digital learning landscapes conference, stavanger economic development, lysee telecom and university...
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“Serious Games—Beyond Games,” “The Age of Science Nonfiction” and “Convergence Technopolei,” Digital Learning Landscapes Conference, Stavanger Economic Development, Lysee Telecom and University of Stavanger, Stavanger, Norway, October 23-25, 2006.TRANSCRIPT
Digital Learning Landscapes
What is this?
TERAFLOP SUPER COMPUTER for $300!
What is
Entertainment Software Association (ESA), 2005 Essential Facts About the Computer and Video Game Industry, May 18, 2005.
“My 66 year old mom
What percent
Entertainment Software Association (ESA), 2005 Essential Facts About the Computer and Video Game Industry, May 18, 2005.
“It’s not true that
“The
What is the message?
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.
A robust program of research and experimentation is needed to enhancedevelopment of educational games by stimulating transfer of the art andtechnologies of video games to education and learning systems.
High development costs in an uncertain market for educational innovationsmake developing complex high-production learning games too risky for videogame and educational materials industries.
Educational institutions need to transform organizational systems andinstructional practices to take greater advantage of new technology, includingeducational 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.
• Serious Games• Models and Differentiation• The Next Wave of HSI-HCI• Workforce Implications • Stavanger Opportunities
Digital Learning Landscapes
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
Games for…
Games for Health
Serious Games
Games for Change
Learning Games
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
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
COPYRIGHT 2003-2005 CRITICAL MASS INTERACTIVE, INC. ALL RIGHTS RESERVED.
USAF: AIR DOMINANCEACTION FLIGHT SIMULATOR
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
ctlss.com/treasure_hunt/html/main.html
www.in-duce.net
www.pacmanhattan.com
www.tele-actor.net
• Serious Games• Models and Differentiation• The Next Wave of HSI-HCI• Workforce Implications • Stavanger Opportunities
Digital Learning Landscapes
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
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.
GlucoboyThe video game that runs on blood.
www.virtual-u.org
DMC Lab Project: Medical “Joe Medic”
UT Austin DMC and Fort Sam Houston AMED
NCO Academy
http://www.ojp.usdoj.gov/odp/docs/trngexercise_vol3productreviews.pdf
How are games
Population: 1.4MM Growth: 1200/day
Educational Sites 3 - 5 minutes EA online games 9 minutesAOL Entertainment 10 minutesWhyville.net 59 minutesYahoo! 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
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edeon, inc. 2003
The average time per log in July was 3.8 hours making it second to Neopets.
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edeon, inc. 2004
SPACE STATION
Whyville City Hall
© num
edeon, inc. 2004
WhyvilleSenators
OrEoBaBy
Sooner
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edeon, inc. 2003
0 clams
80 clams
20 clams
50 clams
100 clams
Progressive Involvement
Feb. 14- March 13, 2002 3,000 BBS postings
Y-POX
achoo
www.watercoolergames.org
• Serious Games• Models and Differentiation• The Next Wave of HSI-HCI• Workforce Implications • Stavanger Opportunities
Digital Learning Landscapes
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• Models and Differentiation• The Next Wave of HSI-HCI• Workforce Implications • Stavanger Opportunities
Digital Learning Landscapes
Player
Incr. hand-eye coordreaction timespatial visualizationneuro-psych. testsvisual attentivenessand 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 CentersAirLandSeaSpaceCyber
One World View –
Integrating physical, virtual and imaginary
worlds.
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
4th World MillennialsLow Socio-Economic Status
What separates 4th World from 5th World?
Game Builders – 5th World’ers
The toys we play with as
children!
The number of jobs requiring technical training is growing at five times the rate of other occupations.Innovate America, U.S. Council on Competitiveness
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
SpaceTEAMS
Gameboy Video Game BRAIN
Vision System
Lego Actuators and Building Blocks
MechatronicsThe synergistic combination of mechanical engineering, electronics, control systems and computers.Mechanical, Aerospace, and Nuclear Engineering Departments at RPIAll Contents Copyright(C) 2001 Mechatronics Lab at RPI
“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• Models and Differentiation• The Next Wave of HSI-HCI• Workforce Implications • Stavanger Opportunities
Digital Learning Landscapes
Experiment with
learning systems
that integrate physical,
virtual, imaginary
and machine realities.
Case 4: Disaster Configurator for the Rotterdam Port Authority
Case study: Emergency Response Training, Pjotr van Schothorst
VSTEP BV, Rotterdam, The Netherlands
Embrace MS&G to solve petro needs and then cross appropriate to other
industries.
Take this idea to the next level!
Consider open source game engines.
Embrace competitive robotics 3rd-12th grades to cultivate the STEM workforce
today.
Newtonium
www.newtonium.com
Join emerging global education networks such as NMC to develop collaboration and to learn.
Population: 1.4MM Growth: 1200/day
Educational Sites 3 - 5 minutes EA online games 9 minutesAOL Entertainment 10 minutesWhyville.net 59 minutesYahoo! 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
© num
edeon, 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.
Start by modeling what is working in US and other regions of the world and COMMIT to evaluation and effectiveness research from the beginning.
Culture
• Serious Games• Models and Differentiation• The Next Wave of HSI-HCI• Workforce Implications • Stavanger Opportunities
Digital Learning Landscapes
What is this?
Learning Machine
21st Century Teacher
Can you make the shift?
The End