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5th
World: Leap into the Future
DMC Lab Project: Medical
Leadership Trainer - Scenario
Authoring Engine
“Digital Warrior”
UT Austin DMC and Fort
Sam Houston AMED
NCO Academy
Nature Had it Right The First Time
The Power of Play
Chris Clark
Naval Post Graduate School
LEAP into the
FUTURE
What is
this?
TERAFLOP
SUPER
COMPUTER
for $300!
10 years ago,
the cost of a 2
Teraflop
supercomputer
was $100M.
--Frietas, The Future of
Computers
“The
medium is
the
message”
What is
the
message?
What is
the
average
age of
all video
gamers
in US?
Entertainment Software Association (ESA), 2005 Essential Facts About the
Computer and Video Game Industry, May 18, 2005.
“My 66 year old
mom plays
World of
Warcraft.”
--Kerem Floor, Digital Learning Landscapes, Stavanger, Norway
What percent
female and
male?
55% and 43% of all
games
Entertainment Software Association (ESA), 2005 Essential Facts About
the Computer and Video Game Industry, May 18, 2005.
“It’s not true that
women do not like to
hunt. They like to
hunt in packs and
with a reason to kill.”
--My Mom
Lineage
Games are a medium—not content.
Case 4: Disaster Configurator
for the Rotterdam Port Authority
Case study: Emergency Response
Training, Pjotr van Schothorst
VSTEP BV, Rotterdam, The
Netherlands
The medium of gaming represents a
qualitative shift in learning systems.
Games are an extension of the physical environment.
Games are an extension of the human nervous system.
The physical world is an extension of games.
This is about much, much more than fun and games. On 10.19.2006, the
MacArthur Foundation announced a $50MM fund for digital learning and games.
Jobs Context
A robust program of research and
experimentation is needed to enhance
development of educational games by
stimulating transfer of the art and
technologies of video games to
education and learning systems.
High development costs in an uncertain
market for educational innovations
make developing complex high-production
learning games too risky for video
game and educational materials
industries.
Educational institutions need to transform
organizational systems and
instructional practices to take greater
advantage of new technology, including
educational games.
Outcome data from large-scale
evaluations of educational games are
needed to demonstrate that these
technologies are equal to or offer
comparative advantage vs. conventional
IM.
We seek to advance
the learning and
career development
of science,
technology,
engineering and
mathematics
domains (STEM)
using a vanguard
educational solution
that combines real
world simulation
tools with video
game technologies.
• International (TIMSS) test scores show U.S.
4th
graders to be 12th
in the world in math;
6th
in the world in science
• International (TIMSS) test scores show U.S.
8th
graders to be 14th
in the world in math;
9th
in the world in science
• International (PISA) test scores show U.S.
12th graders to be 24th in the world in
math; 22nd in the world in science
Data from National Center for Education Statistics. In Mayo 2005, National Academies.
(http://nces.ed.gov/surveys/pisa/PISA2003Highlights.asp and http://nces.ed.gov/timss/Results03.asp)
National Center for Education Statistics, Mayo, 2005.
Data from National Center for Education Statistics . In Mayo 2005, National Academies.
(http://nces.ed.gov/surveys/pisa/PISA2003Highlights.asp and http://nces.ed.gov/timss/Results03.asp)
“The longer we stay in
the educational system,
the worse off we are
with respect to our
peers.”
Source: Mayo, National Academies2005
• Serious Games
• The Next Wave of HSI-HCI
• The 5th
World
• TSTC Opportunities
5th
World
Games
for…
Games for
Health
Serious Games
Games for
Change
Learning
Games
Case study: Emergency Response
Training, Pjotr van Schothorst
VSTEP BV, Rotterdam, The
Netherlands
USC ISI and Tactical Language Training
(ITSEC 2005)
NETC – 24 Blue
(ITSEC 2005)
Games
for…
Games for
Health
Serious Games
Games for
Change
Learning
Games
www.food-force.com
seriousgames.dk
Different rooms for learning styles
Group work
Reflective
observation
Active
experimentation
GC: Palestine
Lecture Abstract
concepts
Concrete
experiences
•Kolb’s cycle covered with
different teaching forms in
the course.
• The teacher is crucial to
facilitate a full learning
experience.
Empirical study
Games
for…
Games for
Health
Serious Games
Games for
Change
Learning
Games
GlucoboyThe video game that runs on blood.
http://www.hopelab.org/remission.html
$7.5 million project that immerses students in the hectic environment of a hospital's
intensive care unit and places them in a first-person role as a health-care professional.
Funded by the U.S. Office of Naval Research, Pulse!! is being developed by Texas
A&M-Corpus Christi, which in turn hired Hunt Valley (Md.)-based BreakAway to
produce and design the platform. –Business Week
http://www.businessweek.com/innovate/content/apr2006/id20060410_051875.htm
Pulse!!
Games
for…
Games for
Health
Serious Games
Games for
Change
Learning
Games
Recruiting
Games
COPYRIGHT 2003-2005 CRITICAL MASS INTERACTIVE, INC. ALL RIGHTS RESERVED.
USAF: AIR DOMINANCE
ACTION FLIGHT SIMULATOR
©numedeon,inc.2004
Virtual Biotech company
Make viruses
Release into community
Join team to find vaccine
Reach 20,000 for awareness
Refer 1,000 for education
WHERE’S
MY
VACCINE!
WhyPox
Biotech
©numedeon,inc.2004
Make airplanes
Do flight test
Manage supply
chain
WHERE’S
MY
AIRPLANE!!
New Century
Manufacturing
Reach 20,000
for
awareness
Refer 1,000
for education
Documentary
and Activist
Games
http://parisriots.free.fr
http://www.selectparks.net/911survivor/
forecasting.tstc.edu
www.watercoolergames.org
• Serious Games
• The Next Wave of HSI-HCI
• The 5th
World
• TSTC Opportunities
5th
World
NOSE
Vienna University of Technology
Players operate track switches and
adjusting the speed of virtual trains to prevent virtual trains from colliding.
Researchers Daniel Wagner, Thomas Pintaric and Dieter Schmalstieg
Improved Target Acquisition System Trainer
Augmented Human
Cognition
Sandia National Laboratories, 2002
BMH, Delta 3D, DARPA, 2005
Machine
Reality
Video games
are leading us to
new affective,
cognitive and
psychomotor
domains of
HSI…
A new
relationship
between
humans and
machines.
• Serious Games
• The Next Wave of HSI-HCI
• The 5th
World
• TSTC Opportunities
5th
World
Player
Incr. hand-eye coord
reaction time
spatial visualization
neuro-psych. tests
visual attentiveness
and mental rotation
http://www.wehealnewyork.org/BI%20Surgeon%20teams%20up%20with%20Hollywood.htm
James “Butch” Rosser, M.D.,
Chief of Minimally Invasive Surgery,
Director of the Advanced Medical Technology Institute (AMTI)
Beth Israel Medical Center in Manhattan
According to Rosser’s study,
surgeons who currently play or
previously played video games
had a 37% reduction in errors
and accomplish laparoscopic
surgical tasks 27% quicker.
US Nano
Soldier
FCS 2020
defenselink.mil/news/Jul2004/n07272004_2004072705.html
Game Builder – Nano Soldier
US Nano
Soldier
FCS 2020
UT, DMC: NERO
Game Builder – AI for Sensors
Game
Operators
http://www.itsdocs.fhwa.dot.gov/JPODOCS/REPTS_TE/13599.htmlhttp://www.roadtraffic-technology.com/contractors/traffic_man/electrosonic/electrosonic1.html
 BACK FLIP
C4
Operations Centers
Air
Land
Sea
Space
Cyber
forecasting.tstc.edu
5th
World Millennials
Not Low Socio-Economic Status
Ninja’s Crew, GameCamp, 2005
Why do you modify games?
9
8
14
3
9
8
8
9
0 2 4 6 8 10 12 14 16
Playing Yes
Playing No
Learning Yes
Learning No
Show Yes
Show No
Better Yes
Better No
22
48
0
10
20
30
40
50
60
Graduate HS Graduate CC or TC Graduate University
Plans for education
Computer Science 20
Video Game Design 9
Design/Art 8
Write in to survey
5th
World
How are 5th
World’ers
exercising 21st
century learning
and work skills
today?
Math Engineering
TechScience
What are they
learning?
?
Math Engineering
TechScience
Arts
What are they
learning?
Math Engineering
TechScience
TEAMS
What are they
learning?
“Nobelist
Herbert A.
Simon has
written that the
availability of
technologies to
youth is its own
instructor.”
Dr. George Kozmetsky
What about
the digital
divide?
4th
World Millennials
Low Socio-Economic Status
Goldberg’s Crew, Houston Community College
This study was funded by the State Farm
Companies Foundation and by Dr. George
Kozmetsky (1917-2003), founder of the IC²
Institute. The study was designed and
analyzed, and the report was written by a
team at The University of Texas at Austin:
Aliza Gold, Senior Producer and Researcher
at the Digital Media Collaboratory, part of
the IC² Institute
Emily Durden, PhD candidate in Sociology
Marjorie L. Kase, M.A. in Communication
Shane Alluah, PhD candidate in Educational
Psychology
Ana Boa-Ventura, PhD candidate in
Communication
The research team would like to thank the
participating schools and their
administrators:
Elgin Middle School
Goodnight Middle school
Miller Junior High
Fleming Middle School
Low SES: More TV
and More Video
Games
TV
Games
A. Gold, IC2
Institute, UT Austin, Forthcoming
Females Males
Designer/Decorator Professional athlete
Doctor Video Game Designer
Cosmetologist Business Owner
Lawyer Engineer
Teacher Lawyer
Business Owner Military Service
Musician/Singer Auto Mechanic
Cook/Chef Computer Programmer
A. Gold, IC2
Institute, UT Austin, Forthcoming
0
10
20
30
40
50
60
70
80
90
100
High school
or less
Community
college/technical
College
degree or beyond
How Much Education do You Want?
White
African American
Latino
Other
How much education?
A. Gold, IC2
Institute, UT Austin, Forthcoming
4th
World
22
48
0
10
20
30
40
50
60
Graduate HS Graduate CC or TC Graduate University
Plans for education
Computer Science 20
Video Game Design 9
Design/Art 8
Write in to survey
5th
World
What is the
fundamental
difference
between the 4th
and the 5th
world?
4th
World Millennials
Low Socio-Economic Status
Arnold Goldberg’s Game Campers, HCC
5th
World Millennials
Not Low Socio-Economic Status
Ninja’s Crew, GameCamp, 2005
The toys
we
play with
as
children!
• Serious Games
• The Next Wave of HSI-HCI
• The 5th
World
• TSTC Opportunities
5th
World
Transcend the semantic gap
between “gaming” and
learning. Game systems,
game technologies and
gaming techniques are
transforming the world at
Kurzweil’s pace.
www.kurzweilai.net/.../ SIN_headshot_highres.html
“An analysis of the
history of technology
shows that
technological change is
exponential, contrary to
the common-sense
‘intuitive linear’ view. So
we won't experience
100 years of progress
in the 21st century -- it
will be more like 20,000
years of progress (at
today's rate)… because
we're doubling the rate
of progress every
decade, we'll see a
century of progress--at
today's rate--in only 25
calendar years.”
Kurzweil, KurzweilAI.net, March 7, 2001.
Modeling, Simulation and
Gaming (MS&G) require
an evolution of our
notions of media literacy,
media criticism,
educational technology
and 21st
Century skills.
Learning games
represent a new mode
of instruction to be
blended with current
pedagogical
techniques.
gameCAMP
for teachers
Experiment
with
learning
systems
that
integrate
physical,
virtual,
imaginary
and
machine
realities.
Place equal value
on playing games
to learn and
building games to
learn.
Population: 1.4MM Growth: 1200/day
Educational Sites 3 - 5 minutes
EA online games 9 minutes
AOL Entertainment 10 minutes
Whyville.net 59 minutes
Yahoo! Games 78 minutes
MEAN TIME PER USER LOGIN
Discovery.com: 96 million
Whyville.net: 58.4 million
BigChalk: 11 million
Time for Kids: 8 million
New York Times Learning Net: 1.2 million
Cosmogirl: 425,000
PAGE VIEWS
©numedeon,inc.2003
The average time per log in July was 3.8 hours making it second to Neopets.
Leverage free world-class
learning environments such
as whyville, squeak and alice.
Different rooms for learning styles
Group work
Reflective
observation
Active
experimentation
GC: Palestine
Lecture Abstract
concepts
Concrete
experiences
•Kolb’s cycle covered with
different teaching forms in
the course.
• The teacher is crucial to
facilitate a full learning
experience.
Empirical study
Contact
jim@ventureramp.com
you would like to be
part of the March 2007
launch of Global
Conflicts.
Join emerging global education networks such
as NMC to develop collaboration and to learn.
Building games
represents a qualitative
transformation of our
notion of production,
learning and R&D. They
are united in game
construction into one
transdisciplinary act.
Math Engineering
TechScience
Arts
K-12
Transformation
SpaceTEAMS
Gameboy Video
Game BRAIN
Vision System
Lego Actuators and
Building Blocks
Link the pipeline forward and backward..
Elementary
spaceTEAMS
San Antonio,TX
Robot competition
plus career and
academic exploration
and history of
science and
technology.
spaceTEAMS
San Antonio,TX
Middle School
US First-EISD
Andrew
Schuetze
San Antonio,TX
High School
If we use games
as “bait”, we
must bridge…
Mechatronics
The synergistic
combination of
mechanical
engineering,
electronics,
control systems
and computers.
Mechanical, Aerospace, and
Nuclear Engineering
Departments at RPI
All Contents Copyright(C) 2001 Mechatronics Lab at RPI
Think BIG and
place gaming in
a larger
context…
“spaceTEAMS can return San
Antonio to the path of human
development and space
exploration making it in the realm
of possibility that the first person
to walk on Mars will be from San
Antonio.”
--General Robert F. McDermott and Dr. Francis “Duke” Kane
• Serious Games
• The Next Wave of HSI-HCI
• The 5th
World
• TSTC Opportunities
5th
World
What is
this?
Learning
Machine
21st
Century Teacher
Can you make the shift?
The End
5th
World
Jim@ventureRAMP.com
LEAP into the Future of Learning Games

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LEAP into the Future of Learning Games

Editor's Notes

  1. Ender's Game for Science and Engineering: Games for Real, For Now, or We Lose the Brain War Merrilea J. MayoDirector, GUIRR (Govt-Univ-Ind Research Roundtable)The National Academies
  2. Ender's Game for Science and Engineering: Games for Real, For Now, or We Lose the Brain War Merrilea J. MayoDirector, GUIRR (Govt-Univ-Ind Research Roundtable)The National Academies
  3. Free video game teaches kids about world hungerBY JINNY GUDMUNDSEN GANNETT NEWS SERVICE Live 8, the global concerts earlier this month to fight poverty in Africa, greatly increased awareness of world hunger. But most kids don't understand how international aid organizations work to help starving people. That's where a video game can help. "Food Force" gives kids between the ages of 8 and 13 a better understanding of how relief organizations operate. Produced by the United Nations' World Food Programme, "Food Force" is a free Internet download at www.food-force.com. Kids join a team of emergency aid workers to save the fictitious island of Sheylan from starvation caused by drought and civil war. The team goes on six missions to help save the island. Each mission starts with a briefing by one of the emergency aid characters. Kids then play a hands-on game to score enough points to complete the mission. For example, in the first mission, kids pilot a helicopter by using the computer mouse. Time is limited, and youngsters earn points by locating refugees. After piloting, the Food Force character returns to evaluate the kids' performance and uses an accompanying video that shows the program in action to make the whole process seem realistic. The additional missions cleverly use games to demonstrate how emergency aid teams acquire food, make food packs, deliver food and establish long-term food supplies. When kids complete all six missions, they can upload their cumulative score to an international database found on the Food Force Web site. The Web site also provides information about how kids can help fight hunger, and it allows them to explore more about the World Food Programme. Teachers also will find lesson plans that incorporate the game. The program effectively reaches 'tweens and teens with 3-D graphics and characters that resemble those in popular commercial titles, helping bring closer to home the problems of world hunger, which are most often thousands of miles away. The game is best for ages 8 to 13. It scores a perfect five stars. For more information, see www.food-force.com, United Nations' World Food Programme, offering free downloadable program for Windows and Macintosh.
  4. The Middle East is far away. This is your chance to get closer. Play a young journalist that has just arrived in Israel, and shape the region's future in a peaceful direction. You must complete your assignment at all cost navigating between Palestinians and Israeli sources to get your article. Will you be able to stay objective and maintain trust on both sides as the conflict escalates. What happens when people become much more than just your sources... While playing the game as a student or player you will learn about the conflict. You will engage with real personal stories seeing the conflicts from different perspectives and experience why the Israeli-Palestinian conflict just won't go away. The game will have extensive support for educational use with features like encyclopedia, primary sources, assessment and teacher's manual.
  5. Banners to Scion First – Flat Websites….Websites with boring banners….websites with engaging banners….websites with creative, customized, engaging content.
  6. Banners to Scion First – Flat Websites….Websites with boring banners….websites with engaging banners….websites with creative, customized, engaging content.
  7. Need source
  8. Need source
  9. Need source
  10. The Invisible Train The Invisible Train is the first real multi-user Augmented Reality application for handheld devices (PDAs). Unlike other projects, in which wearable devices were merely used as thin-clients, while powerful (PC-based) servers performed a majority of the computations (such as graphics rendering), our software runs independently on off-the-shelf PDAs - eliminating the need for an expensive infractructure.   The Invisible Train is a mobile, collaborative multi-user Augmented Reality (AR) game, in which players control virtual trains on a real wooden miniature railroad track. These virtual trains are only visible to players through their PDA's video see-through display as they don't exist in the physical world. This type of user interface is commonly called the "magic lens metaphor". Players can interact with the game environment by operating track switches and adjusting the speed of their virtual trains. The current state of the game is synchronized between all participants via wireless networking. The common goal of the game is to prevent the virtual trains from colliding. The success of the Invisible Train installation illustrates the advantages of our Studierstube software framework, a component-based system architecture that has been designed to accelerate the task of developing and deploying collaborative Augmented Reality applications on handheld devices. Why Handheld Augmented Reality? Augmented Reality (AR) can naturally complement mobile computing on wearable devices by providing an intuitive interface to a three-dimensional information space embedded within physical reality. However, prior work on mobile Augmented Reality has almost exclusively been undertaken with traditional "backpack"-systems that consist of a notebook computer, an HMD, cameras and additional supporting hardware. Although these systems work well within a constrained laboratory environment, they fail to fulfill several usability criteria to be rapidly deployed to inexperienced users, as they are expensive, cumbersome and require high level of expertise. Since the early experiments in Mobile Augmented Reality, a variety of highly portable consumer devices with versatile computing capabilities has emerged. We believe that handheld computers, mobile phones and personal digital assistants have the potential to introduce Augmented Reality to large audiences outside of a constrained laboratory environment. The relative affordability of devices that are capable of running our software framework opens up new possibilities for experimenting with massively multi-user application scenarios - thereby bringing us closer to the goal of "AR anytime, anywhere".
  11. The Invisible Train The Invisible Train is the first real multi-user Augmented Reality application for handheld devices (PDAs). Unlike other projects, in which wearable devices were merely used as thin-clients, while powerful (PC-based) servers performed a majority of the computations (such as graphics rendering), our software runs independently on off-the-shelf PDAs - eliminating the need for an expensive infractructure.   The Invisible Train is a mobile, collaborative multi-user Augmented Reality (AR) game, in which players control virtual trains on a real wooden miniature railroad track. These virtual trains are only visible to players through their PDA's video see-through display as they don't exist in the physical world. This type of user interface is commonly called the "magic lens metaphor". Players can interact with the game environment by operating track switches and adjusting the speed of their virtual trains. The current state of the game is synchronized between all participants via wireless networking. The common goal of the game is to prevent the virtual trains from colliding. The success of the Invisible Train installation illustrates the advantages of our Studierstube software framework, a component-based system architecture that has been designed to accelerate the task of developing and deploying collaborative Augmented Reality applications on handheld devices. Why Handheld Augmented Reality? Augmented Reality (AR) can naturally complement mobile computing on wearable devices by providing an intuitive interface to a three-dimensional information space embedded within physical reality. However, prior work on mobile Augmented Reality has almost exclusively been undertaken with traditional "backpack"-systems that consist of a notebook computer, an HMD, cameras and additional supporting hardware. Although these systems work well within a constrained laboratory environment, they fail to fulfill several usability criteria to be rapidly deployed to inexperienced users, as they are expensive, cumbersome and require high level of expertise. Since the early experiments in Mobile Augmented Reality, a variety of highly portable consumer devices with versatile computing capabilities has emerged. We believe that handheld computers, mobile phones and personal digital assistants have the potential to introduce Augmented Reality to large audiences outside of a constrained laboratory environment. The relative affordability of devices that are capable of running our software framework opens up new possibilities for experimenting with massively multi-user application scenarios - thereby bringing us closer to the goal of "AR anytime, anywhere".
  12. “Although we often hear about the reasons kids should not play video games, there is, indeed, a positive correlation between video gaming and increased hand-eye coordination, reaction time, spatial visualization, neuro-psychological tests, visual attentiveness and mental rotation,” says Dr. Rosser. “Those are all skills that are required to be a successful surgeon.”A study conducted at Beth Israel Medical Center by Dr. Rosser, found a significant correlation between video game experience and proficiency at laparoscopic surgery. According to the study, surgeons who currently play or previously played video games had a 37 percent reduction in errors and accomplish laparoscopic surgical tasks 27 percent quicker. “The studies confirm what some physicians have long suspected – video games can be natural teachers,” says Dr. Mogel. “However, this probably has been unintended by the game designers.”
  13. The careers are ordered by priority. Design-related fields are at the top fo the chart for both females and males. Males in middle school are described in the literature as being more likely to have interests that could be labeled “fantasy careers’ or “glamour careers.”
  14. The Age of Spiritual Machines – When Computers Exceed Human Intelligence The Singularity Is Near : When Humans Transcend Biology
  15. The most important thing to understand about Whyville really, is that it’s a place full of kids. It’s a virtual city that belongs to the kids who come from all over the world to have fun. The kids consider this their own town, and they call themselves Whyvillians. To become a Whyvillian, you create a Whyville persona. In this screen, and every other screen you’ve already seen, for example, each face is a Whyville citizen. To become a Whyville citizen, you create a persona, the most important aspect of which is your face. You can see here that the faces are varied and very creative. Here’s an amoeba. Here’s someone driving a car. Here is someone wearing a style known as ‘Goth’. The ungliest citizens you see around are in fact us, the city workers.
  16. ., all integrated through the design process. The key to success in mechatronics is: modeling, analysis, experimentation & hardware-implementation skills.