2011, steam - stem+arts - 21st century renaissance the stem+arts movement
TRANSCRIPT
21st Century Renaissance The STEM+ARTS Movement
How the future works today.
STEMtech, Indianapolis, IN October 5, 2011
JIM BRAZELL [email protected]
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
artofsciencelearning.org
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
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
STEM JOBS 6%
6% STEM
½ IT Jobs
Technology impacts all jobs and academic disciplines—all aspects of life.
6% STEM
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
Creation of new knowledge, processes & systems.
Game Building is Transdisciplinary
Scientist Engineer Technologist Technician
Artist
Architect
Industrial Designer
Electronic Artist
http://www.philisoft.com/personal/misc/davinci/davinci-1600x1200.jpg DaVinci Minds
What do you think of when I say?
Computer
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?
http://www.nasa.gov/multimedia/imagegallery/image_feature_598.html
http://geeklit.blogspot.com/2007_03_01_archive.html
http://geeklit.blogspot.com/2007_03_01_archive.html
http://geeklit.blogspot.com/2007_03_01_archive.html
Mixed Reality
Social Cognitive
Virtual Physical
5th World
How do we cultivate innovation and innovators?
Imagine the games we can
play…
Star Wars TIE FIGHTER for I-Phone
Transmedia
Global voices in mixed media
Expressing ideas without violence
Religions of the future are discussed
Implications
Transmedia
Converging art and engineering design
tools.
Big Sesh Studios Austin, TX
Matt Stubbingtion
Game Artist
Austin, TX
BigSesh Studios, Austin, TX
$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)
Big Sesh Studios Austin, TX
Engineering Design:
Georgia-Michigan
Dassault Systems
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)
Technology Engineering
Mathematics Science
ARTS
How do we cultivate innovation and innovators?
Fore
cast
ing.
TSTC
.edu
What do you think of when I say?
Video Game
Your body controls the computer
This
is a
robo
t
Or, is the computer controlling us?
Who is controlling whom?
Marriage of Visual Fidelity, Procedural
Fidelity & Mixed Reality
MS Flight Simulator 10
Procedural Fidelity
Mixed Reality
Fail-Safe
Marriage of Real World Systems,
Simulation, Ed Tech and Assessment
Digital Warrior & Joe Medic 2004-2006
DMC Lab Project: Medical Leadership Trainer - Scenario Authoring Engine
“Joe Medic” UT Austin DMC and
Fort Sam Houston AMED NCO Academy
Brigade / Battalion
DARPA Command Post of the Future
Brigade / Battalion
Corp/Division Corp/Division
JTF/JFLCC
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).
Improved Target Acquisition System Trainer
Forward Observer
Nuclear, Biological, Chemical Reconnaissance Vehicle
Action-Reaction-Feedback-Adaptation
Games for…
Games for Health
Transmedia
Games for Change
Learning Games
Enables training for lessons that are too dangerous, costly or difficult to recreate in
the real world.
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
8-Jul-13
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
Pulse!!
New modes of
human-machine interaction.
Min
dBal
l
Video games are leading us to new affective, cognitive and psychomotor domains of HSI…
95
After Action Review (Real Time)
Randy Brown [email protected]
Virtual Heroes Inc. http://www.virtualheroes.com
Emergence of next generation of e-
learning.
http://thewe.cc/thewe_/images_5/-/child-labor/two-child-workers-eating-lunchi.jpe
seriousgames.dk
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]
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
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
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
matecnetworks.org
What do you think of when I say?
Silicon Valley
Silicon Valley Do you think about the arts?
NEURO CHEM
BIO IT
Convergence Technopoleis
ART “DESIGN”
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
AI &
Visualization
Microelectronics &
Instrumentation
Biotech- Health- Medical
Telecom- Optics-
Photonics
Art- New Media-
Design
Semiconductors
Finland
DCI MST&G
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).
Aerospace, Defense & Security
Electronics &
Telecom
Broadcast Equipment
Optics/ Photonics
New Media/ Animation
Semiconductors
South Korea
DCI MST&G
transitioning from a manufacturing to an innovation economy http://mit.edu/cre/research/ncc/proceedings/ncc-casestudies.pdf
http://www.flickr.com/photos/rosrusspix/3537368960/sizes/o/in/photostream/
Aerospace, Defense & Security
Electronics &
Telecom
Medical Tech-Life Science
Optics/ Photonics
Edtech & MS&T
Film/ New Media
Central Florida
DCI MST&G
Florida’s Florida’s Digital Media Industry -- More Than 10,000 Company Locations
www.DMAFlorida.org
“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 FIEA University Program
Aerospace, Defense & Security
Electronics
& Telecom
Medical Tech-Life Science
Optics/ Photonics
Edtech & MS&T
Film/ New Media
San Diego County
DCI MST&G
First Flight 3 of 6
Dave Kenny
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
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.”
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
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
Tools for Schools
ALICE.org
cs2n.org
http://www-01.ibm.com/software/solutions/soa/innov8/cityone/index.html
scratch.mit.edu
http://www.koducup.us
© num
edeon, inc. 2004"
SPACE STATION
Whyville.net
How many degrees do you
have built around this?
$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!!
Technologies Job Skills Communities
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
Technology Engineering
Mathematics Science
ARTS
How do we cultivate innovation and innovators?
21st Century Renaissance The STEM+ARTS Movement
How the future works today.
STEMtech, Indianapolis, IN October 5, 2011
JIM BRAZELL [email protected]