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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
October
4, 1957
S&T
Demography
Our Sputnik
Diversity
Innovation
Globalization
Integration
“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
China
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
Why Games and
MS&T?
Modeling, Simulation,
Training & Games (MST&G)
http://www.uwsp.edu/news/photos/Classroom.jpghttp://www.eva-eu.org/images/classroom.jpg
NECC
2004
U.S. education market is $750 billion (Credit Suisse First Boston,
2003). More money is spent in the United States on education than in
any other industry with the exception of health care. Annual
expenditures are more than Social Security and defense
combined. (Glakas, National Council of Higher Education Loan
Programs, 2003)
Millennial Classroom
21st Century Digital Teacher
Digital Natives
Digital Immigrants
3D Square and
LITE where STEM
intersects with the
ARTS and
Research,
Development &
Commercialization
(RD&C)
LITE
http://www.lite3d.com/
Modeling, Simulation, Gaming and Training (MSG&T): Science,
Engineering, Medicine, Defense, Aerospace, Health, Arts, Energy
LITE
http://www.lite3d.com/
Modeling, Simulation, Gaming and Training (MSG&T): Science,
Engineering, Medicine, Defense, Aerospace, Health, Arts, Energy
LITE
http://www.lite3d.com/
Modeling, Simulation, Gaming and Training (MSG&T): Science,
Engineering, Medicine, Defense, Aerospace, Health, Arts, Energy
LITE
http://www.lite3d.com/
Modeling, Simulation, Gaming and Training (MSG&T): Science,
Engineering, Medicine, Defense, Aerospace, Health, Arts, Energy
Math Engineering
TechScience
ARTS
MSG&T
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.
21st Century Learning Capability
3D Square and LITE, Arts, STEM & IT Digital
Workforce Initiative, Lafayette, Louisiana
3D Square Arts, STEM & IT Digital Workforce
Initiative, Lafayette, Louisiana
3D Square and LITE, Arts, STEM & IT Digital
Workforce Initiative, Lafayette, Louisiana
Math Engineering
TechScience
What are they
learning?
?
Math Engineering
TechScience
TEAMS
What are they
learning?
Game
Builders
Big Sesh Studios
Austin, TX
defenselink.mil/news/Jul2004/n07272004_2004072705.html
Engineering
Design
Engineering Design:
Georgia-Michigan-Texas
Dassault Systems
$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)
©numedeon,inc.2004
Virtual Worlds
E-Learning
WHYville.net
Scientist
Engineer
Technologist
Technician
Artist
Architect
Industrial
Designer
Electronic
Artist
http://www.philisoft.com/personal/misc/davinci/davinci-1600x1200.jpg
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.
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
http://www.wheels.org/spacewar/
First Joy
Stick
First Winner,
Intergalactic
Spacewar
Olympics
Stephen "Slug" Russell at
MIT. Other major
contributors include Peter
Samson, Martin Graetz,
Wayne Witanen, Alan
Kotok and Dan Edwards.
.
DEC PDP-1 assembler
http://www3.sympatico.ca/maury/games/space/spacewar.html
1962
1972
http://www.pong-story.com/odyssey.htm#P1
1972
“Ready or not, computers are
coming to the people.”
Stewart Brand, Rolling Stone December, 1972
“The
medium is
the
message”
What is the
Message?
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
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
http://geeklit.blogspot.com/2007_03_01_archive.html
Nokia Research Center,
Helsinki Finland in MIT
Technology Review
NOKIA
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.
Games
represent the
emergence of
new realities…
First Person & Fidelity
Evolution of Human
Computer Interaction
Improved Target Acquisition System Trainer
First Person &
Fidelity
First Person & Fidelity
A new relationship
between humans
and machines.
MindBall
Video games are
leading us to new
affective, cognitive
and psychomotor
domains of HSI…
66
Demo!
Randy Brown
randy.brown@virtualheroes.com
Virtual Heroes Inc.
http://www.virtualheroes.com
67
After Action Review (Real
Time)
Randy Brown
randy.brown@virtualheroes.com
Virtual Heroes Inc.
http://www.virtualheroes.com
Diffusion of
Technology Arts, STEM and IT
cross cluster strategy.
Defense, Homeland Security, Education,
Health, Manufacturing, Energy.
Games and game
technologies are
migrating across
domains beyond
entertainment.
Games
for…
Games for
Health
Serious Games
Games for
Change
Learning
Games
$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!!
USC ISI and Tactical Language Training
(ITSEC 2005)
Case study: Emergency Response Training,
Pjotr van Schothorst
VSTEP BV, Rotterdam, The Netherlands
Simulation-Based Triage Training, Games for Health: Mass
Casualty Care Panel , RTI International
Simulation-Based Triage Training, Games for Health: Mass
Casualty Care Panel , RTI International
http://www.hopelab.org/remission.htm
seriousgames.dk
Whyville.net
a Pasadena, CA and San Antonio, TX Based Company
Game-based
simulations are the
new e-learning
paradigm.
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
Educational
institutions need to
transform
organizational
systems and
instructional
practices to take
greater advantage of
new technology,
including
educational games.
29-Mar-14
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
US Arts, A/V
Technology and
Communications
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
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
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
Global “Emerging” Leaders:
Arts, STEM and IT
City-State-Region-Country
Networks
Engineering Mathematic
TechnologyScience
Digital Convergence
Technopolei
Arts
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
Brazell, Adapted from NSFNEURO CHEM
BIOINFO
Science & Technology
Convergence
Technopolei
Arts
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
Structure of Digital Convergence Technologies
Scientific Research map for STEM, IT and Arts Integration
Dr. Mike Sekora and Dr. Eliza Evans, Ic2.org
Aerospace,
Defense &
Security
Electronics
&
Telecom
Medical
Tech-Life
Science
Optics/
Photonics
Edtech &
MS&T
Film/
New Media
Central Florida
DCI
MST&G
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
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
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
Aerospace,
Defense &
Security
Electronics
&
Telecom
Medical
Tech-Life
Science
Optics/
Photonics
Edtech &
MS&T
Film/
New Media
San Diego County
DCI
MST&G
RD&C
Art CHEM BIO INFO NEURO
Calit2
First Flight 3 of 6
Dave Kenny
Aerospace,
Defense &
Security
Electronics
&
Telecom
Medical
Tech-Life
Science
Optics/
Photonics
Edtech &
MS&T
Instrumentation
DC MSA
GAMES
military-industrial-academic-life
science-entertainment
spurred by
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
AI
&
Visualization
Microelectronics
&
Instrumentation
Biotech-
Health-
Medical
Telecom-
Optics-
Photonics
Art-
New Media-
Design
Semiconductors
Finland
DCI
MST&G
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).
Aerospace,
Defense &
Security
Electronics
&
Telecom
Broadcast
Equipment
Optics/
Photonics
New Media/
Animation
Semiconductors
South Korea
DCI
MST&G
transitioning from a manufacturing to
an innovation economy
http://mit.edu/cre/research/ncc/proceedings/ncc-casestudies.pdf
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
INFO UP
BIO
NANO
COGNO
SCIENCE
ARTS
“Roughly 100
million jobs…
cross-disciplinary fields.”
NII, Business Week, 10.11.2004
UTSA & UTHSC
“Latin
Rennisance”
George Cisneros
“$83M
Integrated
Sciences and
Engineering
Facility”
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
SwRI, Training, Simulation
and Performance
Improvement
AETC Holodeck
Northrop
Grumman
2005
Star Film Ranch
1910 Georges Méliès
"Viaje a la luna"
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
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.
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
Dr. David Gibson, IC2 Institute, University Technology
Enterprise Network
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
California
“The line separating CTE and academics must be erased.”
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
Shell Test Track
1,000 MPG eq. Fuel Cell Car
“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
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
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
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
Orlando and Central FL High Tech
Corridor Model and Emerging FL
State Model: Arts, STEM & IT
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
“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
Ocoee Demonstration Middle School
Orlando Tech – High School Program
Orlando Tech – High School Program
Orlando Tech – High School Program
Orlando FIEA University Program
NYC:Next Generation CTE
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.
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
http://www.uwsp.edu/news/photos/Classroom.jpghttp://www.eva-eu.org/images/classroom.jpg
NECC
2004
U.S. education market is $750 billion (Credit Suisse First Boston,
2003). More money is spent in the United States on education than in
any other industry with the exception of health care. Annual
expenditures are more than Social Security and defense
combined. (Glakas, National Council of Higher Education Loan
Programs, 2003)
Indian River State College:
Transdiscplinary Action
CTE-Academic-Arts Integration
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
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.
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.
Engineering
Science
Arts
Mathematics
Humanities
Technology
Indian River State
College Current and
Emerging Pattern
Languages
Act 1 - Humanities
Vision, Creativity &
Criticism
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?
Asimov’s Last Question
Humanities &
Sciences
Cultural &
Technical Arts
Indian River State
College Current and
Emerging Pattern
Languages
Act 3 – FUSION:
Quantitative and
qualitative
rearticulation of the
Whole
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
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
Denton ISD, Texas: High School
Advanced Technology Hub Serving
5 high Schools
Outcomes* - CTE is defined as Texas CTE 2 and 3. Non-CTE is defined as CTE 0 and 1.
Outcomes* - CTE is defined as Texas CTE 2 and 3. Non-CTE is defined as CTE 0 and 1.
Outcomes* - CTE is defined as Texas CTE 2 and 3. Non-CTE is defined as CTE 0 and 1.
Technology
Engineering
Arts (Liberal & Fine)
Mathematics
Science
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.
Pre Architecture
Pre Med
Pre Law
Pre Engineering
Welding Tech
CISCO Network Tech
CSI & Crime Scene Tech
911 and Emergency Operations
Arts, A/V Tech &
Communications
Arts, A/V Tech &
Communications
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.
Maryland Classroom: CTE: Educating Tomorrow’s
Workforce Today, April 2008
Maryland Classroom: CTE: Educating
Tomorrow’s Workforce Today, April 2008
Maryland Classroom: CTE: Educating Tomorrow’s
Workforce Today, April 2008
Maryland Classroom: CTE: Educating
Tomorrow’s Workforce Today, April 2008
“…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
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
Governor
Rick Perry
Texas
Competitiveness
Council and
Industry Cluster
Initiative
National
Indicators
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
“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).
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
Economic Development, Workforce
and Education Strategy:
TEAMS Gateway Strategy
STEM, IT & Arts,
A/V Technology and Communications
Cluster Integration
Modeling, Simulation,
Games, & Training is the
Gateway
Todd Burgassani
National STEM GAMES Grand Challenge
STEM, IT & Arts Position
Todd Burgassani
National STEM GAMES Grand Challenge
3D Square and
LITE where STEM
intersects with the
ARTS and
Research,
Development &
Commercialization
(RD&C)
Training
$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
Engineering Design:
Georgia-Michigan-Texas
Dassault Systems
Big Sesh Studios
Austin, TX
defenselink.mil/news/Jul2004/n07272004_2004072705.html
Engineering
Design
©numedeon,inc.2004
SPACE STATION
E-Learning
Games for play
Video Game Shift
MSG&T systems,
processes and knowledge
driving 21st Century
invention, design, concept,
engineering, marketing,
learning & work.
Economic Development, Workforce
and Education Strategy:
TEAMS Gateway Strategy
Understanding jobs in the game
industry
Forecasting.TSTC.edu
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
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
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
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
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
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
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
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
PLUS STEM & IT Cross Over
Economic Development, Workforce
and Education Strategy:
TEAMS Gateway Strategy
Understanding the culture of
innovation in the Game Industry
Forecasting.TSTC.edu
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
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
Applied
Learning
Real world or
simulated
problems and
opportunities
Theoretical
Knowledge
Transdisciplinarity
Beyond the disciplines
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
Dr. David Thornburg, Center for Professional
Development
Dr. David Thornburg, Center for Professional
Development and Jim Brazell, VentureRAMP, Inc.
DIGITAL ARTS
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
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
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
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
Specialized
Knowledge &
Skills
Systems
Knowledge &
Skills
Next Gen Jobs
Economic Development, Workforce
and Education Strategy:
TEAMS Gateway Strategy
“Head end” pipeline strategy for
growing P-20 Human Capital and
Intellectual Capital
Math Engineering
TechScience
TEAMS
Math Engineering
TechScience
ARTS
Math Engineering
TechScience
TEAMS
http://www.philisoft.com/personal/misc/davinci/davinci-1600x1200.jpg
Da Vinci Minds
Gaming Robotics
Liberal Arts
IT-ART
University
Mechatronics-ENG
K-12 Informal
Feeders
CTC
K-12 Formal
Pathways
TEAMS
Economic Development, Workforce
and Education Strategy:
TEAMS Gateway Strategy
Move robots from informal to formal
education
Robot Math Systems
Donna McKethan
WISD, TSTC & Baylor
Post Algebra II
Georgia-Detroit-Texas
Digital Engineering Program
using $500,000 per seat
M&S Tools
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
Girls?And Young
Women
ACCD San Antonio, TX
ACCD San Antonio, TX
Space Teams
ACCD San Antonio, TX
ACCD San Antonio, TX
Space Teams
ACCD, San Antonio, TX
Space Teams
Champions 2 Years in a Row!
ACCD, San Antonio, TX
SpaceTeams
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)
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
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
Boys?And
Young
Men
Game Camp
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
What do you want to be when you graduate college?
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
What do you want to be when you graduate college?
A Judge.
Girls?Anime (art and storytelling),
social games and girl game
camps are a key to attracting
girls to Arts, STEM and IT
3D Square and LITE, Arts, STEM & IT Digital
Workforce Initiative, Lafayette, Louisiana
Whyville.net
a Pasadena, CA and San Antonio, TX Based Company
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
©numedeon,inc.2004
SPACE STATION
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.
San Antonio 2010
100 Years of Innovation
Texas
BUS TOUR
Students
designing
the future and
learning past and
current history
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
Economic Development, Workforce
and Education Strategy:
Stand up systemic CTE-academic-arts
integration project to be a
High School Teacher Academy
for the State
Dentonxt
Generation
Learning
http://www.howard.k12.md.us/cte/programs/a
cademies/documents/TeacherAcad.pdf
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
California
Best Practice CTE Marketing
CTE-College
bound, life-long
and medium to
high value
CTE-Not for college
bound students,
terminal and low
value
CTE Position
Best Practice: Game-based
Career Simulation
Texas
Whyville
Planeworks
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
October
4, 1957
My last story for you. A story of courage…
I do not know how to do that, but I can
figure it out. Give me a minute.
My last story for you. A story of courage…
“Nobelist
Herbert A.
Simon has
written that the
availability of
technologies to
youth is its own
instructor.”
Dr. George Kozmetsky
The Future is Here
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
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
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

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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
  • 3.
  • 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
  • 6.
  • 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
  • 9. Why Games and MS&T? Modeling, Simulation, Training & Games (MST&G)
  • 10. http://www.uwsp.edu/news/photos/Classroom.jpghttp://www.eva-eu.org/images/classroom.jpg NECC 2004 U.S. education market is $750 billion (Credit Suisse First Boston, 2003). More money is spent in the United States on education than in any other industry with the exception of health care. Annual expenditures are more than Social Security and defense combined. (Glakas, National Council of Higher Education Loan Programs, 2003)
  • 15. 3D Square and LITE where STEM intersects with the ARTS and Research, Development & Commercialization (RD&C)
  • 16. LITE http://www.lite3d.com/ Modeling, Simulation, Gaming and Training (MSG&T): Science, Engineering, Medicine, Defense, Aerospace, Health, Arts, Energy
  • 17. LITE http://www.lite3d.com/ Modeling, Simulation, Gaming and Training (MSG&T): Science, Engineering, Medicine, Defense, Aerospace, Health, Arts, Energy
  • 18. LITE http://www.lite3d.com/ Modeling, Simulation, Gaming and Training (MSG&T): Science, Engineering, Medicine, Defense, Aerospace, Health, Arts, Energy
  • 19. LITE http://www.lite3d.com/ Modeling, Simulation, Gaming and Training (MSG&T): Science, Engineering, Medicine, Defense, Aerospace, Health, Arts, Energy
  • 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.
  • 22. 21st Century Learning Capability
  • 23. 3D Square and LITE, Arts, STEM & IT Digital Workforce Initiative, Lafayette, Louisiana
  • 24. 3D Square Arts, STEM & IT Digital Workforce Initiative, Lafayette, Louisiana
  • 25. 3D Square and LITE, Arts, STEM & IT Digital Workforce Initiative, Lafayette, Louisiana
  • 29. Big Sesh Studios Austin, TX defenselink.mil/news/Jul2004/n07272004_2004072705.html Engineering Design
  • 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
  • 37. http://www.wheels.org/spacewar/ First Joy Stick First Winner, Intergalactic Spacewar Olympics Stephen "Slug" Russell at MIT. Other major contributors include Peter Samson, Martin Graetz, Wayne Witanen, Alan Kotok and Dan Edwards. . DEC PDP-1 assembler http://www3.sympatico.ca/maury/games/space/spacewar.html 1962 1972
  • 38. http://www.pong-story.com/odyssey.htm#P1 1972 “Ready or not, computers are coming to the people.” Stewart Brand, Rolling Stone December, 1972
  • 41.
  • 42.
  • 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.
  • 49. First Person & Fidelity
  • 50.
  • 51.
  • 52.
  • 53.
  • 55. Improved Target Acquisition System Trainer First Person & Fidelity
  • 56.
  • 57. First Person & Fidelity
  • 58.
  • 59. A new relationship between humans and machines.
  • 60.
  • 62.
  • 63.
  • 64. Video games are leading us to new affective, cognitive and psychomotor domains of HSI…
  • 65.
  • 67. 67 After Action Review (Real Time) Randy Brown randy.brown@virtualheroes.com Virtual Heroes Inc. http://www.virtualheroes.com
  • 68. Diffusion of Technology Arts, STEM and IT cross cluster strategy. Defense, Homeland Security, Education, Health, Manufacturing, Energy.
  • 69. Games and game technologies are migrating across domains beyond entertainment.
  • 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
  • 74. Simulation-Based Triage Training, Games for Health: Mass Casualty Care Panel , RTI International
  • 75. Simulation-Based Triage Training, Games for Health: Mass Casualty Care Panel , RTI International
  • 77.
  • 78.
  • 80. Whyville.net a Pasadena, CA and San Antonio, TX Based Company
  • 81.
  • 82.
  • 83. Game-based simulations are the new e-learning paradigm.
  • 84.
  • 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
  • 86.
  • 87. Educational institutions need to transform organizational systems and instructional practices to take greater advantage of new technology, including educational games.
  • 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
  • 90.
  • 91. US Arts, A/V Technology and Communications
  • 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
  • 95. Global “Emerging” Leaders: Arts, STEM and IT City-State-Region-Country Networks
  • 96.
  • 97.
  • 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
  • 107.
  • 108.
  • 109.
  • 110.
  • 111.
  • 113.
  • 114. RD&C Art CHEM BIO INFO NEURO Calit2
  • 115. First Flight 3 of 6 Dave Kenny
  • 116.
  • 117.
  • 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
  • 120.
  • 121.
  • 123.
  • 124.
  • 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).
  • 126.
  • 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
  • 130. INFO UP BIO NANO COGNO SCIENCE ARTS “Roughly 100 million jobs… cross-disciplinary fields.” NII, Business Week, 10.11.2004 UTSA & UTHSC “Latin Rennisance” George Cisneros “$83M Integrated Sciences and Engineering Facility”
  • 131.
  • 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
  • 133. SwRI, Training, Simulation and Performance Improvement AETC Holodeck Northrop Grumman 2005
  • 134. Star Film Ranch 1910 Georges Méliès "Viaje a la luna"
  • 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
  • 142. California “The line separating CTE and academics must be erased.”
  • 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
  • 144. Shell Test Track 1,000 MPG eq. Fuel Cell Car
  • 145.
  • 146.
  • 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
  • 156. Orlando Tech – High School Program
  • 157. Orlando Tech – High School Program
  • 158. Orlando Tech – High School Program
  • 161.
  • 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
  • 164. http://www.uwsp.edu/news/photos/Classroom.jpghttp://www.eva-eu.org/images/classroom.jpg NECC 2004 U.S. education market is $750 billion (Credit Suisse First Boston, 2003). More money is spent in the United States on education than in any other industry with the exception of health care. Annual expenditures are more than Social Security and defense combined. (Glakas, National Council of Higher Education Loan Programs, 2003)
  • 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.
  • 180.
  • 181.
  • 182.
  • 183.
  • 184.
  • 185. Engineering Science Arts Mathematics Humanities Technology Indian River State College Current and Emerging Pattern Languages Act 1 - Humanities Vision, Creativity & Criticism
  • 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?
  • 188.
  • 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.
  • 202. Technology Engineering Arts (Liberal & Fine) Mathematics Science
  • 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.
  • 210. CSI & Crime Scene Tech
  • 211. 911 and Emergency Operations
  • 212. Arts, A/V Tech & Communications
  • 213. Arts, A/V Tech & Communications
  • 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.
  • 215. Maryland Classroom: CTE: Educating Tomorrow’s Workforce Today, April 2008
  • 216. Maryland Classroom: CTE: Educating Tomorrow’s Workforce Today, April 2008
  • 217. Maryland Classroom: CTE: Educating Tomorrow’s Workforce Today, April 2008
  • 218. Maryland Classroom: CTE: Educating Tomorrow’s Workforce Today, April 2008
  • 219.
  • 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
  • 223.
  • 224.
  • 225.
  • 226.
  • 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
  • 232. Modeling, Simulation, Games, & Training is the Gateway Todd Burgassani National STEM GAMES Grand Challenge
  • 233. STEM, IT & Arts Position Todd Burgassani National STEM GAMES Grand Challenge
  • 234. 3D Square and LITE where STEM intersects with the ARTS and Research, Development & Commercialization (RD&C)
  • 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
  • 238. Big Sesh Studios Austin, TX defenselink.mil/news/Jul2004/n07272004_2004072705.html Engineering Design
  • 240. Games for play Video Game Shift MSG&T systems, processes and knowledge driving 21st Century invention, design, concept, engineering, marketing, learning & work.
  • 241. Economic Development, Workforce and Education Strategy: TEAMS Gateway Strategy Understanding jobs in the game industry
  • 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
  • 252. PLUS STEM & IT Cross Over
  • 253. Economic Development, Workforce and Education Strategy: TEAMS Gateway Strategy Understanding the culture of innovation in the Game Industry
  • 255.
  • 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
  • 258. Applied Learning Real world or simulated problems and opportunities Theoretical Knowledge Transdisciplinarity Beyond the disciplines
  • 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
  • 260. Dr. David Thornburg, Center for Professional Development
  • 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
  • 268.
  • 269.
  • 274. Gaming Robotics Liberal Arts IT-ART University Mechatronics-ENG K-12 Informal Feeders CTC K-12 Formal Pathways TEAMS
  • 275. Economic Development, Workforce and Education Strategy: TEAMS Gateway Strategy Move robots from informal to formal education
  • 276.
  • 277.
  • 278. Robot Math Systems Donna McKethan WISD, TSTC & Baylor Post Algebra II
  • 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
  • 284. Space Teams ACCD San Antonio, TX
  • 285. ACCD San Antonio, TX Space Teams
  • 286. ACCD, San Antonio, TX Space Teams Champions 2 Years in a Row!
  • 287. ACCD, San Antonio, TX SpaceTeams
  • 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
  • 292.
  • 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?
  • 296. 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
  • 297. What do you want to be when you graduate college? A Judge.
  • 298. Girls?Anime (art and storytelling), social games and girl game camps are a key to attracting girls to Arts, STEM and IT
  • 299. 3D Square and LITE, Arts, STEM & IT Digital Workforce Initiative, Lafayette, Louisiana
  • 300. Whyville.net a Pasadena, CA and San Antonio, TX Based Company
  • 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.
  • 304. San Antonio 2010 100 Years of Innovation
  • 305.
  • 306.
  • 307.
  • 308.
  • 309. Texas
  • 311. Students designing the future and learning past and current history
  • 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
  • 318.
  • 319.
  • 320. CTE-College bound, life-long and medium to high value CTE-Not for college bound students, terminal and low value CTE Position
  • 321. Best Practice: Game-based Career Simulation Texas
  • 322.
  • 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
  • 326. My last story for you. A story of courage…
  • 327. I do not know how to do that, but I can figure it out. Give me a minute. My last story for you. A story of courage…
  • 328. “Nobelist Herbert A. Simon has written that the availability of technologies to youth is its own instructor.” Dr. George Kozmetsky
  • 329. The Future is Here
  • 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