simulation
Triage Trainer
Re-creating a physical experience in a virtual environment
Triage Trainer
Re-creating a physical experience in a virtual environment
Triage Trainer
Re-creating a physical experience in a virtual environment
The learner has control of the outcome
Simulating Medical Conditions
Commercial games company skills applied to medicine
To demonstrate realism potential of games technologies to replace/augment video
The Process Involved
Realism limited by the power of available technologies
Patient Rescue
Training Junior Doctors in A&E to recognise conditions and visualise outcomes
Introduces Gamification through random patient generation and scoring
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
Mixed Reality
Using physical objects and haptic feedback in virtual training
Gamification elements include challenges, measurement, feedback, scoring
Connecting the Unconnected
Humour is very effective for memorability
Human beings are better than machines at humour
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
Types of Immersive E-Learning
● Virtual Classrooms
● Serious Games
● Virtual Worlds
● Simulations
● Virtual Reality and Augmented Reality
Smart E-Hospital
Gamified Immersive Training in a 3D virtual hospital
Integrating Real/Virtual Worlds
Datascape Virtual Control Room Environment to visualise real data streams
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
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/
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/
What food has high protein and is best for Me ?
Next Generation E-Learning will be adaptive and personalised
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
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
Immersive Imaging / VR
What shall we Learn ?
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
Which Profession ?
Many expert jobs done by humans today will be done by machines tomorrow !
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
Something Like This ?
This can be created by one person in about 30 minutes
Robotics Embed Intelligence to Empower
Technology empowering ordinary people to do extraordinary things
with intelligent consumer products
Who Painted This ?
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?
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!)
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
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
How to be a Great Gam-Dav Expert
Introduce into any Situation
Challenge
Uncertainty
Exploration
Measurement
Feedback
Reflection (Debriefing)
Control
Intrisic Motivation
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 !!
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 !!
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
Any Questions ?
What shall we Tell the Children?
The Future of Education in the Knowledge Society
Thaisim Conference
Sripatum University, Chonburi Campus, Thailand
David Wortley

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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
  • 4. About Me Baby Boomer Technologist Human Being Passion for Life and Human Potential
  • 5. How do we Learn ?
  • 6. Who Shall We Ask ? Will they know ? Are they available ? Can I trust them ? How much will it cost ?
  • 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
  • 14. Triage Trainer Re-creating a physical experience in a virtual environment
  • 15. Triage Trainer Re-creating a physical experience in a virtual environment
  • 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
  • 18. The Process Involved Realism limited by the power of available technologies
  • 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
  • 22. Connecting the Unconnected Humour is very effective for memorability Human beings are better than machines at humour
  • 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
  • 25. Smart E-Hospital Gamified Immersive Training in a 3D virtual hospital
  • 26. Integrating Real/Virtual Worlds Datascape Virtual Control Room Environment to visualise real data streams
  • 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
  • 34. What shall we Learn ?
  • 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
  • 38. Something Like This ? This can be created by one person in about 30 minutes
  • 39. Robotics Embed Intelligence to Empower Technology empowering ordinary people to do extraordinary things with intelligent consumer products
  • 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

Editor's Notes

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