trends in immersive learning environments

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This presentation was prepared for an on-line webinar run from Moscow in November 2010

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  • 1.Moscow On-Line Education Conference Trends in Immersive Learning Environments David Wortley FRSA

2. Topics

  • Introduction to the Serious Games Institute
  • Serious Games & Immersive Technologies
  • Challenges of Information Society
  • Example Applications
  • Future Trends

3. Introduction to the SGI 4. Serious Games Institute (SGI) An international centre of excellence for the application of immersive technologies to serious social and economic issues 5. West Midlands Region London Coventry 6. Stratford upon Avon 7. SGI Areas of Interest Education Health Environment Smart Buildings Relationships Interface Technology Innovation & Enterprise 8. SGI Virtual Events 9. Serious Games and Immersive Technologies 10. Immersive Technologies Games Virtual Worlds Social Networks Immersive Technologies engage our hearts, minds and wallets 11. Games 12. Patient Rescue Game 13. Triage Trainer 14. Virtual Worlds 15. Serious Virtual Worlds 16. Social Networks 17. Social Network Games 11 million people running their own virtual farm with friends 18. Challenges of Information Society 19. Technology and Society Knowledge Professionals train for many years to deliver their skills and knowledge more efficiently, and effectively 20. Technology and Society The internet and digital media delivers current information and knowledge faster, more efficiently, and on demand but what is missing ? 21. Technology and Society Human beings use intelligence, judgement, sensitivity, emotions, empathy and experience to deliver unique and personal experiences differentiating us from machines 22. Machines and Humans Power, speed, efficiency, accuracy, stamina, capacity, availability, inflexible Judgement, sensitivity, care, humanity, fallibility, creativity, versatility 23. Humanising Technology

  • To love and be loved vs devoid of emotion
  • Personalisationvs one size fits all
  • Easy to use interfacesvs unnatural devices
  • Persistent historyvs blank pages
  • Facilitated new discoveryvs delivery of existing
  • Understanding & Wisdom vs Memorisation
  • To be Connectedvs isolated
  • Motivation and challengevs boring & repetitive
  • Creative expressionvs standard responses

Human Needs Machine Features 24. Immersive Applications are Humanising Technology Delivering more control over our lives, our world and our relationships giving us access to a global network building personalised relationship with our technologies 25. Immersive Technologies Games Virtual Worlds Social Networks Immersive Technologies deliver personalised experiences based on building intelligent relationships 26. Technology and Learning We use technology to try to make learning faster, easier, more powerful and more efficient in a world which is exploding with information and new knowledge 27. Who do we learn most from ? Technology can help us disseminate information to a global network of learners and through repetition develop skills and memory but humans inspire us, influence us, motivate us, shape our attitudes and behaviours and help us to imagine, innovate, dream, discover, desire and act. 28. The Challenge of the Digital Native Immersive Technologies are changing the face of education 29. The Multi-Tasking Generation There is medical evidence to indicate that the brains of young people are becoming increasingly hard-wired for multi-tasking - making them able to handle (and expect) multiple simultaneous information sources and to make judgements on which sources to give attention to. How can/should society respond to this ? 30. What does Education need from Technology ? In a rapidly changing Knowledge Society, Education needs tools and technologies to inspire us, influence us, motivate us, shape our attitudes and behaviours and help us to imagine, innovate, dream, discover, desire and act. 31. Conclusion Tomorrows learners are using technologies access and manage a rapidly growing wealth of informationBUTthey need inspiration, motivation, and ability to live in a fast changing world 32. Humanising Technology We are developing immersive technologies that recognise our voice, our actions and our preferences to deliver personalised experiences 33. What will this mean in practice ?

  • Personalised learning
  • Intelligent persistent lifelong profiling
  • Collaborative peer to peer learning
  • Learning by discovery
  • Virtual worlds linked to real world data
  • Tutor/Mentor/Coach tools for content
  • Learning communities
  • Serious Games linked to societal issues

34. Example Applications 35. Webinars 36. Virtual Events 37. Virtual Meetings 38. Playgen Serious Games for Schools www.playgen.com 39. Mangahigh Maths Game 40. Caspian Thinking Worlds Tools to develop learning Games 41. Roma Nova Project 42. RescueSim Training Platform 43. WeForest Environment Game Social Network Game to save forests 44. Future Trends 45. Visualisation and Fidelity Sophisticated Personalisation 46. Simulation 47. New Devices Brain wave controllers 48. New Devices Motion / Voice Controllers 49. New Ways of Learning 50. Watch, Copy, Feedback, Learn Immersive Technologies changing the face of Learning 51. Collective Human Wisdom Combining the power of humans and machines 52. What will this mean in practice ?

  • Personalised learning
  • Intelligent persistent lifelong profiling
  • Collaborative peer to peer learning
  • Learning by discovery
  • Virtual worlds linked to real world data
  • Tutor/Mentor/Coach tools for content
  • Learning communities
  • Serious Games linked to societal issues

53. Moscow On-Line Education Conference Trends in Immersive Learning Environments David Wortley FRSA

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