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

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Presentation on theme: "Moscow On-Line Education Conference Trends in Immersive Learning Environments David Wortley FRSA."— Presentation transcript:

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 EducationHealthEnvironmentSmart Buildings RelationshipsInterface TechnologyInnovation & Enterprise

8 SGI Virtual Events

9 Serious Games and Immersive Technologies

10 Immersive Technologies GamesVirtual WorldsSocial 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 lovedvs devoid of emotion Personalisation vs one size fits all Easy to use interfaces vs unnatural devices Persistent history vs blank pages Facilitated new discovery vs delivery of existing Understanding & Wisdomvs Memorisation To be Connected vs isolated Motivation and challenge vs boring & repetitive Creative expression vs standard responses Human NeedsMachine 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 GamesVirtual WorldsSocial 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 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

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 Sophisticated Personalisation Visualisation and Fidelity

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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