Immersive technologies and the future of education
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Transcript of Immersive technologies and the future of education
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Computers and Advanced Technology in Education Conference – CATE 2011
Immersive Technologies and the Future of Education
David Wortley FRSA
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Key TakeawayDriven by developments in immersive technologies, education is undergoing a revolution :-
We are entering the era of the portable lifelong personal coach / mentor facilitated by a transformed relationship between humans and technology
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Topics
The Prosumer Revolution and our relationship with technology
Definition and role of Serious Games and Immersive Technologies
Example Applications Future Challenges and Trends Summary and Conclusion
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The Prosumer Revolution and our Relationship with Technology
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Why are Immersive Technologies Disruptive ?
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Disruptive Communications Technologies
The internet is different in its scope and impact on businessand society to any previous disruptive technology
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The Prosumer
The prosumer effect is unique in our history
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The Prosumer Phenomenon
Digital Media Technologies empower individuals in ways previously unknown in
mankind’s history
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The Attention Economy
Capturing and retaining attention and loyalty are critical in today’s digital media society
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Technology and Society
Is technology replacing human beings in the knowledge economy ?
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Technology and Society
Knowledge Professionals train for many years to deliver their skills and knowledge more efficiently, and effectively
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Technology and Society
The internet and digital media delivers current information and knowledge faster, more efficiently, and
on demandbut what is missing ?
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Technology and Society
Human beings use intelligence, judgement, sensitivity, emotions, empathy and experience to deliver unique and
personal experiences – differentiating us from machines
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Machines and Humans
Power, speed, efficiency, accuracy, stamina,
capacity, availability, inflexibility
Judgement, sensitivity, care, humanity, fallibility,
creativity, versatility
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Humanising Technology
To love and be loved vs devoid of emotion Treated as individual vs one size fits all Easy to get on with vs unnatural interfaces Be remembered vs blank pages To discover new things vs repeat existing things To be understood vs Memorisation of facts To be Connected vs Self sufficiency Motivated and challenged vs Repetition To create new things vs standard responses
Human Needs Machine Features
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Are Immersive Applications Humanising Technology ?
Delivering more control over our lives, our world andour relationships – giving us access to a global network – building personalised relationship with our technologies
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Definition and Role of Serious Games and Immersive Technologies
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Serious games have been defined as games whose primary purpose is not entertainment but which have been developed for a potentially serious benefit or
outcome. It might also include entertainment games that have been intentionally re-purposed to deliver
serious outcomes
This definition is not always helpful because it does not reflect or embrace the full range or potential of
technologies which create or use immersive experiences to deliver serious benefits. These
applications may not use gameplay at all.
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Most Popular Games are Serious
Games generate passion, excitement, commitment, loyalty, belonging, awareness,
support and action
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Serious Games are Immersive Experiences
They usually Involve Challenges, Rules, Rewards, Physical and Virtual Worlds, Social Networks, Personal
Development and Commercial Exploitation
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Serious Games are NOT New
Games have always been an essential and ubiquitous part of life
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Serious Games are Our Personal Choice
Serious Games are where we choose to spend our discretionary time, attention and finances which makes
them very important commercially and developmentally
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The Secret of SuccessAttractivenessAccessibilityAffordability
Does it interest/excite me ?Is it easy to access ?Can I afford the time, attention and money ?
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Attractive, Accessible, Affordable
Immersive technologies focusing on attractiveness (engagement), accessibility (no barriers) and
affordability (cost and time)
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Immersive Technologies
Games Virtual Worlds Social Networks
Immersive Technologies make serious games an attractive, accessible and affordable space in
which to devote our discretionary time, attention and money
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The Importance of Immersive Technologies
Immersive Technologies are hugely important because of three main factors – commercial potential, societal disruption and
technological innovation
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Example Applications
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What are the Key Features ?
Personalisation / relevance Interface and UbiquityCost in time and moneyAbility to control / shapeRichness of experienceChallenge / motivation Intrinsic and extrinsic rewards
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Ticking all the Boxes
Immersive Technologies have not only created huge market potential but have driven innovations across all
sectors
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Driving Innovation
3D rendering, image processing, broadband speed, collaboration tools, networking, artificial intelligence,
pattern recognition are all driven by Immersive Technology features
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Learning through Games
Watch, copy, get feedback, iterate and share
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Incubating Creativity
Bringing Science and Art together
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Solving Complex Problems
Collaboration under Pressure
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Harnessing Local Talent
Empowering citizens and employees
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Building Knowledge Networks
Windows help – Get a friend to help you over the internetAsk experts and other Windows users !!
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Building Relationships
Using Artificial Intelligence, Geo-location, and Profiling to build new partnerships and knowledge networks
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Building Community
Intel’s Planet Blue is an internal social network
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Connecting the Physical & Virtual
Building new ways to learn and collaborate
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Preparing for the unexpected
Simulating emergency or combat scenarios
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Hosting Virtual and Hybrid Events
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Future Challenges and Trends
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In a Nutshell
Successful Immersive technologies need multiple disciplines
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Common Language ?
Experts speak in different languages
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Expectations
End users expect console quality action and gameplay
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Expectations
Clients expect value for money and modest costs
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Likely Solution
Software which has embedded expertise and resources and partners to provide pedagogical and storytelling
skills
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Likely Solution
Software which has embedded expertise and resources and partners to provide pedagogical and storytelling
skills
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Sophisticated Personalisation
Visualisation and Fidelity
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Simulations linked to real data
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Simulations linked to real data
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Build your own Training Scenarios
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New Devices
Brain wave controllers
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New Applications
Using Sensor interfaces to control learning activities
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New Devices
Motion / Voice Controllers
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Summary and Conclusion
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Technology and Learning
Today 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
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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 have traditionally inspire us, influence us, motivate us, shape our attitudes and behaviours and help us to imagine, innovate, dream,
discover, desire and act.
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The Challenge of the Digital Native
Immersive Technologies are changing the face of education
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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 ?
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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.
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Conclusion
Tomorrow’s learners are using technologies access and manage a rapidly growing wealth of information BUT they need inspiration,
motivation, and ability to live in a fast changing world
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Humanising Technology
We are developing immersive technologies that recognise our voice, our actions and our preferences
to deliver personalised experiences
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Key TakeawayDriven by developments in immersive technologies, education is undergoing a revolution :-
We are entering the era of the portable lifelong personal coach / mentor facilitated by a transformed relationship between humans and technology
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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
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Questions
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Computers and Advanced Technology in Education Conference – CATE 2011
Immersive Technologies and the Future of Education
David Wortley FRSA