Incredibleminds Career Exploration Laboratory
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Transcript of Incredibleminds Career Exploration Laboratory
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Career Exploration In An Advanced Technology Emporium
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Todd Borghesani, Esq.
703.629.8535
AGENDA• Objective
• Need
• Opportunity
• Solution
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2008 Copyright © by T. Borghesani
OBJECTIVE
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In Demand STEM Careers
Aerospace EngineeringBehavioral Sciences BiosciencesChemical EngineeringChemistryCivil EngineeringClinical MedicineCognitive & NeuralComputer ScienceComputational SciencesEcology & EnvironmentElectrical EngineeringGeosciencesImmunologyMaterials ScienceMathematicsMechanical EngineeringMicrobiologyMolecular Biology & GeneticsNaval ArchitectureOcean EngineeringNanotechnologyNeuroscienceOceanographyPharmacologyPlant & Animal SciencePhysicsSpace & Planetary Sciences
2008 Copyright © by T. Borghesani
BRIDGE THE DIVIDE
• Offer at-risk youth a 21st century environment to explore “in demand” careers
• Inspire and prepare at-risk youth to achieve a post secondary education in STEM disciplines
• Give them 21st century skills so they can transition into independent adulthood and be successful in the STEM workforce of the future
• Design a career exploration system where youth role play "professional" scientists, technologists, engineers and mathematicians (STEM), constructing their own careers and futures
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2008 Copyright © by T. Borghesani
NEED
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In Demand STEM Careers
Aerospace EngineeringBehavioral Sciences BiosciencesChemical EngineeringChemistryCivil EngineeringClinical MedicineCognitive & NeuralComputer ScienceComputational SciencesEcology & EnvironmentElectrical EngineeringGeosciencesImmunologyMaterials ScienceMathematicsMechanical EngineeringMicrobiologyMolecular Biology & GeneticsNaval ArchitectureOcean EngineeringNanotechnologyNeuroscienceOceanographyPharmacologyPlant & Animal SciencePhysicsSpace & Planetary Sciences
2008 Copyright © by T. Borghesani
OUR NATION
• Our way of life is threatened. We are in danger of falling behind in science, technology, engineering, and math (STEM) education
• These disciplines have powered American prosperity for decades
• The decline in the state of our competitiveness and innovation in the global marketplace
• The low performance of our nation’s middle school and high school students in math and science as compared to their peers in other developed countries
• The shortage of native-born computer scientists and engineers that has led to an increasing need to import talent from foreign countries
• "Eighty percent of the fastest growing jobs require education and training beyond high school...” Assistant Secretary DeRocca
• From DC public schools, only 9% of the students who go to college graduate.
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2008 Copyright © by T. Borghesani
OUR COMMUNITY
• Teachers can only be expected to accomplish so much during the “school day”
• Unfunded mandates and high stakes testing will continue to hamper the adoption of innovative learning in schools
• There is not enough time during the day to teach career development
• The sophistication of how we teach must evolve with the needs of the workforce
• We need to embrace alternative venues of learning using a systems approach: people, process, technology and environment
• We need community places that foster learning, innovation and knowledge transfer
• Practicing scientists, technologists, engineers and mathematicians to teach advanced technologies as coaches and mentors
• Today, there is a disconnect between learning research and learning places
• We ask our youth to become the 21st century workforce of the future, yet we teach them in turn of the century (20th) places
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2008 Copyright © by T. Borghesani
OPPORTUNITY
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In Demand STEM Careers
Aerospace EngineeringBehavioral Sciences BiosciencesChemical EngineeringChemistryCivil EngineeringClinical MedicineCognitive & NeuralComputer ScienceComputational SciencesEcology & EnvironmentElectrical EngineeringGeosciencesImmunologyMaterials ScienceMathematicsMechanical EngineeringMicrobiologyMolecular Biology & GeneticsNaval ArchitectureOcean EngineeringNanotechnologyNeuroscienceOceanographyPharmacologyPlant & Animal SciencePhysicsSpace & Planetary Sciences
2008 Copyright © by T. Borghesani
GAMER GENERATION
• 90 million gamers in the United States• Gamer generation will dominate the workforce. It is already larger than the baby
boom
• Already 5 out of 10 Americans, 145 million, play video games. 39% are women
• 21st century skills that employers want• All the hours immersed in game culture have created masses of employees with
unique attributes: bold but measured risk taking, amazing ability to multitask, and unexpected leadership skills.
• Only 3% of elementary school students say they do not play video games of any kind
• More than half of K-12 students believe that educational video games in school would help them better understand difficult concepts (a career?), become more engaged in the subject matter and practice skills.
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2008 Copyright © by T. Borghesani
• Leverage billions of dollars worth of creativity to the advantage of K12 education
• What if we could apply commercial games and modeling and simulation applications help narrow the achievement gap?
• Video game, modeling and simulation technologies• Learning key technologies in commercial video games--3D Engines, GUI,
Physical Models, Networking, Persistence, and Artificial Intelligence--offer a unique foundation
• Learning how to build video games sets the stage for learning how to work with M&S applications
• Every industry vertical and every scientific discipline uses modeling & simulation tools
• The modeling and simulation industry is a $5 billion, cross-cutting industry
• Video game, modeling & simulation technologies support STEM education
• Use in the Career Exploration Program has “in-school” implications for STEM education
TECHNICAL SYNERGIES
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2008 Copyright © by T. Borghesani
• Afterschool market • Offers creative environment to advance learning and workforce development
• Just 6.5 million children are in afterschool programs
• The parents of another 15.3 million children say their children would participate in afterschool—if a program were available Afterschool Association
• There is no afterschool program for advanced career exploration
• For profit model is Sylvan Learning Centers• With over 200 locations, annual revenue exceeds $240 million for teaching the
basics
• Inner cities remain a significant untapped retail market • Unmet demand is estimated to be over $40 billion
• To put this in perspective, the $40+ billion inner city retail gap is larger than the total retail markets of twenty-six states Initiative for a Competitive Inner City
• Not only is the future consumer in the US increasingly non-white, but the non-white consumer globally, is exploding Carl Stern, Vice Chairman, Boston Consulting Group
SUPPLEMENTAL EDUCATION
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SOLUTION
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In Demand STEM Careers
Aerospace EngineeringBehavioral Sciences BiosciencesChemical EngineeringChemistryCivil EngineeringClinical MedicineCognitive & NeuralComputer ScienceComputational SciencesEcology & EnvironmentElectrical EngineeringGeosciencesImmunologyMaterials ScienceMathematicsMechanical EngineeringMicrobiologyMolecular Biology & GeneticsNaval ArchitectureOcean EngineeringNanotechnologyNeuroscienceOceanographyPharmacologyPlant & Animal SciencePhysicsSpace & Planetary Sciences
2008 Copyright © by T. Borghesani
• Blend commercial video games with modeling & simulation technologies
• Commercial video games offer motivational insight across numerous industries and careers
• We introduce youth to "in-demand" industries and careers while they learn how to build video games
• They play "professional" roles, learning 21st century skills and building critical background knowledge
• They work in teams on "real world" challenges that are germane to an industry and its careers, solving problems by “constructing” answers as active agents.
• They use the authentic tools of the trade: modeling & simulation tools
• Mentoring & coaching support the teams
• Based on RPGs where a taste for chaos and a collaborative spirit will continue to define the entertainment of the future.
CAREER EXPLORATION
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2008 Copyright © by T. Borghesani
AEROSPACE CAREER TRACK
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Bridging The Future of Learning With The Needs of Industry
2008 Copyright © by T. Borghesani
CAREER EXPLORATION
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Sample Game Library Represents Over $300 Million In Development
2008 Copyright © by T. Borghesani
TECHNOLOGY EMPORIUM• Harmonize people, process and technology
• The cornerstone of this program is a "real world" laboratory with a "library" of video games advanced simulation and modeling applications
• The emporium’s environment is built from design patterns for 21st century learning
• The environments of “Laboratory” and “social cafe” are blended
• Design 21st century learning interior into existing structure in DC’s inner city
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BECOME YOUR DREAM
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Imagine 100 incredible minds thinking together
2008 Copyright © by T. Borghesani