Successfully reported this slideshow.
We use your LinkedIn profile and activity data to personalize ads and to show you more relevant ads. You can change your ad preferences anytime.

ITEC 2014 - Revolution and Evolution: Learning Technology Strategies in a Changing World - Cologne Germany - 21 May 14

4,386 views

Published on

The desire and need to exploit technology in military training and education is long standing and from time to time has been disrupted, from the Link Trainer in the 1930s, the introduction of computer graphics in the 1960s, through to e-learning, games and mobile technologies in this Century. These changes have typically been brought about by technological developments outside the military sphere and early adopters have seen the benefits for military training and education through improved safety, reduced time in training or improved cost effectiveness. Often these changes or revolutions are resisted as they disrupt existing methods, establishments and industrial interests, but over time the changes are accepted and in turn the technologies and ways of doing business embed and evolve. In this Century however, the tempo and number of these revolutions increase with the relentless rise of the digital sector. Digital technology, both software and hardware are becoming more cost effective and new technologies enter the market seemingly weekly. Games technology has transformed simulation. Mobile devices and networks can provide unprecedented access to data and knowledge both inside and outside the workspace. We can interact at distance in ever more human-like ways and automation, robots and increased instrumentation will change and replace current jobs. These revolutions not only affect the Armed Forces they are making a global impact on societies and economies. Schools and Higher Education may be radically reshaped and digital learning spaces may replace physical ones. We may need to train less and maybe not at all. Drawing on policy experience in the UK Ministry of Defence and NATO and now with an industry perspective, what learning technology strategies might the Armed Forces take that best support their training and education challenges now and into the future? Can they rapidly deliver cost effective learning seamlessly from the barracks to the battlefield or will security and procurement barriers be too high to overcome? How can they embrace technological change but ensure that effective learning is being delivered with the right level of long term support? What further revolutions in learning might the Armed Forces need to prepare for? This presentation will look at the revolutions that have taken place in military learning technology and lessons learned for today. It will look at current and the future challenges for military training and education and explore how technology might meet them. Given the challenges for technology adoption it will propose strategies that Armed Forces might take to procure and manage their learning technologies.

Published in: Education, Technology
  • Be the first to comment

  • Be the first to like this

ITEC 2014 - Revolution and Evolution: Learning Technology Strategies in a Changing World - Cologne Germany - 21 May 14

  1. 1. Andy Fawkes Revolution and Evolution: Learning Technology Strategies in a Changing World ITEC Cologne Germany 21 May 2014
  2. 2. Training Needs Training Systems Technology
  3. 3. Talk Outline – Training and Education Technologies Revolution or Evolution? Your Strategy? The Future?
  4. 4. 5000 Years Ago - Cuneiform Clay Tablet 3100–2900 B.C.
  5. 5. The Book 560 Years Ago - 1450 Gutenberg Press Replica
  6. 6. The Blackboard 300 Years Ago?
  7. 7. 100 Years Ago - WW1 Air Gunnery Simulator
  8. 8. Link Trainer 85 Years Ago – Link Trainer
  9. 9. Source - The UK Urban Exploitation Forums - Crail Airfield [HMS Jackdaw/HMS Bruce/JSSL] 70 Years Ago
  10. 10. Source – Air National Guard - Stratotanker Simulator 1953 60 Years Ago
  11. 11. Source – Air National Guard - Stratotanker Simulator 1953 60 Years Ago
  12. 12. Games • 1962 - Spacewar! – Ran on a DEC PDP-1 mini-computer and generally considered the first Shooter game 50 Years Ago
  13. 13. 1960/70s 40 Years Ago
  14. 14. 1974: The beginning of TCP/IP and the "inter-network" 40 Years Ago
  15. 15. SIMNET Vision - 1978 Enemy aggression detected Planning a response Rehearsal and analysis Real time mission observation Source - Trends in Modeling, Simulation, & Gaming - Jack Thorp Ph.D. Networks of simulators that would be used for combat planning, rehearsal, and execution 1 2 3 4 35 Years Ago
  16. 16. Source – UK MoD 12 Years Ago
  17. 17. Games! Source – Half life Counter-Strike - http://youtu.be/mex00PAACyk?t=4m13s 10 Years Ago
  18. 18. Worldwide Video Game Market Revenue ($Bn) (Gartner Oct 13) UK is 3rd Largest Market in the World (Wikipedia)
  19. 19. Big Business • Grand Theft Auto V – five years' work by a team of over 1,000 people – game's combined development and marketing budget over US$265m – US$1 billion sales within first 3 days • Candy Crush Saga – Daily Revenue est. US$826k – Daily Installs 30,090 – Daily Active Users 8,031,750 – On Facebook and Smartphones Source – Wikipedia/Think Gaming (Mar 14)
  20. 20. Modern Simulation Source - BISim VBS Now
  21. 21. Source - BISim VBS Modern Simulation
  22. 22. Source - Terranis
  23. 23. Not Only Simulation 1960s1925Late 1800s 1980s
  24. 24. Source - iPad in Real Life: Erik Hess, F-5N Tiger II Pilot The Rise of the Mobile in Training
  25. 25. Source - BAE Systems (Hawk Trainer)
  26. 26. The Future?
  27. 27. Looking Ahead • Robots/AI • Internet of Things/”Connected Life” • Wearable Computers • Sensors • Augmented Reality • 3D Printing/3D Scanning • “Generation C”
  28. 28. Source - Bethanie Mattek-Sands with Google Glass
  29. 29. Augmented Reality
  30. 30. Wearable Computing, Tracking and Sensors
  31. 31. Interaction at Distance
  32. 32. Internet of Things HLA/DIS Simulation as a Test Bed and Training Environment?
  33. 33. Source - Wired - May 13 and http://youtu.be/baEYCberLUA
  34. 34. Robotics and Autonomy
  35. 35. Why Train?
  36. 36. What is the Future Role of the Human? Photograph: Blutgruppe/zefa/Corbis
  37. 37. In our Lifetime?
  38. 38. Simulation Singularity? When Simulation Mirrors the Real World
  39. 39. Exciting Times! Psychology Simulation Robotics Computing Virtual Reality Internet Mobile Artificial Intelligence Performance Arts Games Training Education Sensors Telepresence
  40. 40. Revolution! We are in a Period of Unprecedented Digital Change
  41. 41. Your Strategy?
  42. 42. What is Driving Your Technology? Source:- Aeryon Labs & Amazon
  43. 43. Are your Decision Cycles compatible with Digital Technology Advances?
  44. 44. Balance of Investment – Choose One or Both?
  45. 45. Decide your Training & Education Technology Operating Model Derived from MIT Sloan School of Management Co-ordination • Diverse Software, Shared Data & Network Unification • Single Infrastructure and Services Diversification • Diverse Software, no Data Sharing & Network Replication • Similar Software, no Data Sharing & Network Organisation Standardisation OrganisationIntegration
  46. 46. Derived from MIT Sloan School of Management Co-ordination • Diverse Software, Shared Data & Network Unification • Single Infrastructure and Services Diversification • Diverse Software, no Data Sharing & Network Replication • Similar Software, no Data Sharing & Network Organisation Standardisation OrganisationIntegration Decide your Training & Education Technology Operating Model
  47. 47. Continuous Experimentation with Trainer/Trainee! Requirement Solution Evaluate
  48. 48. Training Needs Training Systems Technology
  49. 49. Training Needs Training Systems Technology Image - Getty
  50. 50. User Procurement Research Image - Getty
  51. 51. Questions? Villemard 1910

×