5th World: What's Next in Ed Tech, National School Boards Association, October 2006, by Jim Brazell. Where video games and robotics intersect with jobs and education.
15. 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.
17. Games are an extension of the physical environment.
18. Games are an extension of the human nervous system.
22. 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.
24. 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.
27. • Serious Games
• Models and Differentiation
• The Next Wave of HSI-HCI
• The 5th World
• K-12 Opportunities
5th World
33. French Budget Minister Jean-Francois Cope has announced the launch of an
online game for the country's taxpayers to have a go at balancing the books.
http://news.bbc.co.uk/1/hi/world/europe/4946496.stm
44. VRPHOBIA.COM
Fear of flying, fear of
driving, fear of
heights, fear of public
speaking, fear of
thunderstorms,
claustrophobia,
agoraphobia, social
phobia, panic
disorder, and
posttraumatic stress
disorder due to motor
vehicle accidents
46. $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!!
62. • Serious Games
• Models and Differentiation
• The Next Wave of HSI-HCI
• The 5th World
• K-12 Opportunities
5th World
64. 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.edu/~ycai/biogame.pdf
BIOSIM
1.0
67. 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).
70. DMC Lab Project: Medical
Leadership Trainer - Scenario
Authoring Engine
“Joe Medic”
UT Austin DMC and
Fort Sam Houston
AMED NCO Academy
72. 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
93. 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
107. MIT Tech Review, 2005
Sensors
Physical
Chemical
Biological
http://www.rieti.go.jp/en/events/bbl/03102801.pdf , page 16
Actuators
Physical
Chemical
Biological
PhiloMetron™
4th
GEN
109. Micro-robotics team and biologists at
Tsukuba University
Source: The Guardian
Date: 2 May 2002
State University of New York (Suny)
"Go go gadget: With a
remote control sensor
hotwired to its central
nervous system,
developments like the
"roborat," created at
SUNY's Downstate
Medical Center, herald
the coming of the
biotronic age.
What is the
message?
111. Nanobionics: What is the
message?
Tethered bacterium
Swimming bacterium
Swimming speed ~ 20-30 µm
Protons flux/motor ~ 1200 proton/rev
Tethered bacterium
Motor efficiency ~ 90-100 %
Output power ~ 2.9×10-4 pW
Stall torque ~ 4600 pN-nm
Nano-motor (45 nm wide)Genetic Engineering
Harmless E. coli
Mohamed Al-Fandi, Ph.D.
Research Assistant Professor of NEMS & MEMS
Dept. of Mechanical Engineering & Biomechanics
University of Texas
112. Adapted from Charles Ostman
Senior Fellow
Institute for Global Futures
NEURO NANO
BIOINFO
21st Century Architecture
113. Adapted from Charles Ostman
Senior Fellow
Institute for Global Futures
NEURO NANO
BIOINFO
S&T Convergence
114. We live in a constructionist world
which is open to design. The world is
extensible.
115. How can we characterize
this technological age?
116. By routing signals from helmet-mounted
cameras, sonar and other equipment
through the tongue to the brain, they hope to
give elite soldiers superhuman senses
similar to owls, snakes and fish….
Researchers at the Florida Institute for
Human and Machine Cognition envision their
work giving Army Rangers 360-degree
unobstructed vision at night and allowing
Navy SEALs to sense sonar in their heads
while maintaining normal vision underwater
-- turning sci-fi into reality.
Brain Port: Warriors of the
future will 'taste' battlefield
CNN - Tuesday, April 25, 2006; Posted: 11:23 a.m. EDT (15:23 GMT)
117. 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.
119. Cybernetics is the discipline that studies and creates
communication and control systems in living organisms
and in the machines built by humans. Greek kybernetes
(meaning steersman, governor, pilot, or rudder).
121. • Serious Games
• Models and Differentiation
• The Next Wave of HSI-HCI
• The 5th World
• K-12 Opportunities
5th World
122. 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.
137. GAME TEAMS
Games have captured
millennials imagination
and time.
Leverage the attention
economy of games to
develop next generation
workforce.
We need to pierce the
veil of play and support
game-based
constructivist learning.
Transdisciplinarity is
the common
denominator.
Games NANO BIO INFO NEURO
Game Builder = System Builder
TEAMS Educational Pull
140. 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
147. Mixing Realities –
Physical, virtual,
imaginary and machine
TEAMS –
Transdisciplinary
communities of practice
SWARMING –
Network socialization
and learning (communal)
GROUP –
Global Generation
1980
Emergence of the
5th World
198219641946
Boomers
Generation X
Millennials
46-64
65-79
82-Present
5th World
4th World
= Digital
Divide
150. 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
151. Low SES: More TV
and More Video
Games
TV
Games
A. Gold, IC2 Institute, UT Austin, Forthcoming
152. 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
159. • Serious Games
• Models and Differentiation
• The Next Wave of HSI-HCI
• The 5th World
• K-12 Opportunities
5th World
160. Transcend the semantic gap
between “gaming” and
learning. Game systems,
game technologies and
gaming techniques are
transforming the world at
Kurzweil’s pace.
161. 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.
162. Cut the time between
the discover of new
learning science and
it’s application in the
classroom.
164. The SGD-MA is designed to prepare students for industry, as well as
academic pursuits, including careers in:
· Game design
· Educational media design and production
· Health media design and production
· Simulation design and production
· Corporate training
· Military simulation and training
· Interactive media design and production
· Advergaming
· Digital media consultant
· Academia (background for PhDs in mass communication,
education, computer science, psychology, digital rhetoric)
165. Modeling, Simulation and
Gaming (MS&G) require
an evolution of our
notions of media literacy,
media criticism,
educational technology
and 21st Century skills.
173. 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
176. 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.
201. “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
202. • Serious Games
• Models and Differentiation
• The Next Wave of HSI-HCI
• The 5th World
• K-12 Opportunities
5th World