2011, steam - stem+arts - 21st century renaissance the stem+arts movement

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21st Century Renaissance The STEM+ARTS Movement How the future works today. STEMtech, Indianapolis, IN October 5, 2011 JIM BRAZELL [email protected]

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Page 1: 2011, STEAM - STEM+ARTS - 21st Century Renaissance The STEM+ARTS Movement

21st Century Renaissance The STEM+ARTS Movement

How the future works today.

STEMtech, Indianapolis, IN October 5, 2011

JIM BRAZELL [email protected]

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National Endowment for Science Technology and the Arts K-12 Schools Bring computer science into the National Curriculum as an essential discipline. Use video games and visual effects at school to draw greater numbers of young people into STEM and computer science. Encourage art-tech crossover and work-based learning through school clubs.

http://www.nesta.org.uk/home1/assets/features/next_gen

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artofsciencelearning.org

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Base:  All  Parents  of  Child  in  Grades  K–12  (n=854)  Q1020:  Which  of  the  following  careers,  if  any,  would  you  like  your  child  to  pursue?  Which  of  the  following,  if  any,  do  you  think  your  child  will  want  to  pursue?    

Among careers tested, the two careers parents most want their child to pursue are scientist and engineer; overall, half of parents say they would like their child to pursue

a STEM career. On the other hand, parents think their kids are more interested in arts. Parent  and  Child  Career  Hopes  

Reported  by  parents;  top  responses  shown  

Teacher   Entrepreneur   Business    ExecuDve  

Lawyer   ArDst  or  Designer  

Actor/Musician/Performer  

Financial  Professional  

Military    Personnel  

Professional  Athlete  

No  Preferences  /Don’t  Know  

Dads  are  more  likely  to  want  their  child  to  pursue  a  STEM  career  (57%  vs.  44%  moms).  

5

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According to the Bureau of Labor Statistics, 6% of jobs in USA are STEM

and 52% of STEM jobs are NIT.

As a group, these jobs are forecast to grow more than twice as fast as the average for

all occupations in the economy.

http://www.whitehouse.gov/sites/default/files/microsites/ostp/pcast-nitrd-report-2010.pdf

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STEM JOBS 6%

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6% STEM

½ IT Jobs

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Technology impacts all jobs and academic disciplines—all aspects of life.

6% STEM

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Of the two million U.S. arts jobs requiring significant technology proficiency: •  10% architects •  11% artists, art directors and animators •  7% producers and directors and •  7% photographers The products of these disciplines represent 6.4% of the U.S. economy and over $126 billion annually in revenue from foreign trade. Read more at Arts in the Workforce. http://www.nea.gov/research/ArtistsInWorkforce.pdf

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Creation of new knowledge, processes & systems.

Game Building is Transdisciplinary

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Scientist Engineer Technologist Technician

Artist

Architect

Industrial Designer

Electronic Artist

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http://www.philisoft.com/personal/misc/davinci/davinci-1600x1200.jpg DaVinci Minds

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What do you think of when I say?

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Computer

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http://geeklit.blogspot.com/2007_03_01_archive.html

Nokia Research Center, Helsinki Finland in MIT Technology Review

How many of you have a cell phone in your pocket?

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http://www.nasa.gov/multimedia/imagegallery/image_feature_598.html

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http://geeklit.blogspot.com/2007_03_01_archive.html

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http://geeklit.blogspot.com/2007_03_01_archive.html

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http://geeklit.blogspot.com/2007_03_01_archive.html

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Mixed Reality

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Social Cognitive

Virtual Physical

5th World

How do we cultivate innovation and innovators?

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Imagine the games we can

play…

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Star Wars TIE FIGHTER for I-Phone

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Transmedia

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Global voices in mixed media

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Expressing ideas without violence

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Religions of the future are discussed

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Implications

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Transmedia

Converging art and engineering design

tools.

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Big Sesh Studios Austin, TX

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Matt Stubbingtion

Game Artist

Austin, TX

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BigSesh Studios, Austin, TX

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$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&G Modeling, Simulation & Gaming (MS&G)

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Big Sesh Studios Austin, TX

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Engineering Design:

Georgia-Michigan

Dassault Systems

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Colleges should consider the experience of the MOVES (Modeling, Virtual Environments, and Simulation) Institute and

other related game programs:

“…people sought [for game design, programming, and modeling] are not just engineers and computer scientists.

They are programmers and content developers with crossdisciplinary skills. Such skills enhance the quality of

virtual world development and the implementation of such cutting-edge technologies.

[...] “Computer Science alone was not sufficient to build our

future modeling and simulation systems.” (Zyda)

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Technology Engineering

Mathematics Science

ARTS

How do we cultivate innovation and innovators?

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Fore

cast

ing.

TSTC

.edu

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What do you think of when I say?

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Video Game

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Your body controls the computer

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This

is a

robo

t

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Or, is the computer controlling us?

Who is controlling whom?

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Marriage of Visual Fidelity, Procedural

Fidelity & Mixed Reality

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MS Flight Simulator 10

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Procedural Fidelity

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Mixed Reality

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Fail-Safe

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Marriage of Real World Systems,

Simulation, Ed Tech and Assessment

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Digital Warrior & Joe Medic 2004-2006

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DMC Lab Project: Medical Leadership Trainer - Scenario Authoring Engine

“Joe Medic” UT Austin DMC and

Fort Sam Houston AMED NCO Academy

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Brigade / Battalion

DARPA Command Post of the Future

Brigade / Battalion

Corp/Division Corp/Division

JTF/JFLCC

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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 (Brazell, et al., Digital Warrior, Fort Hood Battle Command Training Center, University XXI, 2004).

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Improved Target Acquisition System Trainer

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Forward Observer

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Nuclear, Biological, Chemical Reconnaissance Vehicle

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Action-Reaction-Feedback-Adaptation

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Games for…

Games for Health

Transmedia

Games for Change

Learning Games

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Enables training for lessons that are too dangerous, costly or difficult to recreate in

the real world.

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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

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Simulation-Based Triage Training, Games for Health: Mass Casualty Care Panel , RTI International

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Simulation-Based Triage Training, Games for Health: Mass Casualty Care Panel , RTI International

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Simulation-Based Triage Training, Games for Health: Mass Casualty Care Panel , RTI International

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8-Jul-13

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USC ISI and Tactical Language Training

(ITSEC 2005)

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Case study: Emergency Response Training, Pjotr van Schothorst

VSTEP BV, Rotterdam, The Netherlands

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$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!!

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New modes of

human-machine interaction.

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Min

dBal

l

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Video games are leading us to new affective, cognitive and psychomotor domains of HSI…

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94

Demo!

Randy Brown [email protected]

Virtual Heroes Inc. http://www.virtualheroes.com

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95

After Action Review (Real Time)

Randy Brown [email protected]

Virtual Heroes Inc. http://www.virtualheroes.com

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Emergence of next generation of e-

learning.

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http://thewe.cc/thewe_/images_5/-/child-labor/two-child-workers-eating-lunchi.jpe

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seriousgames.dk

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Teaching form

Teacher talks

Play Game Plenum Group

discussions

§  Read topic overview §  Overview of theme

§  Explore perspectives §  Experience issues

§  Discuss experiences §  Write article

§  Debriefing §  Evaluation

How to use the series

§  Teacher manual §  Topic overview §  Other curriculum

§  Mission sheets §  Work sheets §  Online resources

Serious Games Interactive | www.seriousgames.dk | [email protected]

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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.

Pedagogy

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3D Square and LITE, Arts, STEM & IT Digital Workforce Initiative, Lafayette, Louisiana

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3D Square Arts, STEM & IT Digital Workforce Initiative, Lafayette, Louisiana

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3D Square and LITE, Arts, STEM & IT Digital Workforce Initiative, Lafayette, Louisiana

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3D Square and LITE where STEM intersects with the

ARTS and Research,

Development & Commercialization

(RD&C)

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LITE http://www.lite3d.com/

Modeling, Simulation, Gaming and Training (MSG&T): Science, Engineering, Medicine, Defense, Aerospace, Health, Arts, Energy

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LITE http://www.lite3d.com/

Modeling, Simulation, Gaming and Training (MSG&T): Science, Engineering, Medicine, Defense, Aerospace, Health, Arts, Energy

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LITE http://www.lite3d.com/

Modeling, Simulation, Gaming and Training (MSG&T): Science, Engineering, Medicine, Defense, Aerospace, Health, Arts, Energy

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LITE http://www.lite3d.com/

Modeling, Simulation, Gaming and Training (MSG&T): Science, Engineering, Medicine, Defense, Aerospace, Health, Arts, Energy

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matecnetworks.org

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What do you think of when I say?

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Silicon Valley

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Silicon Valley Do you think about the arts?

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NEURO CHEM

BIO IT

Convergence Technopoleis

ART “DESIGN”

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STEM, IT, Arts Integration Leaders US Digital Convergence

Centers •  New York City •  Washington DC MSA •  Central Florida •  San Francisco/Silicon

Valley •  Los Angeles •  San Diego MSA •  Phoenix •  Denver •  Las Vegas •  Austin-San Antonio-

Waco

Global Digital Convergence Centers

•  South Korea •  Finland •  China •  Taiwan •  Sweden •  Denmark •  Germany •  UK •  Israel •  Malaysia •  Japan

Evans, Eliza, Michael Sekora, Alexander Cavalli, Kinman Chan, Jeeyoung Heo Kenneth Kan,

Yue Kuang, Prakash Mohandas, Xiaoxiang Zhang, and Jim Brazell. Digital Convergence Initiative:

Creating Sustainable Competitive Advantage in Texas. San Marcos, Texas: Greater Austin-

San Antonio Corridor Council, 2005. Full Report: http://www.dcitexas.org/DCI_report.pdf

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AI &

Visualization

Microelectronics &

Instrumentation

Biotech- Health- Medical

Telecom- Optics-

Photonics

Art- New Media-

Design

Semiconductors

Finland

DCI MST&G

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Today, Finland’s progressive strategy includes: multi-disciplinary and multi-industry collaboration to integrate

nano science-, bio science-, information science- and cognitive science-based research and development (

Tieke, 2005, p.9); converging design, art and science in the contexts of education and human development

(Tahkokallio and Koivusilta, 2004, p.1); national R&D policy and urban-rural development establishing

connected regional centers of innovation; partnering with global high tech markets and industries (Embassy of

Switzerland, Beijing, 2005, p.12); and leading the world in “Public-Private Partnership” (with efforts dating back to

the year of their independence, 1917) (Tieke, 2005, p.12-15).

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Aerospace, Defense & Security

Electronics &

Telecom

Broadcast Equipment

Optics/ Photonics

New Media/ Animation

Semiconductors

South Korea

DCI MST&G

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transitioning from a manufacturing to an innovation economy http://mit.edu/cre/research/ncc/proceedings/ncc-casestudies.pdf

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http://www.flickr.com/photos/rosrusspix/3537368960/sizes/o/in/photostream/

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Aerospace, Defense & Security

Electronics &

Telecom

Medical Tech-Life Science

Optics/ Photonics

Edtech & MS&T

Film/ New Media

Central Florida

DCI MST&G

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Florida’s Florida’s Digital Media Industry -- More Than 10,000 Company Locations

www.DMAFlorida.org  

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“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

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Ocoee Demonstration Middle School

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Orlando Tech – High School Program

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Orlando Tech – High School Program

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Orlando FIEA University Program

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Aerospace, Defense & Security

Electronics

& Telecom

Medical Tech-Life Science

Optics/ Photonics

Edtech & MS&T

Film/ New Media

San Diego County

DCI MST&G

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First Flight 3 of 6

Dave Kenny

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Aerospace, Defense & Security

Electronics &

Telecom

Medical Tech-Life Science

Optics/ Photonics

Edtech & MS&T

Instrumentation

DC MSA

GAMES

military-industrial-academic-life science-entertainment spurred by

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http://www.marylandpublicschools.org/NR/rdonlyres/E4BE30EF-C723-4A04-9D6E-DFDBEF67DE7F/18555/CTEBook101509.pdf

“In Simulation and Gaming students advance their understanding and skill level in computer game design and interactive programming.”

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http://www.google.com/url?sa=t&source=web&ct=res&cd=4&ved=0CA4QFjAD&url=http%3A%2F%2Fmarylandpublicschools.org%2FNR%2Frdonlyres%2FF8A34712-B21E-4DC2-A186-9144565375F2%2F18653%2FInteractiveMediaProduction1.doc&ei=Un-JS-q-BM-UtgfE2q3qBA&usg=AFQjCNFQAC-ugwuadBCFC85DDoJsxmRIzA

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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

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Tools for Schools

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ALICE.org

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cs2n.org

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http://www-01.ibm.com/software/solutions/soa/innov8/cityone/index.html

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scratch.mit.edu

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http://www.koducup.us

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© num

edeon, inc. 2004"

SPACE STATION

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Whyville.net

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How many degrees do you

have built around this?

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$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!!

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Technologies Job Skills Communities

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Learning, problem solving and production in one act resulting in creation of new knowledge, processes, systems, and language.

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

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Technology Engineering

Mathematics Science

ARTS

How do we cultivate innovation and innovators?

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21st Century Renaissance The STEM+ARTS Movement

How the future works today.

STEMtech, Indianapolis, IN October 5, 2011

JIM BRAZELL [email protected]