5th World: What’s Next in Ed Tech National School Boards Association,
October 2006, [email protected]
What is this?
TERAFLOP SUPER COMPUTER for $300!
10 years ago, the cost of a 2 Teraflop supercomputer was $100M. --Frietas, The Future of Computers
“The medium is
the message”
What is the message?
What is the average age of all video gamers in US?
Entertainment Software Association (ESA), 2005 Essential Facts About the Computer and Video Game Industry, May 18, 2005.
“My 66 year old mom plays World of
Warcraft.” --Kerem Floor, Digital Learning Landscapes, Stavanger, Norway
What percent female and
male?
55% and 43% of all games
Entertainment Software Association (ESA), 2005 Essential Facts About the Computer and Video Game Industry, May 18, 2005.
“It’s not true that women do not like to
hunt. They like to hunt in packs and
with a reason to kill.” --My Mom
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.
Jobs Context
A robust program of research and experimentation is needed to enhance development of educational games by stimulating transfer of the art and technologies of video games to education and learning systems. High development costs in an uncertain market for educational innovations make developing complex high-production learning games too risky for video game and educational materials industries. Educational institutions need to transform organizational systems and instructional practices to take greater advantage of new technology, including educational 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.
We seek to advance the learning and career development of science, technology, engineering and mathematics domains (STEM) using a vanguard educational solution that combines real world simulation tools with video game technologies.
• Serious Games • Models and Differentiation • The Next Wave of HSI-HCI • The 5th World • K-12 Opportunities
5th World
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)
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
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
Recruiting Games
COPYRIGHT 2003-2005 CRITICAL MASS INTERACTIVE, INC. ALL RIGHTS RESERVED.
USAF: AIR DOMINANCE ACTION FLIGHT SIMULATOR
Documentary and Activist
Games
http://parisriots.free.fr
http://www.kumawar.com/ http://www.kumawar.com/
http://www.selectparks.net/911survivor/
ctlss.com/treasure_hunt/html/main.html
www.pacmanhattan.com
www.tele-actor.net
• Serious Games • Models and Differentiation • The Next Wave of HSI-HCI • The 5th World • K-12 Opportunities
5th World
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
SIMChallenge
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 (STEM).
Glucoboy The video game that runs on blood.
www.virtual-u.org
DMC Lab Project: Medical Leadership Trainer - Scenario
Authoring Engine
“Joe Medic” UT Austin DMC and
Fort Sam Houston AMED NCO Academy
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.
Empirical study
Context is King!
How are games different than
Modeling, Simulation and
Training?
Population: 1.4MM Growth: 1200/day
Educational Sites 3 - 5 minutes EA online games 9 minutes AOL Entertainment 10 minutes Whyville.net 59 minutes Yahoo! 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.
© num
edeon, inc. 2004"
SPACE STATION
Whyville City Hall
© num
edeon, inc. 2004"
Whyville Senators
OrEoBaBy
Sooner
© num
edeon, inc. 2003"
0 clams
80 clams
20 clams
50 clams
100 clams
Progressive Involvement
Feb. 14- March 13, 2002 3,000 BBS postings
www.watercoolergames.org
forecasting.tstc.edu
• Serious Games • Models and Differentiation • The Next Wave of HSI-HCI • The 5th World • K-12 Opportunities
5th World
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
Time to Market Time to Market
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.
What is this new relationship? What does it
look like?
What is this?
http://www-bsac.eecs.berkeley.edu/archive/users/warneke-brett/SmartDust/
Berkeley’s Golem Dust 11.7 mm3 total circumscribed volume
~4.8 mm3 total displaced volume
Berkeley’s Deputy Dust 6.6 mm3 total circumscribed
volume 4th Gen
11.7 mm3
6.6 mm3
MIT Tech Review, 2005
Sensors
Physical
Chemical
Biological http://www.rieti.go.jp/en/events/bbl/03102801.pdf , page 16
Actuators
Physical
Chemical
Biological
PhiloMetron™
4th GEN
MIT Technology Review,
January, 2005
4th GEN
Micro-robotics team and biologists at Tsukuba University
Source: The Guardian Date: 2 May 2002
State University of New York (Suny)
"Go go gadget: With a remote control sensor hotwired to its central
nervous system, developments like the
"roborat," created at SUNY's Downstate
Medical Center, herald the coming of the
biotronic age.
What is the message?
We need to think beyond
these.
v
v
Nanobionics: What is the message?
Tethered bacterium
Swimming bacterium Swimming speed ~ 20-30 µm Protons flux/motor ~ 1200 proton/rev
Tethered bacterium Motor efficiency ~ 90-100 % Output power ~ 2.9×10-4 pW Stall torque ~ 4600 pN-nm
Nano-motor (45 nm wide) Genetic Engineering
Harmless E. coli
Mohamed Al-Fandi, Ph.D. Research Assistant Professor of NEMS & MEMS Dept. of Mechanical Engineering & Biomechanics University of Texas
Adapted from Charles Ostman Senior Fellow
Institute for Global Futures
NEURO NANO
BIO INFO
21st Century Architecture
Adapted from Charles Ostman Senior Fellow
Institute for Global Futures
NEURO NANO
BIO INFO
S&T Convergence
We live in a constructionist world which is open to design. The world is
extensible.
How can we characterize this technological age?
By routing signals from helmet-mounted cameras, sonar and other equipment through the tongue to the brain, they hope to give elite soldiers superhuman senses similar to owls, snakes and fish…. Researchers at the Florida Institute for Human and Machine Cognition envision their work giving Army Rangers 360-degree unobstructed vision at night and allowing Navy SEALs to sense sonar in their heads while maintaining normal vision underwater -- turning sci-fi into reality.
Brain Port: Warriors of the future will 'taste' battlefield CNN - Tuesday, April 25, 2006; Posted: 11:23 a.m. EDT (15:23 GMT)
www.kurzweilai.net/.../ SIN_headshot_highres.html
“An analysis of the history of technology shows that technological change is exponential, contrary to the common-sense ‘intuitive linear’ view. So we won't experience 100 years of progress in the 21st century -- it will be more like 20,000 years of progress (at today's rate)… because we're doubling the rate of progress every decade, we'll see a century of progress--at today's rate--in only 25 calendar years.” Kurzweil, KurzweilAI.net, March 7, 2001.
Cybernetics is the discipline that studies and creates communication and control systems in living organisms and in the machines built by humans. Greek kybernetes (meaning steersman, governor, pilot, or rudder).
Industrial Age
Notion of INFO AGE
Historic – Economic – Social Shift
Cybernetic Age
• Serious Games • Models and Differentiation • The Next Wave of HSI-HCI • The 5th World • K-12 Opportunities
5th World
Player Incr. hand-eye coord reaction time spatial visualization neuro-psych. tests visual attentiveness and 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
Big Sesh Studios Austin, TX
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.html http://www.roadtraffic-technology.com/contractors/traffic_man/electrosonic/electrosonic1.html
ß BACK FLIP
C4 Operations Centers Air Land Sea Space Cyber
forecasting.tstc.edu
The learning and workforce needs of the game industry are most similar to the needs of 21st Century science (nano-bio-info-neuro).
Adapted from Charles Ostman Senior Fellow
Institute for Global Futures
NEURO NANO
BIO INFO S&T Convergence
Nanobionics: What is the message?
Tethered bacterium
Swimming bacterium Swimming speed ~ 20-30 µm Protons flux/motor ~ 1200 proton/rev
Tethered bacterium Motor efficiency ~ 90-100 % Output power ~ 2.9×10-4 pW Stall torque ~ 4600 pN-nm
Nano-motor (45 nm wide) Genetic Engineering
Harmless E. coli
Mohamed Al-Fandi, Ph.D. Research Assistant Professor of NEMS & MEMS Dept. of Mechanical Engineering & Biomechanics University of Texas
Engineering Biology
Chemistry Physics
Computer Science
Nanobionics
Engineering Biology
Chemistry Physics
Computer Science
Game Builder
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
5th World Millennials Not Low Socio-Economic Status
Ninja’s Crew, GameCamp, 2005
Why do you modify games?
9
8
14
3
9
8
8
9
0 2 4 6 8 10 12 14 16
Playing Yes
Playing No
Learning Yes
Learning No
Show Yes
Show No
Better Yes
Better No
22
48
0
10
20
30
40
50
60
Graduate HS Graduate CC or TC Graduate University
Plans for education
Computer Science 20
Video Game Design 9
Design/Art 8
Write in to survey
5th World
How are 5th World’ers
exercising 21st century learning and work skills
today?
Math Engineering
Tech Science
What are they learning?
?
Math Engineering
Tech Science
Arts
What are they learning?
Math Engineering
Tech Science
TEAMS
What are they learning?
“Nobelist Herbert A. Simon has written that the availability of technologies to youth is its own instructor.”
Dr. George Kozmetsky
Mixing Realities –
Physical, virtual, imaginary and machine
TEAMS –
Transdisciplinary communities of practice
SWARMING –
Network socialization and learning (communal)
GROUP –
Global Generation
1980
Emergence of the 5th World
1982 1964 1946
Boomers
Generation X
Millennials
46-64
65-79
82-Present
5th World
4th World = Digital
Divide
What about the digital divide?
4th World Millennials Low Socio-Economic Status
Goldberg’s Crew, Houston Community College
This study was funded by the State Farm Companies Foundation and by Dr. George Kozmetsky (1917-2003), founder of the IC² Institute. The study was designed and analyzed, and the report was written by a team at The University of Texas at Austin: Aliza Gold, Senior Producer and Researcher at the Digital Media Collaboratory, part of the IC² Institute Emily Durden, PhD candidate in Sociology Marjorie L. Kase, M.A. in Communication Shane Alluah, PhD candidate in Educational Psychology Ana Boa-Ventura, PhD candidate in Communication The research team would like to thank the participating schools and their administrators: Elgin Middle School Goodnight Middle school Miller Junior High Fleming Middle School
Low SES: More TV and More Video
Games
TV
Games
A. Gold, IC2 Institute, UT Austin, Forthcoming
Females Males Designer/Decorator Professional athlete
Doctor Video Game Designer
Cosmetologist Business Owner
Lawyer Engineer
Teacher Lawyer
Business Owner Military Service
Musician/Singer Auto Mechanic
Cook/Chef Computer Programmer
A. Gold, IC2 Institute, UT Austin, Forthcoming
0102030405060708090
100
High schoolor less
Communitycollege/technical
Collegedegree or beyond
How Much Education do You Want?
WhiteAfrican AmericanLatinoOther
How much education?
A. Gold, IC2 Institute, UT Austin, Forthcoming
4th World
22
48
0
10
20
30
40
50
60
Graduate HS Graduate CC or TC Graduate University
Plans for education
Computer Science 20
Video Game Design 9
Design/Art 8
Write in to survey
5th World
What is the fundamental
difference between the 4th
and the 5th world?
4th World Millennials Low Socio-Economic Status
Arnold Goldberg’s Game Campers, HCC
5th World Millennials Not Low Socio-Economic Status
Ninja’s Crew, GameCamp, 2005
The toys we play with as
children!
• Serious Games • Models and Differentiation • The Next Wave of HSI-HCI • The 5th World • K-12 Opportunities
5th World
Transcend the semantic gap between “gaming” and
learning. Game systems, game technologies and gaming techniques are
transforming the world at Kurzweil’s pace.
www.kurzweilai.net/.../ SIN_headshot_highres.html
“An analysis of the history of technology shows that technological change is exponential, contrary to the common-sense ‘intuitive linear’ view. So we won't experience 100 years of progress in the 21st century -- it will be more like 20,000 years of progress (at today's rate)… because we're doubling the rate of progress every decade, we'll see a century of progress--at today's rate--in only 25 calendar years.” Kurzweil, KurzweilAI.net, March 7, 2001.
Cut the time between the discover of new
learning science and it’s application in the
classroom.
Michigan State University
The SGD-MA is designed to prepare students for industry, as well as academic pursuits, including careers in:
· Game design
· Educational media design and production
· Health media design and production
· Simulation design and production
· Corporate training
· Military simulation and training
· Interactive media design and production
· Advergaming
· Digital media consultant
· Academia (background for PhDs in mass communication, education, computer science, psychology, digital rhetoric)
Modeling, Simulation and Gaming (MS&G) require
an evolution of our notions of media literacy,
media criticism, educational technology and 21st Century skills.
Experiment with
learning systems
that integrate physical,
virtual, imaginary
and machine realities.
Join emerging global education networks such as NMC to develop collaboration and to learn.
Place equal value on playing games
to learn and building games to
learn.
Learning games represent a new mode
of instruction to be blended with current
pedagogical techniques.
Population: 1.4MM Growth: 1200/day
Educational Sites 3 - 5 minutes EA online games 9 minutes AOL Entertainment 10 minutes Whyville.net 59 minutes Yahoo! 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.
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.
Empirical study
Place equal value on playing games
to learn and building games to
learn.
Building games represents a qualitative
transformation of our notion of production,
learning and R&D. They are united in game
construction into one transdisciplinary act.
Math Engineering
Tech Science
Arts
K-12 Transformation
gameCAMP is for teachers
too…
SpaceTEAMS
Gameboy Video Game BRAIN
Vision System
Lego Actuators and Building Blocks
Link the pipeline forward and backward..
Elementary
spaceTEAMS San Antonio,TX
Robot competition
plus career and academic exploration
and history of science and technology.
spaceTEAMS San Antonio,TX
Middle School
US First-EISD Andrew Schuetze San Antonio,TX
High School
If we use games as “bait”, we must bridge…
Mechatronics The synergistic combination of mechanical engineering, electronics, control systems and computers. Mechanical, Aerospace, and Nuclear Engineering Departments at RPI All Contents Copyright(C) 2001 Mechatronics Lab at RPI
Think BIG and place gaming in
a larger context…
“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 • The 5th World • K-12 Opportunities
5th World
What is this?
Learning Machine
21st Century Teacher
Can you make the shift?
The End
5th World: What’s Next in Ed Tech National School Board Association,
October 2006, Jim Brazell, Ventureramp.com
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