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Digital Learning Landscapes
What is
this?
TERAFLOP
SUPER
COMPUTER
for $300!
What is
Entertainment Software Association (ESA), 2005 Essential Facts About the
Computer and Video Game Industry, May 18, 2005.
“My 66 year old mom
What percent
Entertainment Software Association (ESA), 2005 Essential Facts About the
Computer and Video Game Industry, May 18, 2005.
“It’s not true that
“The
What is
the
message?
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.
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.
• Serious Games
• Models and Differentiation
• The Next Wave of HSI-HCI
• Workforce Implications
• Stavanger Opportunities
Digital Learning Landscapes
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)
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
COPYRIGHT 2003-2005 CRITICAL MASS INTERACTIVE, INC. ALL RIGHTS RESERVED.
USAF: AIR DOMINANCE
ACTION FLIGHT SIMULATOR
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
ctlss.com/treasure_hunt/html/main.html
www.in-duce.net
www.pacmanhattan.com
www.tele-actor.net
• Serious Games
• Models and Differentiation
• The Next Wave of HSI-HCI
• Workforce Implications
• Stavanger Opportunities
Digital Learning Landscapes
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
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.
GlucoboyThe video game that runs on blood.
www.virtual-u.org
DMC Lab Project: Medical
“Joe Medic”
UT Austin DMC and Fort
Sam Houston AMED
NCO Academy
http://www.ojp.usdoj.gov/odp/docs/trngexercise_vol3productreviews.pdf
How are games
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
©numedeon,inc.2003
The average time per log in July was 3.8 hours making it second to Neopets.
©numedeon,inc.2004
SPACE STATION
Whyville City Hall
©numedeon,inc.2004
Whyville
Senators
OrEoBaBy
Sooner
©numedeon,inc.2003
0 clams
80 clams
20 clams
50 clams
100 clams
Progressive Involvement
Feb. 14- March 13, 2002 3,000 BBS postings
Y-POX
achoo
www.watercoolergames.org
• Serious Games
• Models and Differentiation
• The Next Wave of HSI-HCI
• Workforce Implications
• Stavanger Opportunities
Digital Learning Landscapes
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
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.
• Serious Games
• Models and Differentiation
• The Next Wave of HSI-HCI
• Workforce Implications
• Stavanger Opportunities
Digital Learning Landscapes
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
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.htmlhttp://www.roadtraffic-technology.com/contractors/traffic_man/electrosonic/electrosonic1.html
 BACK FLIP
C4 Operations Centers
Air
Land
Sea
Space
Cyber
One World View –
Integrating physical,
virtual and imaginary
worlds.
TEAMS –
Transdisciplinary
communities of practice.
SWARMING –
Network socialization
and learning
(communal).
GROUP –
Global Generation?
1980
Emergence of the
5th World
198219641946
Boomers
Generation X
Millennials
46-64
65-79
82-Present
5th World
4th World
= Digital
Divide
4th World Millennials
Low Socio-Economic Status
What separates 4th World from 5th World?
Game Builders – 5th World’ers
The toys
we play
with as
children!
The number of jobs
requiring technical
training is growing at
five times the rate of
other occupations.
Innovate America, U.S. Council on Competitiveness
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
SpaceTEAMS
Gameboy Video
Game BRAIN
Vision System
Lego Actuators and
Building Blocks
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
“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
• Workforce Implications
• Stavanger Opportunities
Digital Learning Landscapes
Experiment
with
learning
systems
that
integrate
physical,
virtual,
imaginary
and
machine
realities.
Case 4: Disaster Configurator
for the Rotterdam Port Authority
Case study: Emergency Response
Training, Pjotr van Schothorst
VSTEP BV, Rotterdam, The
Netherlands
Embrace MS&G to solve petro needs
and then cross appropriate to other
industries.
Take this idea to the next level!
Consider open source game engines.
Embrace competitive robotics 3rd-12th
grades to cultivate the STEM workforce
today.
Newtonium
www.newtonium.com
Join emerging global education networks such
as NMC to develop collaboration and to learn.
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
©numedeon,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.
Start by modeling what is working in US and other regions
of the world and COMMIT to evaluation and effectiveness
research from the beginning.
Culture
• Serious Games
• Models and Differentiation
• The Next Wave of HSI-HCI
• Workforce Implications
• Stavanger Opportunities
Digital Learning Landscapes
What is
this?
Learning
Machine
21st Century Teacher
Can you make the shift?
The End

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