US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communications Clusters, October 20, 2009, White House, OSTP, PCAST, Public Comments.
This document discusses strategies for economic development, science and technology research and development (R&D), workforce development, and education for STEM, IT, and arts/audiovisual technology and communications clusters. It references the importance of preparing students in K-12 for future jobs that require skills in science, technology, engineering, and math. Examples are provided of modeling, simulation, and gaming being applied across different fields like healthcare, defense, and digital learning. The potential for games and game technologies to be used beyond entertainment is also discussed.
Ähnlich wie US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communications Clusters, October 20, 2009, White House, OSTP, PCAST, Public Comments.
Serious Games: Serious Learning, National School Boards Association, New Orle...Jim "Brodie" Brazell
Ähnlich wie US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communications Clusters, October 20, 2009, White House, OSTP, PCAST, Public Comments. (20)
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communications Clusters, October 20, 2009, White House, OSTP, PCAST, Public Comments.
1. US TEAMS Economic
Development, S&T R&D,
Workforce and Education
Strategy for STEM, IT and
Arts, A/V Technology and
Communications Clusters
Jim Brazell, Jim.brazell@ventureramp.com
5. “If the U.S. is to maintain its economic
leadership and compete in the new global
economy, the nation must prepare today’s K-
12 students better to be tomorrow’s
productive workers and citizens. Changing
workforce requirements mean that new
workers will need ever more sophisticated
skills in science, mathematics, engineering
and technology ...
http://www.nsf.gov/nsb/documents/2006/0502/testimony.pdf
8. Percentage of the population scoring at IALS literacy level 3
or higher on the document scale, 1994-95
53
56
62
66666767
7677
80
45
35
50
4547
49
58
52
4546
52
73
51
17
34
52
0
90
Sweden
Netherlands
Belgium
Canada
Switzerland
(g)
Switzerland
(Fr)
Germany
Australia
United
Kingdom
New
Zealand
Ireland
United
States
Poland
%
16-25 yrs of age 46-55 yrs of age
Source: Centre for Educational Research and Innovation, Organization for Economic
Cooperation and Development, Education at a Glance OECD Indicators 1998
U.S. Older Adults Have Stronger Skills Than Young Adults
21. LITE is one of the world's
leading 3D immersive
visualization and high-
performance computing resource
centers hosting clients in
commercial industry,
government, and university
sectors. LITE features a
comprehensive set of advanced
visualization systems including
the world's largest 3D immersive
visualization theatre and one of
the world's first six-sided digital
3D total immersive space (TIS)
based on CAVE® technologies.
LITE visualization, super
computing and high speed
networks enable MST&G
capabilities to be applied across
STEM disciplines and research
areas while enabling critical next
generation digital learning
environments globally.
31. $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
MS&GModeling, Simulation & Gaming (MS&G)
35. Innovation is a function of moving
beyond the disciplines, solving real
world problems and integrating
theory and applied techniques to
create new knowledge, tools,
processes, systems, environments,
etc.
In a word transdisciplinarity.
36. Games?
Global STEM, IT & Arts, A/V Technology and Communications Clusters
National CTE Transformation Leadership Strategies
Model TEAMS Schools and Outcomes*
Cluster Networking TEAMS Strategy for STEM, IT and Arts Clusters
43. 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
44.
45. 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
47. Through mixing
realities, research is
expanding the potential
of embedded training
in the field and in
battle labs to provide
integrated training
anytime, anywhere.
Advancements are
being transferred
across industries
from business
prototypes to
hospitality training.
Integrated research in
tracking, registration,
rendering, display, and
scenario delivery are
expanding the
possibilities of
CONSTRUCTIVE
simulation as well as
after action review, and
command and control
visualizations.
71. $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/innovat
Pulse!!
72. USC ISI and Tactical Language Training
(ITSEC 2005)
73. Case study: Emergency Response Training,
Pjotr van Schothorst
VSTEP BV, Rotterdam, The Netherlands
85. 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.ed
BIOSIM
1.0
89. Games?
STEM, IT & Arts, A/V Technology and Communications Clusters
National CTE Transformation Leadership Strategies
Model TEAMS Schools and Outcomes*
Cluster Networking TEAMS Strategy for STEM, IT and Arts Clusters
92. The Current and Potential Economic
and Fiscal Impacts of Texas’ Moving
Media Industry, 12.1.2008,
Prepared for
Texas Comptroller of Public Accounts, Prepared by Bernard L. Weinstein, Ph.D., Terry L.
Clower, Ph.D., Michael Seman, M.S, Center for Economic Development and Research
University of North Texas
http://www.window.state.tx.us/specialrpt/mmedia/96-1357_Media_Industry.pdf
93. The Current and Potential Economic
and Fiscal Impacts of Texas’ Moving
Media Industry, 12.1.2008,
Prepared for
Texas Comptroller of Public Accounts, Prepared by Bernard L. Weinstein, Ph.D., Terry L.
Clower, Ph.D., Michael Seman, M.S, Center for Economic Development and Research
University of North Texas
http://www.window.state.tx.us/specialrpt/mmedia/96-1357_Media_Industry.pdf
94. http://www.window.state.tx.us/specialrpt/mmedia/
The Current and Potential Economic and Fiscal Impacts of Texas’ Moving Media Industry, December 1, 2008,
Prepared for
Texas Comptroller of Public Accounts, Prepared by Bernard L. Weinstein, Ph.D., Terry L. Clower, Ph.D.,
Michael Seman, M.S, Center for Economic Development and Research
University of North Texas
http://www.window.state.tx.us/specialrpt/mmedia/96-1357_Media_Industry.pdf
99. Digital Convergence Leaders
US Digital Convergence
Centers
• New York City
• Washington DC MSA
• Central Florida
• San Francisco/Silicon
Valley
• Los Angeles
• San Diego MSA
• Phoenix
• Denver
• Las Vegas
• Austin-San Antonio-
Waco
Global Digital
Convergence Centers
• South Korea
• Finland
• China
• Taiwan
• Sweden
• Denmark
• Germany
• UK
• Israel
• Malaysia
• Japan
Evans, Eliza, Michael Sekora, Alexander Cavalli,
Kinman Chan, Jeeyoung Heo Kenneth Kan,
Yue Kuang, Prakash Mohandas, Xiaoxiang Zhang,
and Jim Brazell. Digital Convergence Initiative:
Creating Sustainable Competitive Advantage in
Texas. San Marcos, Texas: Greater Austin-
San Antonio Corridor Council, 2005.
Full Report: http://www.dcitexas.org/DCI_report.pdf
100. Brazell, Adapted from NSFNEURO CHEM
BIOINFO
Science & Technology
Convergence
Technopolei
Arts
101. STEM, IT, Arts Integration Leaders
US Digital Convergence
Centers
• New York City
• Washington DC MSA
• Central Florida
• San Francisco/Silicon
Valley
• Los Angeles
• San Diego MSA
• Phoenix
• Denver
• Las Vegas
• Austin-San Antonio-
Waco
Global Digital
Convergence Centers
• South Korea
• Finland
• China
• Taiwan
• Sweden
• Denmark
• Germany
• UK
• Israel
• Malaysia
• Japan
Evans, Eliza, Michael Sekora, Alexander Cavalli,
Kinman Chan, Jeeyoung Heo Kenneth Kan,
Yue Kuang, Prakash Mohandas, Xiaoxiang Zhang,
and Jim Brazell. Digital Convergence Initiative:
Creating Sustainable Competitive Advantage in
Texas. San Marcos, Texas: Greater Austin-
San Antonio Corridor Council, 2005.
Full Report: http://www.dcitexas.org/DCI_report.pdf
102. Structure of Digital Convergence Technologies
Scientific Research map for STEM, IT and Arts Integration
Dr. Mike Sekora and Dr. Eliza Evans, Ic2.org
104. FOR IMMEDIATE RELEASE MARCH 2, 2009
CONTACT: GOVERNOR’S OFFICE OF FILM &
ENTERTAINMENT (850) 410-4765
Study Shows $29.2 Billion Economic Impact for
Film and Entertainment Industry in Florida
~ Florida Productions Generate Jobs, Stimulate
Local Economies
105. Source: The Film and Entertainment Industry in Florida Part II ‐ Statewide Economic and Fiscal
Impact, Sep 29, 2008, Haas Center for Business Research and Economic Development The
University of West Florida
106. Source: The Film and Entertainment Industry in Florida Part II ‐ Statewide Economic and Fiscal
Impact, Sep 29, 2008, Haas Center for Business Research and Economic Development The
University of West Florida
119. K-16/Adult Career Development:
A Systematic Process for Educating the
Workforce of the 21st Century
Katharine M. Oliver
Maryland State Department of Education
Division of Career Technology and Adult Learning
125. Today, Finland’s progressive strategy includes:
multi-disciplinary and multi-industry collaboration to
integrate nano science-, bio science-, information
science- and cognitive science-based research and
development (Tieke, 2005, p.9); converging design,
art and science in the contexts of education and
human development (Tahkokallio and Koivusilta,
2004, p.1); national R&D policy and urban-rural
development establishing connected regional
centers of innovation; partnering with global high
tech markets and industries (Embassy of
Switzerland, Beijing, 2005, p.12); and leading the
world in “Public-Private Partnership” (with efforts
dating back to the year of their independence, 1917)
(Tieke, 2005, p.12-15).
128. transitioning from a manufacturing to
an innovation economy
http://mit.edu/cre/research/ncc/proceedings/ncc-casestudies.pdf
129. e-Korea Vision 2006 also set the
following basic directions:
· From Quantitative Expansion to
Qualitative Accomplishments such as
the increase in productivity through
legal and institutional reforms and
innovations in business processes
throughout society…Social
transformation not just technical.
· From Creation of new industries led
by the government to Foundation for
new industries. The government’s
new role is to focus on the enabling
environment and the private sector
will be developing new independent
and creative industries… Bottom up
and top down organization for
innovation.
· From Catch-up Strategy to Leading
Strategy - To strengthen
competitiveness in IT, the government
will increase leading investments in
core technologies and strategic
services which have the potential to
produce significant added value in the
future. Innovation leader….
http://www.apdip.net/projects/2003/asian-forum/docs/papers/comparative.pdf
132. First Aero
Squadron, Old #
1
1910
• 1910 First military man to
teach himself to fly
• Only person to ever learn
to fly by mail
• First and only military test
pilot flying Old No. 1
• First to invent seat belt
and wheels
• 1911 First to fly more than
100 miles non-stop
• First on an operational
reconnaissance
flight
• First to test use of radio in
flight
Benjamin
D. Foulois
135. Star Wars: Episode 2, Harry
Potter and the Prisoner of
Azkaban, Lord of the Rings,
The Passion of the Christ,
Spider-Man 2, The Matrix,
Pirates of the Caribbean, Black
Hawk Down, Star Trek
Nemesis, AI, Jimmy Neutron,
Jurassic Park III, Spy Kids,
Charlie’s Angels, The Gladiator,
Red Planet, Titanic
Tim
Jenison
1985
136.
137.
138. Future Work Queue – July 2009: Science, Technology and
Knowledge Networks – long term growth strategies to face the
financial crisis by leveraging digital ARTS, STEM and IT
12th International Conference on Technology Policy and Innovation (ICTPI), which will be
held in Porto, on 13 and 14 July 2009.
The recent financial crisis is having important repercussions on world economies and will
certainly impact in most areas of economic policy. Governments in OECD and in major
non-OECD countries are currently setting up economic stimulus packages to address the
economic crisis.
In such a scenario, concerns grow that these actions should not only be limited to
producing short-term gains or alleviating distress situations: they should also help restore
favorable conditions for innovation-based long term growth. Sharing of country-specific
experiences and practices is certainly the way to move policy thinking in this area forward
at these crucial times.
The theme and motto of the 12th ICTPI Conference - Science, Technology and
Knowledge Networks – long term growth strategies to face the financial crisis – is due to
challenge us in developing strategic responses to the crisis that integrate long-term
concerns, by involving research and development, higher-education and science-based
innovation.
139. July 2009 July 2009
The role of the arts in
innovation across
STEM, IT and Arts,
A/V Technology and
Communications
Clusters in the context
of
140. Dr. David Gibson, IC2 Institute, University Technology
Enterprise Network
141. Games?
Global STEM, IT & Arts, A/V Technology and Communications Clusters
National CTE Transformation Leadership Strategies
Model TEAMS Schools and Outcomes*
Cluster Networking TEAMS Strategy for STEM, IT and Arts Clusters
143. Key Messages
• Career Education will be a primary feature of a
transformed high school system.
• The line separating CTE and academics
must be erased.
• The public and policy makers expect the the K-
12 and Higher Education systems to work
together.
• It is imperative that we abandon parochial and
isolationist traditions and deliberately
align/design our systems at all levels to increase
student outcomes.
CTE in the Future, 20th Annual CALCP/CAROCP Conference, Patrick Ainsworth Ed.D.,
Assistant Superintendent, Director Secondary Postsecondary and Adult Leadership Division,
November 20, 2008
147. “Like many school systems, Maryland's Charles County Public Schools had
different tracks for high school students who were going on to college and those
pursuing vocational training. This outdated model ultimately reduced the status of
voc ed to a lower level than academic programs. James Richmond, our district
superintendent, championed the idea of a 21st- century school that would bring
vocational and academic students
together in one facility.”
Maryland
eSchool News: Creating a '21st-century school' for
learning and working together
By Peter Cevenini Sun, Oct 01, 2006
http://www.eschoolnews.com/news/top-news/news-by-subject/international/index.cfm?i=41342
148. K-16/Adult Career Development:
A Systematic Process for Educating the
Workforce of the 21st Century
Katharine M. Oliver
Maryland State Department of Education
Division of Career Technology and Adult Learning
149. Skills From: To:
Management Functions Centralized
Separated
Decentralized
Shared
Professional/Technical
Knowledge
Centralized and
Specialized
Some Workers
Decentralized
Integrated
All Workers
Work Design Jobs Functional/
Cross-functional Teams
Organizational Structure Vertical
Hierarchies
Customer-Supplier
Networks
Employee Responsibility Job Task
Performance
Work Unit Performance
Business Process
Management
Career Progression
Vertical
Limited Range
Vertical and Horizontal
Full Range
K-16/Adult Career Development:
A Systematic Process for Educating the
Workforce of the 21st Century
Katharine M. Oliver
Maryland State Department of Education
Division of Career Technology and Adult Learning
Changing Workplace
150. Equipped For the Future (EFF)
Standards for Adult Learning
K-16/Adult Career Development:
A Systematic Process for Educating the
Workforce of the 21st Century
Katharine M. Oliver
Maryland State Department of Education
Division of Career Technology and Adult Learning
151. Orlando and Central FL High Tech
Corridor Model and Emerging FL
State Model: Arts, STEM & IT
152.
153. 153
Today’s Students, Tomorrow’s Workforce
Enterprise Florida Targeted Sectors for Economic Development
Life Sciences
• Nursing (CNA, LPN, RN)
• Emergency Medical
Technician
• Paramedic
• Dental Hygiene
• Respiratory Care
• Surgical Technology
• Patient Care Technician
• Nursing Assistant/Long-
Term Care
• Biotechnology Laboratory
Technician
Manufacturing
• Drafting & Design
Technology
• Manufacturing
Technology
• Computer Electronics
Technology
• Machining
• Sheet Metal Fabrication
Technology
Information Technology
• Computer Information
Administrator
• Computer Programming &
Analysis
• Network Administrator
• Computer Programming
• Internet Services
Technology
• Web Development
Specialist
• Multimedia Design
Technology
Homeland Defense/Security
• Criminal Justice
Technology
• Law Enforcement Officer
• Correctional Officer
• Fire Science Technology
• Civil Engineering
Technology
Financial/Professional
Services
Accounting Technology
Business Administration
Office Administration
Administrative Assistant
Medical and Legal
Administrative Specialist
Court Reporting/Voice
Writing Technology
Aviation/Aerospace
Aviation Administration
Aerospace Technology
Aircraft Airframe
Mechanics
Aircraft Power Plant
Mechanics
Avionics
154. “techCAMP” Introduces CFL Teachers to
Simulation Industry
Tuesday, 11 December 2007
Through presentations from academic, industrial and military simulation experts, 43 teachers were introduced
to the world of simulation and its related technologies. As part of the program, the teachers visited the
Interservice/Industry Training, Simulation & Education Conference at the Orange County Convention Center,
were given physics simulation
software to use in their classrooms, and had the opportunity to experience hands-on lessons about the
Modeling, Simulation & Training (MS&T) industry.
Program arms educators with tools to interest students in high tech
careers
http://www.simulationinformation.com/cms/index2.php?option=com_content&do_pdf=1&id=957
162. The challenges for CTE in New York City schools include:
Tradition and negative perception in the City;
Uneven performance across the City’s CTE schools;
Limited access & opportunity to enroll in innovative programs;
Insufficient preparation for postsecondary success;
Inadequate integration in classroom instruction;
Seat time versus competency-based pathways to graduation;
Definitions of student success;
Disjointed management of industry engagement;
Disproportionate distribution of resources; and
Limited opportunity for CTE innovation.
163. Games?
Global STEM, IT & Arts, A/V Technology and Communications Clusters
National CTE Transformation Leadership Strategies
Model TEAMS Schools and Outcomes*
Cluster Networking TEAMS Strategy for STEM, IT and Arts Clusters
165. Indian River State College:
Transdiscplinary Action
CTE-Academic-Arts Integration
166.
167. Indian River State
College Current and
Emerging Pattern
Languages
Entrepreneurship, Innovation & Leadership
Humanities-Law-Human Development
Engineering-Design-*C.S.
Medical-Bio-Life Sciences
Architecture, Media & Arts
Entrepreneurship, Innovation & Leadership
FLOW: A Pattern for Play,
Learning, Cooperation and
Invention
*C.S. - Computer science
Faculty
Students
World
Community
168.
169.
170.
171.
172.
173. Indian River State
College Current and
Emerging Pattern
Languages
Theory
Action
Real world
tools,
environments,
systems &
simulations
Transdisciplinarity: Unification of theory, action and real world opportunities
and/or problems. Connecting andragogy and pedagogy into a single learning
strategy which unifies cross-generational-action, -learning and -impact on the
world.
174.
175.
176.
177.
178.
179. Indian River State
College Current and
Emerging Pattern
Languages
Theory
Action
Real world tools,
environments,
systems &
simulations
Transdisciplinarity: Unification of theory, action and real world opportunities
and/or problems. Connecting andragogy and pedagogy into a single learning
strategy which unifies cross-generational-action, -learning and -impact on the
world.
186. Humanities
• Literature
• Philosophy
• Economics
• History
• Sociology
Why are we here? What is the human
condition? How does science and
technology relate to our current
condition? What are our challenges and
opportunities in health, education,
energy, defense, security, etc? What are
our future prospects? Are we losing our
ability to communicate and relate in the
physical world when we spend so much
time in technology worlds? How are we
different now than we were in 1990 in
terms of technology, culture, values and
beliefs? Will we ever discover intelligent
life in the universe?
189. Humanities &
Sciences
Cultural &
Technical Arts
Indian River State
College Current and
Emerging Pattern
Languages
Act 3 – FUSION:
Quantitative and
qualitative
rearticulation of the
Whole
190.
191.
192.
193. Indian River State
College Current and
Emerging Pattern
Languages
Research Cove at Treasure Coast FL : Entrepreneurship,
Employment, Education and Economic Development Coordination
Entrepreneurship
Employment
Education
Economic
Development
194. Indian River State
College Current &
Emerging Pattern
Languages
P-20 Integration: Networking the
Points and Institutional Silos
Primary Ed
Secondary Ed
College
University
Pre-K & K
195. Denton ISD, Texas: High School
Advanced Technology Hub Serving
5 high Schools
196.
197. Outcomes* - CTE is defined as Texas CTE 2 and 3. Non-CTE is defined as CTE 0 and 1.
198. Outcomes* - CTE is defined as Texas CTE 2 and 3. Non-CTE is defined as CTE 0 and 1.
199.
200.
201. Outcomes* - CTE is defined as Texas CTE 2 and 3. Non-CTE is defined as CTE 0 and 1.
203. TEAMS Model Schools
Systems of Systems
• High degree of faculty interaction across disciplines and
grades (systems)
• Integrating CTE, Arts and Academics (systems)
• Learning laboratories and worldly experience with
industry-standard tools, processes and problems
(systems)
• Emerging P-20 systems (P-20) -- Sequenced, integrated
and transferable courses HS to CTC to University
(systems)
• Transdisciplinary culture (systems) Context and frame
for learning is real world, purpose driven and action
oriented.
214. MarylandModel State Outcomes
Outcomes** - Note Maryland consider only coherent sequence CTE students as CTE as opposed to Texas who counts
students with one CTE class as a CTE student.
220. “…newer programs like Pre-
engineering, Biomedical Sciences,
Manufacturing Engineering
Technologies, and Homeland
Security and Emergency
Preparedness [and gaming] are
attracting more and more students.”
Maryland Classroom: CTE: Educating Tomorrow’s
Workforce Today, April 2008
221. Homeland Security and Emergency Preparedness
Geospatial Application Project
Advanced Skill-Based Training for
Geographic Information Systems
and Remote Sensing
Administration of Justice II
Homeland Security Science
Research Methods and
Applications
Skill-Based Training for Geographic
Information Systems and Remote
Sensing
Introduction to Geographic
Information Systems and Remote
Sensing
Administration of Justice IHomeland Security Science
Information/ Communications
Technology Pathway
Criminal Justice/Law
Enforcement Pathway
Homeland Security
Sciences Pathway
Foundations of Homeland Security and Emergency Preparedness
Internship/Capstone Experience
228. Growing evidence shows that pathways
hold promise for reducing high school
dropout rates, increasing academic
achievement and learning, and increasing
students’ earning power when they
graduate. Equally compelling, studies
show that students enrolled in pathways
perform as well as their traditionally
educated counterparts on key measures.”
http://www.connectedcalifornia.org/advance_copy/policy_pa
per.pdf
229. “Those who complete both a strong
academic curriculum and a vocational
program of study (dual concentrators) may
have better outcomes than those who
pursue one or the other (Silverberg,
Warner, Fong, & Goodwin, 2004; Plank,
2001; Stone & Aliaga, 2003)” (National
Alliance for Secondary Education and
Transition, 2005, Career Preparatory
Experiences, ¶ 3).
230. Games?
Global STEM, IT & Arts, A/V Technology and Communications Clusters
National CTE Transformation Leadership Strategies
Model TEAMS Schools and Outcomes*
Cluster Networking TEAMS Strategy for STEM, IT and Arts Clusters
231. Economic Development, Workforce
and Education Strategy:
TEAMS Gateway Strategy
STEM, IT & Arts,
A/V Technology and Communications
Cluster Integration
236. $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
MSG&T
240. Games for play
Video Game Shift
MSG&T systems,
processes and knowledge
driving 21st Century
invention, design, concept,
engineering, marketing,
learning & work.
243. Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth.
Gaming: A Technology Forecast, Implications for Texas Community and Technical Colleges
Austin, Texas: Texas State Technical College System and IC2 Institute, University of Texas Austin,
2004. ISBN 0978677358
Table of Contents: http://www.system.tstc.edu/forecasting/reports/dgames.asp
244. Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth.
Gaming: A Technology Forecast, Implications for Texas Community and Technical Colleges
Austin, Texas: Texas State Technical College System and IC2 Institute, University of Texas Austin,
2004. ISBN 0978677358
Table of Contents: http://www.system.tstc.edu/forecasting/reports/dgames.asp
245. Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth.
Gaming: A Technology Forecast, Implications for Texas Community and Technical Colleges
Austin, Texas: Texas State Technical College System and IC2 Institute, University of Texas Austin,
2004. ISBN 0978677358
Table of Contents: http://www.system.tstc.edu/forecasting/reports/dgames.asp
246.
247. Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth.
Gaming: A Technology Forecast, Implications for Texas Community and Technical Colleges
Austin, Texas: Texas State Technical College System and IC2 Institute, University of Texas Austin,
2004. ISBN 0978677358
Table of Contents: http://www.system.tstc.edu/forecasting/reports/dgames.asp
248. Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth.
Gaming: A Technology Forecast, Implications for Texas Community and Technical Colleges
Austin, Texas: Texas State Technical College System and IC2 Institute, University of Texas Austin,
2004. ISBN 0978677358
Table of Contents: http://www.system.tstc.edu/forecasting/reports/dgames.asp
249. VIDEO GAME BUILDER KSAO
• Integrate artistic design and problem solving with STEM
disciplines
• Design Object-Oriented systems, write computer code
and use computer design tools
• Use systems theory to design, learn and problem solve
• Innovate using story, game theory and simulation
• Integrate two or more academic disciplines within a field
of practice
• Work and learn in synchronous and asynchronous
network environments
• Create systems across physical, virtual and imaginary
worlds
• Communicate and collaborate in multidisciplinary teams
250. Arts, A/V Tech and Communications NAICS Employers
334612 Prerecorded CD (except software), tape, & record reproducing
51211 Motion picture & video production
51212 Motion picture & video distribution
512191 Teleproduction & other postproduction services
512199 Other motion picture & video industries
51221 Record production
51224 Sound recording studios
51229 Other sound recording industries
51512 Television broadcasting
5152 Cable & other subscription programming
54181 Advertising agencies
541922 Commercial photography
71113 Musical groups & artists
7114 Agents/managers for artists, athletes, & other public figures
7115 Independent artists, writers, & performers
251. Arts, A/V Tech and Communications NAICS Employers
334612 Prerecorded CD (except software), tape, & record reproducing
51211 Motion picture & video production
51212 Motion picture & video distribution
512191 Teleproduction & other postproduction services 512199 Other
motion picture & video industries
51221 Record production
51224 Sound recording studios
51229 Other sound recording industries
51512 Television broadcasting
5152 Cable & other subscription programming
54181 Advertising agencies
541922 Commercial photography
71113 Musical groups & artists
7114 Agents/managers for artists, athletes, & other public figures
7115 Independent artists, writers, & performers
256. Self Organized Innovation Networks –
Cross appropriation of game
technology to other human endeavors.
Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth.
Gaming: A Technology Forecast, Implications for Texas Community and Technical Colleges
Austin, Texas: Texas State Technical College System and IC2 Institute, University of Texas Austin,
2004. ISBN 0978677358
Table of Contents: http://www.system.tstc.edu/forecasting/reports/dgames.asp
257. Creation of
new
knowledge,
processes,
systems,
and
languages.
Game Building is Transdisciplinary
Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans,
and Michael Bettersworth.
Gaming: A Technology Forecast, Implications for Texas
Community and Technical Colleges
Austin, Texas: Texas State Technical College System and IC2
Institute, University of Texas Austin,
2004. ISBN 0978677358
Table of Contents:
http://www.system.tstc.edu/forecasting/reports/dgames.asp
259. Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth.
Gaming: A Technology Forecast, Implications for Texas Community and Technical Colleges
Austin, Texas: Texas State Technical College System and IC2 Institute, University of Texas Austin,
2004. ISBN 0978677358
Table of Contents: http://www.system.tstc.edu/forecasting/reports/dgames.asp
261. Dr. David Thornburg, Center for Professional
Development and Jim Brazell, VentureRAMP, Inc.
DIGITAL ARTS
262. Learning,
problem solving
and production
in one act
resulting in
creation of new
knowledge,
processes,
systems, and
language.
Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth.
Gaming: A Technology Forecast, Implications for Texas Community and Technical Colleges
Austin, Texas: Texas State Technical College System and IC2 Institute, University of Texas Austin,
2004. ISBN 0978677358
Table of Contents: http://www.system.tstc.edu/forecasting/reports/dgames.asp
263. Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth.
Gaming: A Technology Forecast, Implications for Texas Community and Technical Colleges
Austin, Texas: Texas State Technical College System and IC2 Institute, University of Texas Austin,
2004. ISBN 0978677358
Table of Contents: http://www.system.tstc.edu/forecasting/reports/dgames.asp
264. Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth.
Gaming: A Technology Forecast, Implications for Texas Community and Technical Colleges
Austin, Texas: Texas State Technical College System and IC2 Institute, University of Texas Austin,
2004. ISBN 0978677358
Table of Contents: http://www.system.tstc.edu/forecasting/reports/dgames.asp
265. Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth.
Gaming: A Technology Forecast, Implications for Texas Community and Technical Colleges
Austin, Texas: Texas State Technical College System and IC2 Institute, University of Texas Austin,
2004. ISBN 0978677358
Table of Contents: http://www.system.tstc.edu/forecasting/reports/dgames.asp
267. Economic Development, Workforce
and Education Strategy:
TEAMS Gateway Strategy
“Head end” pipeline strategy for
growing P-20 Human Capital and
Intellectual Capital
280. 280
DASSAULT SYSTEMES –
DELMIA USER CONFERENCE –
Oct – Nov 2007
Product
Development
Process Planning
Manufacturing Concept
Layout planning Standard Time
Measurement Workstation Layout
Ergonomics
Robot
Simulation
Manufacturing Simulation
Quality Control
Material Flow
Simulation
Production
Planning
3D Work
Instructions
DELMIA Digital Manufacturing Solutions
Texas-Georgia-Michigan
Engineering and Math Courses
Control
Engineering
Process Planning
288. Economic Development, Workforce
and Education Strategy:
TEAMS Gateway Strategy
Start MSG&T game programs in both
informal and formal education
MSG&T = Modeling, Simulation, Gaming and Training (MSG&T)
289. 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
290. 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
294. What are they learning?
Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth.
Gaming: A Technology Forecast, Implications for Texas Community and Technical Colleges
Austin, Texas: Texas State Technical College System and IC2 Institute, University of Texas Austin,
2004. ISBN 0978677358
295. What do you want to be when you graduate college?
301. The other unique thing about Whyville is its popularity. There are over
90,000 registered users at the site (not counting guests). On a typical day
last summer about 4000 different users visit the site each day. Most visits
to the site are short (media logon time: 18 minutes, mean 50 minutes) but
over 1000 users stay on for over an hour at a time. This amount of time is
longer than most school science classes! The population ranges from
young children (7-8 years old) to college age users, but the vast majority
are in the range of 11-14 years old. Most surprising is the very high
percentage of girls (~60% of users) on a science focused website. This
age (middle school) is particularly important for girls’ interest in science
because middle school is when a gender gap in science often appears
(Jones, Howe & Rua, 2000). The appeal of the site to young girls suggests
that the design and features of the Whyville site may have important
implications for how to get girls interested in science and technology.
Why Girls: Gender Differences in the Perception and Use of an
Informal Science Learning Web Site, Funded by NSF, Program for
Gender Equity in Science, Math, Engineering and Technology
303. Economic Development, Workforce
and Education Strategy:
TEAMS Gateway Strategy
Use history as a platform for arts, STEM and IT
integration. Create a documentary and online project to
capture the past and present history of the “art of
innovation” for the state. Have CTE Arts, STEM and IT
students designs the next 100 year vision for the State.
312. Artist - Carlos Lucio, University of the
Incarnate; Art Director - Adam Watkins,
University of the Incarnate Word
Concept for Institute of Texas Science, Technology and Culture
313. Economic Development, Workforce
and Education Strategy:
Stand up systemic CTE-academic-arts
integration project to be a
High School Teacher Academy
for the State
316. Economic Development, Workforce
and Education Strategy:
TEAMS Gateway Strategy
Marketing, awareness and perception
shifting are the number one issues
mentioned across ed, workforce and
economic development
324. Games?
Global STEM, IT & Arts, A/V Technology and Communications Clusters
National CTE Transformation Leadership Strategies
Model TEAMS Schools and Outcomes*
Cluster Networking TEAMS Strategy for STEM, IT and Arts Clusters
330. US TEAMS Economic
Development, Workforce and
Education Strategy for STEM,
IT and Arts, A/V Technology
and Communications Clusters
Jim Brazell, Jim.brazell@ventureramp.com
331. Jim Brazell’s speech, research and consulting experience include shaping
community competitiveness, developing educational innovation,
commercializing emerging technology and studying emerging jobs. In
education, Jim is a model of learning that connects science, technology,
engineering and mathematics (STEM) to all subjects and disciplines to
give rise to innovation and a modern Renaissance. For workforce and
industry, Jim shares model community initiatives and strategies to
increase civil and workforce readiness. In the world of economic
development, Jim’s work at the IC2 Institute has paved the way for
current thinking and research on the role of innovation, the arts and high
technology in community development.
Jim’s recent work includes technology forecasting for the Texas State
Technical College System, learning strategies projects with the Texas
Workforce Commission, cultural and technical arts workforce and
education strategies for the State of Florida and 3D Square in Louisiana,
technology assessment for the country of Portugal in concert with the the
Innovation, Creativity and Capital (IC2.org) Institute.
Jim's mentor is Dr. Francis Kane, a principal member of "Project
Forecast" undertaken just after the launch of Sputnik. While in college,
Jim was a George Gilder Fellow in High Technology, Entrepreneurship
and Public Policy and a distinguished member of the Bradley University
speech team. Today, Jim is an advisory board member to P-20
educational initiatives spaceTEAMS, Gamecamp.org and the National
Science Foundation’s Mechatronics program.
Jim Brazell, Jim.brazell@ventureramp.com
332. Vanston, John H., Henry Elliott, James Irwin, Jim Brazell, and Michael Bettersworth.
Mechatronics Forecast: Implications for Texas Community and Technical Colleges.
Austin, Texas: Texas State Technical College System, 2007.
Table of Contents: http://system.tstc.edu/forecasting/reports/mechatronics.asp
Brazell, Jim, Laurel Donoho, John Dexheimer, Robert Hanneman, George Langdon, and
Eliza Evans M2M: The Wireless Revolution. A Technology Forecast, Implications for Community
and Technical Colleges in the State of Texas. Austin, Texas: Texas State Technical College System
and IC2 Institute, University of Texas Austin, 2005. ISBN 0976850346
Table of Contents: http://www.system.tstc.edu/forecasting/reports/m2m.asp
Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth.
Gaming: A Technology Forecast, Implications for Texas Community and Technical Colleges
Austin, Texas: Texas State Technical College System and IC2 Institute, University of Texas Austin,
2004. ISBN 0978677358
Table of Contents: http://www.system.tstc.edu/forecasting/reports/dgames.asp
Evans, Eliza, Michael Sekora, Alexander Cavalli, Kinman Chan, Jeeyoung Heo Kenneth Kan,
Yue Kuang, Prakash Mohandas, Xiaoxiang Zhang, and Jim Brazell. Digital Convergence Initiative:
Creating Sustainable Competitive Advantage in Texas. San Marcos, Texas: Greater Austin-
San Antonio Corridor Council, 2005.
Full Report: http://www.dcitexas.org/DCI_report.pdf
Research Informing this Strategy