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Pandora’s X-Box:
Virtual Worlds, Video
Games and Mixed
Reality
Jim Brazell, Jim.brazell@ventureramp.com
Millennial Classroom
21st Century Digital Teacher
Digital Natives
Digital Immigrants
3D Square and
LITE where STEM
intersects with the
ARTS and
Research,
Development &
Commercialization
(RD&C)
LITE
http://www.lite3d.com/
Modeling, Simulation, Gaming and Training (MSG&T): Science,
Engineering, Medicine, Defense, Aerospace, Health, Arts, Energy
LITE
http://www.lite3d.com/
Modeling, Simulation, Gaming and Training (MSG&T): Science,
Engineering, Medicine, Defense, Aerospace, Health, Arts, Energy
LITE
http://www.lite3d.com/
Modeling, Simulation, Gaming and Training (MSG&T): Science,
Engineering, Medicine, Defense, Aerospace, Health, Arts, Energy
LITE
http://www.lite3d.com/
Modeling, Simulation, Gaming and Training (MSG&T): Science,
Engineering, Medicine, Defense, Aerospace, Health, Arts, Energy
Math Engineering
TechScience
ARTS
MSG&T
LITE is one of the world's
leading 3D immersive
visualization and high-
performance computing resource
centers hosting clients in
commercial industry,
government, and university
sectors. LITE features a
comprehensive set of advanced
visualization systems including
the world's largest 3D immersive
visualization theatre and one of
the world's first six-sided digital
3D total immersive space (TIS)
based on CAVE® technologies.
LITE visualization, super
computing and high speed
networks enable MST&G
capabilities to be applied across
STEM disciplines and research
areas while enabling critical next
generation digital learning
environments globally.
21st Century Learning Capability
http://www.uwsp.edu/news/photos/Classroom.jpghttp://www.eva-eu.org/images/classroom.jpg
NECC
2004
U.S. education market is $750 billion (Credit Suisse First Boston,
2003). More money is spent in the United States on education than in
any other industry with the exception of health care. Annual
expenditures are more than Social Security and defense
combined. (Glakas, National Council of Higher Education Loan
Programs, 2003)
3D Square and LITE, Arts, STEM & IT Digital
Workforce Initiative, Lafayette, Louisiana
3D Square Arts, STEM & IT Digital Workforce
Initiative, Lafayette, Louisiana
3D Square and LITE, Arts, STEM & IT Digital
Workforce Initiative, Lafayette, Louisiana
Math Engineering
TechScience
What are they
learning?
?
Math Engineering
TechScience
TEAMS
What are they
learning?
Game
Builders
Big Sesh Studios
Austin, TX
defenselink.mil/news/Jul2004/n07272004_2004072705.html
Engineering
Design
Engineering Design:
Georgia-Michigan-Texas
Dassault Systems
$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
MS&GModeling, Simulation & Gaming (MS&G)
©numedeon,inc.2004
Virtual Worlds
E-Learning
WHYville.net
Scientist
Engineer
Technologist
Technician
Artist
Architect
Industrial
Designer
Electronic
Artist
http://www.philisoft.com/personal/misc/davinci/davinci-1600x1200.jpg
Innovation is a function of moving
beyond the disciplines, solving real
world problems and integrating
theory and applied techniques to
create new knowledge, tools,
processes, systems, environments,
etc.
In a word transdisciplinarity.
Dissemination
Systems Evolution
Integration
MS Flight Simulator 10
Procedural
Fidelity
Virtual-Physical World
Visual Fidelity
Procedural
Fidelity
Visual and Procedural Fidelity
Forecasting.TSTC.edu
The Army Game
Project, Creating the
Artifact of War, Tero
Pasanen, Master s
Thesis UNIVERSITY
OF JYVÄSKYLÄ,
Department of Art
and Culture
Studies,Digital
Culture, January
2009
Under Ash (2002) and Under Siege (2005), published by Syrian publishing company Dar el Fikr,
and Hezbollah s Special Forces (2003) and Special Forces 2: Tale of the Truthful Pledge (2007),
which situate players against Israeli Defense Forces (IDF), are examples of propagames that
narrate the ongoing armed conflicts from an Arabic point of view. Tero Pasanen, Master s Thesis UNIVERSITY
OF JYVÄSKYLÄ, Department of Art and Culture Studies,Digital Culture, January 2009
The Army Game Project, Creating the Artifact of War, Tero Pasanen, Master s Thesis
UNIVERSITY OF JYVÄSKYLÄ, Department of Art and Culture Studies,Digital
Culture, January 2009
Improved Target Acquisition System Trainer
First Person &
Fidelity
Arts, A/V
Communications and
Technology + STEM +
IT + HSI
Games for
learning,
health…
Games for
entertainment
Movement of games to
domains other than
entertainment
Mass Casualty Triage
Rapid physical assessment of key physiologic conditions
Provides objective & systematic method for determining patient acuity
Simulation-Based Triage Training, Games for Health:
Mass Casualty Care Panel , RTI International
Simulation-Based Triage Training, Games for Health: Mass
Casualty Care Panel , RTI International
Simulation-Based Triage Training, Games for Health: Mass
Casualty Care Panel , RTI International
Simulation-Based Triage Training, Games for Health: Mass
Casualty Care Panel , RTI International
27-Mar-14
USC ISI and Tactical Language Training
(ITSEC 2005)
Case study: Emergency Response Training,
Pjotr van Schothorst
VSTEP BV, Rotterdam, The Netherlands
$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
MS&GModeling, Simulation & Gaming (MS&G)
Global voices in mixed media
Expressing ideas without violence
Religions of the future are
discussed
Dissemination
Systems Evolution
Integration
What is the
Message?
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
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
http://geeklit.blogspot.com/2007_03_01_archive.html
Nokia Research Center,
Helsinki Finland in MIT
Technology Review
NOKIA
Through mixing
realities, research is
expanding the potential
of embedded training
in the field and in
battle labs to provide
integrated training
anytime, anywhere.
Advancements are
being transferred
across industries
from business
prototypes to
hospitality training.
Integrated research in
tracking, registration,
rendering, display, and
scenario delivery are
expanding the
possibilities of
CONSTRUCTIVE
simulation as well as
after action review, and
command and control
visualizations.
Games
represent the
emergence of
new realities…
Video games are
leading us to new
affective, cognitive
and psychomotor
domains of HSI…
74
Demo!
Randy Brown
randy.brown@virtualheroes.com
Virtual Heroes Inc.
http://www.virtualheroes.com
75
After Action Review (Real
Time)
Randy Brown
randy.brown@virtualheroes.com
Virtual Heroes Inc.
http://www.virtualheroes.com
Dissemination
Systems Evolution
Integration
Evolution from
edge to core…
Educational
institutions need to
transform
organizational
systems and
instructional
practices to take
greater advantage of
new technology,
including
educational games.
Recommendation #1: Increase emphasis on evaluating the effectiveness of new learning technologies
and approaches to designing and implementing such systems. Use an adaptive learning approach that
integrates real world problems, data, processes and systems; empirical research and human performance;
and instructional design and delivery. The key is to integrate empirical research into the design and
implementation of new modes of learning in order to inform future selection and variation of learning systems.
This requirement is also shared by the US Department of Education (DOE) and the National Science
Foundation (NSF) in its efforts toward educational reform especially in Science, Technology,
Engineering and Mathematics (STEM).
Digital Warrior
Fort Hood Battle Command
Training Center, Spencer
Zuzolo, Jim Brazell, et al.
Source: Brazell, IC2 Institute, 2004
Yang Cai, Ingo Snel, Betty Chenga, Suman Bharathi,
Clementine Klein d, Judith Klein-Seetharaman; Carnegie
Mellon University, University of Frankfurt, Research
Institute, University of Pittsburgh School of Medicine.
www.andrew.cmu.ed
BIOSIM
1.0
Recommendation #1: Increase emphasis on evaluating the effectiveness of new learning technologies
and approaches to designing and implementing such systems. Use an adaptive learning approach that
integrates real world problems, data, processes and systems; empirical research and human performance;
and instructional design and delivery. The key is to integrate empirical research into the design and
implementation of new modes of learning in order to inform future selection and variation of learning systems.
This requirement is also shared by the US Department of Education (DOE) and the National Science
Foundation (NSF) in its efforts toward educational reform especially in Science, Technology,
Engineering and Mathematics (STEM).
Digital Warrior
Fort Hood Battle Command
Training Center, Spencer
Zuzolo, Jim Brazell, et al.
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
Whyville.net
a Pasadena, CA and San Antonio, TX Based Company
©numedeon,inc.2004
SPACE STATION
2000
Dr. David Thornburg, Center for Professional
Development and Jim Brazell, VentureRAMP, Inc.
Digital ARTS
Forecasting.TSTC.edu
Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth.
Gaming: A Technology Forecast, Implications for Texas Community and Technical Colleges
Austin, Texas: Texas State Technical College System and IC2 Institute, University of Texas Austin,
2004. ISBN 0978677358
Table of Contents: http://www.system.tstc.edu/forecasting/reports/dgames.asp
Creation of
new
knowledge,
processes,
systems, tools
and
environments.
Game Building is Transdisciplinary
Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth.
Gaming: A Technology Forecast, Implications for Texas Community and Technical Colleges
Austin, Texas: Texas State Technical College System and IC2 Institute, University of Texas Austin,
2004. ISBN 0978677358
Table of Contents: http://www.system.tstc.edu/forecasting/reports/dgames.asp
Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth.
Gaming: A Technology Forecast, Implications for Texas Community and Technical Colleges
Austin, Texas: Texas State Technical College System and IC2 Institute, University of Texas Austin,
2004. ISBN 0978677358
Table of Contents: http://www.system.tstc.edu/forecasting/reports/dgames.asp
Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth.
Gaming: A Technology Forecast, Implications for Texas Community and Technical Colleges
Austin, Texas: Texas State Technical College System and IC2 Institute, University of Texas Austin,
2004. ISBN 0978677358
Table of Contents: http://www.system.tstc.edu/forecasting/reports/dgames.asp
VIDEO GAME BUILDER KSAO
• Integrate artistic design and problem solving with STEM
disciplines
• Design Object-Oriented systems, write computer code
and use computer design tools
• Use systems theory to design, learn and problem solve
• Innovate using story, game theory and simulation
• Integrate two or more academic disciplines within a field
of practice
• Work and learn in synchronous and asynchronous
network environments
• Create systems across physical, virtual and imaginary
worlds
• Communicate and collaborate in multidisciplinary teams
Arts, A/V Tech and Communications NAICS Employers
334612 Prerecorded CD (except software), tape, & record reproducing
51211 Motion picture & video production
51212 Motion picture & video distribution
512191 Teleproduction & other postproduction services
512199 Other motion picture & video industries
51221 Record production
51224 Sound recording studios
51229 Other sound recording industries
51512 Television broadcasting
5152 Cable & other subscription programming
54181 Advertising agencies
541922 Commercial photography
71113 Musical groups & artists
7114 Agents/managers for artists, athletes, & other public figures
7115 Independent artists, writers, & performers
Arts, A/V Tech and Communications NAICS Employers
334612 Prerecorded CD (except software), tape, & record reproducing
51211 Motion picture & video production
51212 Motion picture & video distribution
512191 Teleproduction & other postproduction services 512199 Other
motion picture & video industries
51221 Record production
51224 Sound recording studios
51229 Other sound recording industries
51512 Television broadcasting
5152 Cable & other subscription programming
54181 Advertising agencies
541922 Commercial photography
71113 Musical groups & artists
7114 Agents/managers for artists, athletes, & other public figures
7115 Independent artists, writers, & performers
Learning,
problem solving
and production
in one act
resulting in
creation of new
knowledge,
processes,
systems, and
language.
“techCAMP” Introduces CFL Teachers to
Simulation Industry
Tuesday, 11 December 2007
Through presentations from academic, industrial and military simulation experts, 43 teachers were introduced
to the world of simulation and its related technologies. As part of the program, the teachers visited the
Interservice/Industry Training, Simulation & Education Conference at the Orange County Convention Center,
were given physics simulation
software to use in their classrooms, and had the opportunity to experience hands-on lessons about the
Modeling, Simulation & Training (MS&T) industry.
Program arms educators with tools to interest students in high tech
careers
http://www.simulationinformation.com/cms/index2.php?option=com_content&do_pdf=1&id=957
Ocoee Demonstration Middle School
Orlando Tech – High School Program
Orlando Tech – High School Program
Orlando Tech – High School Program
Orlando FIEA University Program
First Flight 3 of 6
Dave Kenny
3D Square and LITE, Arts, STEM & IT Digital
Workforce Initiative, Lafayette, Louisiana
Dissemination
Systems Evolution
Integration
Millennial Digital Natives
Millennial Classroom
Hey teacher!
Can you make the shift?

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Mo games stem_it_arts

  • 1. Pandora’s X-Box: Virtual Worlds, Video Games and Mixed Reality Jim Brazell, Jim.brazell@ventureramp.com
  • 6. 3D Square and LITE where STEM intersects with the ARTS and Research, Development & Commercialization (RD&C)
  • 7. LITE http://www.lite3d.com/ Modeling, Simulation, Gaming and Training (MSG&T): Science, Engineering, Medicine, Defense, Aerospace, Health, Arts, Energy
  • 8. LITE http://www.lite3d.com/ Modeling, Simulation, Gaming and Training (MSG&T): Science, Engineering, Medicine, Defense, Aerospace, Health, Arts, Energy
  • 9. LITE http://www.lite3d.com/ Modeling, Simulation, Gaming and Training (MSG&T): Science, Engineering, Medicine, Defense, Aerospace, Health, Arts, Energy
  • 10. LITE http://www.lite3d.com/ Modeling, Simulation, Gaming and Training (MSG&T): Science, Engineering, Medicine, Defense, Aerospace, Health, Arts, Energy
  • 12. LITE is one of the world's leading 3D immersive visualization and high- performance computing resource centers hosting clients in commercial industry, government, and university sectors. LITE features a comprehensive set of advanced visualization systems including the world's largest 3D immersive visualization theatre and one of the world's first six-sided digital 3D total immersive space (TIS) based on CAVE® technologies. LITE visualization, super computing and high speed networks enable MST&G capabilities to be applied across STEM disciplines and research areas while enabling critical next generation digital learning environments globally.
  • 13. 21st Century Learning Capability
  • 14. http://www.uwsp.edu/news/photos/Classroom.jpghttp://www.eva-eu.org/images/classroom.jpg NECC 2004 U.S. education market is $750 billion (Credit Suisse First Boston, 2003). More money is spent in the United States on education than in any other industry with the exception of health care. Annual expenditures are more than Social Security and defense combined. (Glakas, National Council of Higher Education Loan Programs, 2003)
  • 15. 3D Square and LITE, Arts, STEM & IT Digital Workforce Initiative, Lafayette, Louisiana
  • 16. 3D Square Arts, STEM & IT Digital Workforce Initiative, Lafayette, Louisiana
  • 17. 3D Square and LITE, Arts, STEM & IT Digital Workforce Initiative, Lafayette, Louisiana
  • 21. Big Sesh Studios Austin, TX defenselink.mil/news/Jul2004/n07272004_2004072705.html Engineering Design
  • 23. $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 MS&GModeling, Simulation & Gaming (MS&G)
  • 27. Innovation is a function of moving beyond the disciplines, solving real world problems and integrating theory and applied techniques to create new knowledge, tools, processes, systems, environments, etc. In a word transdisciplinarity.
  • 36. The Army Game Project, Creating the Artifact of War, Tero Pasanen, Master s Thesis UNIVERSITY OF JYVÄSKYLÄ, Department of Art and Culture Studies,Digital Culture, January 2009
  • 37.
  • 38. Under Ash (2002) and Under Siege (2005), published by Syrian publishing company Dar el Fikr, and Hezbollah s Special Forces (2003) and Special Forces 2: Tale of the Truthful Pledge (2007), which situate players against Israeli Defense Forces (IDF), are examples of propagames that narrate the ongoing armed conflicts from an Arabic point of view. Tero Pasanen, Master s Thesis UNIVERSITY OF JYVÄSKYLÄ, Department of Art and Culture Studies,Digital Culture, January 2009
  • 39. The Army Game Project, Creating the Artifact of War, Tero Pasanen, Master s Thesis UNIVERSITY OF JYVÄSKYLÄ, Department of Art and Culture Studies,Digital Culture, January 2009
  • 40. Improved Target Acquisition System Trainer First Person & Fidelity
  • 41.
  • 43. Games for learning, health… Games for entertainment Movement of games to domains other than entertainment
  • 44. Mass Casualty Triage Rapid physical assessment of key physiologic conditions Provides objective & systematic method for determining patient acuity Simulation-Based Triage Training, Games for Health: Mass Casualty Care Panel , RTI International
  • 45. Simulation-Based Triage Training, Games for Health: Mass Casualty Care Panel , RTI International
  • 46. Simulation-Based Triage Training, Games for Health: Mass Casualty Care Panel , RTI International
  • 47. Simulation-Based Triage Training, Games for Health: Mass Casualty Care Panel , RTI International
  • 49. USC ISI and Tactical Language Training (ITSEC 2005)
  • 50. Case study: Emergency Response Training, Pjotr van Schothorst VSTEP BV, Rotterdam, The Netherlands
  • 51. $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 MS&GModeling, Simulation & Gaming (MS&G)
  • 52.
  • 53. Global voices in mixed media
  • 54.
  • 55.
  • 57. Religions of the future are discussed
  • 60.
  • 61.
  • 62.
  • 63. 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
  • 64.
  • 65. 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
  • 67. Through mixing realities, research is expanding the potential of embedded training in the field and in battle labs to provide integrated training anytime, anywhere. Advancements are being transferred across industries from business prototypes to hospitality training. Integrated research in tracking, registration, rendering, display, and scenario delivery are expanding the possibilities of CONSTRUCTIVE simulation as well as after action review, and command and control visualizations.
  • 69.
  • 70.
  • 71.
  • 72. Video games are leading us to new affective, cognitive and psychomotor domains of HSI…
  • 73.
  • 75. 75 After Action Review (Real Time) Randy Brown randy.brown@virtualheroes.com Virtual Heroes Inc. http://www.virtualheroes.com
  • 76.
  • 77.
  • 80.
  • 81. Educational institutions need to transform organizational systems and instructional practices to take greater advantage of new technology, including educational games.
  • 82. Recommendation #1: Increase emphasis on evaluating the effectiveness of new learning technologies and approaches to designing and implementing such systems. Use an adaptive learning approach that integrates real world problems, data, processes and systems; empirical research and human performance; and instructional design and delivery. The key is to integrate empirical research into the design and implementation of new modes of learning in order to inform future selection and variation of learning systems. This requirement is also shared by the US Department of Education (DOE) and the National Science Foundation (NSF) in its efforts toward educational reform especially in Science, Technology, Engineering and Mathematics (STEM). Digital Warrior Fort Hood Battle Command Training Center, Spencer Zuzolo, Jim Brazell, et al.
  • 83.
  • 84. Source: Brazell, IC2 Institute, 2004 Yang Cai, Ingo Snel, Betty Chenga, Suman Bharathi, Clementine Klein d, Judith Klein-Seetharaman; Carnegie Mellon University, University of Frankfurt, Research Institute, University of Pittsburgh School of Medicine. www.andrew.cmu.ed BIOSIM 1.0
  • 85. Recommendation #1: Increase emphasis on evaluating the effectiveness of new learning technologies and approaches to designing and implementing such systems. Use an adaptive learning approach that integrates real world problems, data, processes and systems; empirical research and human performance; and instructional design and delivery. The key is to integrate empirical research into the design and implementation of new modes of learning in order to inform future selection and variation of learning systems. This requirement is also shared by the US Department of Education (DOE) and the National Science Foundation (NSF) in its efforts toward educational reform especially in Science, Technology, Engineering and Mathematics (STEM). Digital Warrior Fort Hood Battle Command Training Center, Spencer Zuzolo, Jim Brazell, et al.
  • 86.
  • 87. 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
  • 88. Whyville.net a Pasadena, CA and San Antonio, TX Based Company
  • 90.
  • 91.
  • 92. Dr. David Thornburg, Center for Professional Development and Jim Brazell, VentureRAMP, Inc. Digital ARTS
  • 94. Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth. Gaming: A Technology Forecast, Implications for Texas Community and Technical Colleges Austin, Texas: Texas State Technical College System and IC2 Institute, University of Texas Austin, 2004. ISBN 0978677358 Table of Contents: http://www.system.tstc.edu/forecasting/reports/dgames.asp
  • 96. Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth. Gaming: A Technology Forecast, Implications for Texas Community and Technical Colleges Austin, Texas: Texas State Technical College System and IC2 Institute, University of Texas Austin, 2004. ISBN 0978677358 Table of Contents: http://www.system.tstc.edu/forecasting/reports/dgames.asp
  • 97. Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth. Gaming: A Technology Forecast, Implications for Texas Community and Technical Colleges Austin, Texas: Texas State Technical College System and IC2 Institute, University of Texas Austin, 2004. ISBN 0978677358 Table of Contents: http://www.system.tstc.edu/forecasting/reports/dgames.asp
  • 98. Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth. Gaming: A Technology Forecast, Implications for Texas Community and Technical Colleges Austin, Texas: Texas State Technical College System and IC2 Institute, University of Texas Austin, 2004. ISBN 0978677358 Table of Contents: http://www.system.tstc.edu/forecasting/reports/dgames.asp
  • 99. VIDEO GAME BUILDER KSAO • Integrate artistic design and problem solving with STEM disciplines • Design Object-Oriented systems, write computer code and use computer design tools • Use systems theory to design, learn and problem solve • Innovate using story, game theory and simulation • Integrate two or more academic disciplines within a field of practice • Work and learn in synchronous and asynchronous network environments • Create systems across physical, virtual and imaginary worlds • Communicate and collaborate in multidisciplinary teams
  • 100. Arts, A/V Tech and Communications NAICS Employers 334612 Prerecorded CD (except software), tape, & record reproducing 51211 Motion picture & video production 51212 Motion picture & video distribution 512191 Teleproduction & other postproduction services 512199 Other motion picture & video industries 51221 Record production 51224 Sound recording studios 51229 Other sound recording industries 51512 Television broadcasting 5152 Cable & other subscription programming 54181 Advertising agencies 541922 Commercial photography 71113 Musical groups & artists 7114 Agents/managers for artists, athletes, & other public figures 7115 Independent artists, writers, & performers
  • 101. Arts, A/V Tech and Communications NAICS Employers 334612 Prerecorded CD (except software), tape, & record reproducing 51211 Motion picture & video production 51212 Motion picture & video distribution 512191 Teleproduction & other postproduction services 512199 Other motion picture & video industries 51221 Record production 51224 Sound recording studios 51229 Other sound recording industries 51512 Television broadcasting 5152 Cable & other subscription programming 54181 Advertising agencies 541922 Commercial photography 71113 Musical groups & artists 7114 Agents/managers for artists, athletes, & other public figures 7115 Independent artists, writers, & performers
  • 102. Learning, problem solving and production in one act resulting in creation of new knowledge, processes, systems, and language.
  • 103. “techCAMP” Introduces CFL Teachers to Simulation Industry Tuesday, 11 December 2007 Through presentations from academic, industrial and military simulation experts, 43 teachers were introduced to the world of simulation and its related technologies. As part of the program, the teachers visited the Interservice/Industry Training, Simulation & Education Conference at the Orange County Convention Center, were given physics simulation software to use in their classrooms, and had the opportunity to experience hands-on lessons about the Modeling, Simulation & Training (MS&T) industry. Program arms educators with tools to interest students in high tech careers http://www.simulationinformation.com/cms/index2.php?option=com_content&do_pdf=1&id=957
  • 105. Orlando Tech – High School Program
  • 106. Orlando Tech – High School Program
  • 107. Orlando Tech – High School Program
  • 109. First Flight 3 of 6 Dave Kenny
  • 110.
  • 111.
  • 112.
  • 113.
  • 114.
  • 115.
  • 116.
  • 117. 3D Square and LITE, Arts, STEM & IT Digital Workforce Initiative, Lafayette, Louisiana
  • 121. Hey teacher! Can you make the shift?