Desktop immersive technologies such as virtual worlds and serious games can revolutionize training and simulation. They can engage learners through multi-tasking and collaboration. Practical examples show how immersive technologies are used in ship simulation, checkpoint controls, augmented reality, and more. These technologies reduce costs and risks while improving accessibility and shaping behaviors.
4. Serious Games Institute (SGI) “ An international centre of excellence for the application of immersive technologies to serious social and economic issues”
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6. SGI Areas of Interest Education Health Environment Smart Buildings Relationships Interface Technology Innovation & Enterprise Military
16. The Multi-Tasking Generation There is medical evidence to indicate that the brains of young people are becoming increasingly “hard-wired” for multi-tasking - making them able to handle (and expect) multiple simultaneous information sources and to make judgements on which sources to give attention to. How can/should society respond to this ?
20. Who do we learn from ? Knowledge Professionals Our peers
21. Impact of Technology on Teaching Methods Collaborative Learning Teacher & Learner Hierarchical Learning Networked Learning Assimilation of existing knowledge Discovery of new knowledge
42. Mathematics, Legal, Map Reading Training Hanlan & Swift, 2007 Theft: A person is guilty of theft if he dishonestly appropriates property belonging to another with the intention of permanently depriving the other of it.
This is a picture of the Serious Games Institute modelled in Second Life
Photo from a REME Recovery Mechanics Technical Training Exercise in Germany,2007 48/48 students carried a mobile ‘phone. 8/48 carried a Sony PSP in their combats on ex.
Direct read-across of some e-competences and psychomotor skills: wpn system operator controls increasingly mimic playstation controls - reduces time required to learn how to operate wpn sys.
Photos show device plus student using it to calculate estimated pull required to recover AFV and then undertaking a similar task in another location.
Students expect high quality graphics in e-Learning. Serious Game (SG) is where e-Learning is derived from, or mimics, features of a successful recreational computer video game – usually a first person shooter game. E.g MOD’s Dismounted Infantry Virtual Environment (DIVE) – a FIBUA SG derived from Half Life 2 recreational computer video game. The purpose of DIVE was part-task trainer for FIBUA skills and drills in Fighting In Built Up Areas(FIBUA), so as to optimise their training on the relatively expansive and time scarce Copehill Down live training facility.
Nintendo DS used for REME vehtronic training.
Fire Control Orders training on iPad. Part of a blended solution due to enter service with the Royal artillery at the end of this month (Sep 10).
Operation Numerika with Pirbright EL3 students and possibly ITC students as well. COTS Dvr Theory package – DST already using – ITC now have 400 DS and licences, may replace all or part of existing 4 days of trg
11 Bde have just gone into theatre with iPod and language trg. DST need to take on board – make linguists to make input.
User generated content using PowerPoint Quizzes generated using iQuiz Also video and audio content easily transferred – e.g. video lesson content, e.g fitting a rifle sling Trialling use of iPod with infantry to replace missed lessons with recorded content e.g. when missing lessons due to medical/dental appointments in Ph 1 training