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5th World: What’s Next in Ed Tech
National School Boards Association,
October 2006, JimBrazell@ventureramp.com
What is
this?
TERAFLOP
SUPER
COMPUTER
for $300!
10 years ago,
the cost of a 2
Teraflop
supercomputer
was $100M.
--Frietas, The Future of
Computers
“The
medium is
the
message”
What is
the
message?
What is
the
average
age of
all video
gamers
in US?
Entertainment Software Association (ESA), 2005 Essential Facts About the
Computer and Video Game Industry, May 18, 2005.
“My 66 year old
mom plays
World of
Warcraft.”
--Kerem Floor, Digital Learning Landscapes, Stavanger, Norway
What percent
female and
male?
55% and 43% of all
games
Entertainment Software Association (ESA), 2005 Essential Facts About
the Computer and Video Game Industry, May 18, 2005.
“It’s not true that
women do not like to
hunt. They like to
hunt in packs and
with a reason to kill.”
--My Mom
Lineage
Games are a medium—not content.
Case 4: Disaster Configurator
for the Rotterdam Port Authority
Case study: Emergency Response
Training, Pjotr van Schothorst
VSTEP BV, Rotterdam, The
Netherlands
The medium of gaming represents a
qualitative shift in learning systems.
Games are an extension of the physical environment.
Games are an extension of the human nervous system.
The physical world is an extension of games.
This is about much, much more than fun and games. On 10.19.2006, the
MacArthur Foundation announced a $50MM fund for digital learning and games.
Jobs Context
A robust program of research and
experimentation is needed to enhance
development of educational games by
stimulating transfer of the art and
technologies of video games to
education and learning systems.
High development costs in an uncertain
market for educational innovations
make developing complex high-production
learning games too risky for video
game and educational materials
industries.
Educational institutions need to transform
organizational systems and
instructional practices to take greater
advantage of new technology, including
educational games.
Outcome data from large-scale
evaluations of educational games are
needed to demonstrate that these
technologies are equal to or offer
comparative advantage vs. conventional
IM.
We seek to advance
the learning and
career development
of science,
technology,
engineering and
mathematics
domains (STEM)
using a vanguard
educational solution
that combines real
world simulation
tools with video
game technologies.
• Serious Games
• Models and Differentiation
• The Next Wave of HSI-HCI
• The 5th World
• K-12 Opportunities
5th World
Games
for…
Games for
Health
Serious Games
Games for
Change
Learning
Games
Case study: Emergency Response
Training, Pjotr van Schothorst
VSTEP BV, Rotterdam, The
Netherlands
USC ISI and Tactical Language Training
(ITSEC 2005)
NETC – 24 Blue
(ITSEC 2005)
French Budget Minister Jean-Francois Cope has announced the launch of an
online game for the country's taxpayers to have a go at balancing the books.
http://news.bbc.co.uk/1/hi/world/europe/4946496.stm
Games
for…
Games for
Health
Serious Games
Games for
Change
Learning
Games
www.food-force.com
seriousgames.dk
Games
for…
Games for
Health
Serious Games
Games for
Change
Learning
Games
VRPHOBIA.COM
Fear of flying, fear of
driving, fear of
heights, fear of public
speaking, fear of
thunderstorms,
claustrophobia,
agoraphobia, social
phobia, panic
disorder, and
posttraumatic stress
disorder due to motor
vehicle accidents
http://www.hopelab.org/remission.html
$7.5 million project that immerses students in the hectic environment of a hospital's
intensive care unit and places them in a first-person role as a health-care professional.
Funded by the U.S. Office of Naval Research, Pulse!! is being developed by Texas
A&M-Corpus Christi, which in turn hired Hunt Valley (Md.)-based BreakAway to
produce and design the platform. –Business Week
http://www.businessweek.com/innovate/content/apr2006/id20060410_051875.htm
Pulse!!
Games
for…
Games for
Health
Serious Games
Games for
Change
Learning
Games
Recruiting
Games
COPYRIGHT 2003-2005 CRITICAL MASS INTERACTIVE, INC. ALL RIGHTS RESERVED.
USAF: AIR DOMINANCE
ACTION FLIGHT SIMULATOR
Documentary
and Activist
Games
http://parisriots.free.fr
http://www.kumawar.com/
http://www.kumawar.com/
http://www.selectparks.net/911survivor/
ctlss.com/treasure_hunt/html/main.html
www.pacmanhattan.com
www.tele-actor.net
• Serious Games
• Models and Differentiation
• The Next Wave of HSI-HCI
• The 5th World
• K-12 Opportunities
5th World
Source: Brazell, IC2 Institute, 2004
Yang Cai, Ingo Snel, Betty Chenga, Suman
Bharathi, Clementine Klein d, Judith Klein-
Seetharaman; Carnegie Mellon University,
University of Frankfurt, Research Institute,
University of Pittsburgh School of Medicine.
www.andrew.cmu.edu/~ycai/biogame.pdf
BIOSIM
1.0
SIMChallenge
Recommendation #1: Increase emphasis on evaluating the effectiveness of new learning technologies
and approaches to designing and implementing such systems. Use an adaptive learning approach that
integrates real world problems, data, processes and systems; empirical research and human performance;
and instructional design and delivery. The key is to integrate empirical research into the design and
implementation of new modes of learning in order to inform future selection and variation of learning systems.
This requirement is also shared by the US Department of Education (DOE) and the National Science
Foundation (NSF) in its efforts toward educational reform especially in Science, Technology,
Engineering and Mathematics (STEM).
GlucoboyThe video game that runs on blood.
www.virtual-u.org
DMC Lab Project: Medical
Leadership Trainer - Scenario
Authoring Engine
“Joe Medic”
UT Austin DMC and
Fort Sam Houston
AMED NCO Academy
Different rooms for learning styles
Group work
Reflective
observation
Active
experimentation
GC: Palestine
Lecture Abstract
concepts
Concrete
experiences
•  Kolb’s cycle covered with
different teaching forms in
the course.
•  The teacher is crucial to
facilitate a full learning
experience.
Empirical study
Context is
King!
How are games
different than
Modeling,
Simulation and
Training?
Population: 1.4MM Growth: 1200/day	

Educational Sites 3 - 5 minutes
EA online games 9 minutes
AOL Entertainment 10 minutes
Whyville.net 59 minutes
Yahoo! Games 78 minutes
MEAN TIME PER USER LOGIN	

Discovery.com: 96 million
Whyville.net: 58.4 million
BigChalk: 11 million
Time for Kids: 8 million
New York Times Learning Net: 1.2 million
Cosmogirl: 425,000
PAGE VIEWS	

©numedeon,inc.2003"
The average time per log in July was 3.8 hours making it second to Neopets.
©numedeon,inc.2004"
SPACE STATION
Whyville City Hall	

©numedeon,inc.2004"
Whyville	

Senators	

OrEoBaBy	

Sooner
©numedeon,inc.2003"
0 clams	

80 clams	

20 clams	

50 clams	

100 clams	

Progressive Involvement
Feb. 14- March 13, 2002	

 3,000 BBS postings
www.watercoolergames.org
forecasting.tstc.edu
• Serious Games
• Models and Differentiation
• The Next Wave of HSI-HCI
• The 5th World
• K-12 Opportunities
5th World
NOSE
Vienna University of Technology
Players operate track switches and adjusting the speed of virtual trains to
prevent virtual trains from colliding. Researchers Daniel Wagner, Thomas
Pintaric and Dieter Schmalstieg
Improved Target Acquisition System Trainer
Augmented Human
Cognition
Sandia National Laboratories, 2002
BMH, Delta 3D, DARPA, 2005
Machine
Reality
Video games
are leading us to
new affective,
cognitive and
psychomotor
domains of
HSI…
A new
relationship
between
humans and
machines.
What is this new
relationship? What does it
look like?
What is this?
http://www-bsac.eecs.berkeley.edu/archive/users/warneke-brett/SmartDust/
Berkeley’s Golem Dust
11.7 mm3 total circumscribed volume
~4.8 mm3 total displaced volume
Berkeley’s Deputy Dust
6.6 mm3 total circumscribed
volume
4th Gen
11.7 mm3
6.6 mm3
MIT Tech Review, 2005
Sensors
Physical
Chemical
Biological
http://www.rieti.go.jp/en/events/bbl/03102801.pdf , page 16
Actuators
Physical
Chemical
Biological
PhiloMetron™
4th
GEN
MIT Technology
Review,
January, 2005
4th
GEN
Micro-robotics team and biologists at
Tsukuba University
Source: The Guardian
Date: 2 May 2002
State University of New York (Suny)
"Go go gadget: With a
remote control sensor
hotwired to its central
nervous system,
developments like the
"roborat," created at
SUNY's Downstate
Medical Center, herald
the coming of the
biotronic age.
What is the
message?
We need to
think beyond
these.
v
v
Nanobionics: What is the
message?
Tethered bacterium
Swimming bacterium
Swimming speed ~ 20-30 µm
Protons flux/motor ~ 1200 proton/rev
Tethered bacterium
Motor efficiency ~ 90-100 %
Output power ~ 2.9×10-4 pW
Stall torque ~ 4600 pN-nm
Nano-motor (45 nm wide)Genetic Engineering
Harmless E. coli
Mohamed Al-Fandi, Ph.D.
Research Assistant Professor of NEMS & MEMS
Dept. of Mechanical Engineering & Biomechanics
University of Texas
Adapted from Charles Ostman
Senior Fellow
Institute for Global Futures
NEURO NANO
BIOINFO
21st Century Architecture
Adapted from Charles Ostman
Senior Fellow
Institute for Global Futures
NEURO NANO
BIOINFO
S&T Convergence
We live in a constructionist world
which is open to design. The world is
extensible.
How can we characterize
this technological age?
By routing signals from helmet-mounted
cameras, sonar and other equipment
through the tongue to the brain, they hope to
give elite soldiers superhuman senses
similar to owls, snakes and fish….
Researchers at the Florida Institute for
Human and Machine Cognition envision their
work giving Army Rangers 360-degree
unobstructed vision at night and allowing
Navy SEALs to sense sonar in their heads
while maintaining normal vision underwater
-- turning sci-fi into reality.
Brain Port: Warriors of the
future will 'taste' battlefield
CNN - Tuesday, April 25, 2006; Posted: 11:23 a.m. EDT (15:23 GMT)
www.kurzweilai.net/.../ SIN_headshot_highres.html
“An analysis of the
history of technology
shows that
technological change is
exponential, contrary to
the common-sense
‘intuitive linear’ view.
So we won't experience
100 years of progress
in the 21st century -- it
will be more like 20,000
years of progress (at
today's rate)… because
we're doubling the rate
of progress every
decade, we'll see a
century of progress--at
today's rate--in only 25
calendar years.”
Kurzweil, KurzweilAI.net, March 7, 2001.
Cybernetics is the discipline that studies and creates
communication and control systems in living organisms
and in the machines built by humans. Greek kybernetes
(meaning steersman, governor, pilot, or rudder).
Industrial
Age
Notion of
INFO AGE
Historic –
Economic –
Social Shift
Cybernetic
Age
• Serious Games
• Models and Differentiation
• The Next Wave of HSI-HCI
• The 5th World
• K-12 Opportunities
5th World
Player
Incr. hand-eye coord
reaction time
spatial visualization
neuro-psych. tests
visual attentiveness
and mental rotation
http://www.wehealnewyork.org/BI%20Surgeon%20teams%20up%20with%20Hollywood.htm
James “Butch” Rosser, M.D.,
Chief of Minimally Invasive Surgery,
Director of the Advanced Medical Technology Institute (AMTI)
Beth Israel Medical Center in Manhattan
According to Rosser’s study,
surgeons who currently play or
previously played video games
had a 37% reduction in errors
and accomplish laparoscopic
surgical tasks 27% quicker.
US Nano
Soldier
FCS 2020
defenselink.mil/news/Jul2004/n07272004_2004072705.html
Game Builder – Nano Soldier
US Nano
Soldier
FCS 2020
UT, DMC: NERO
Game Builder – AI for Sensors
Game
Operators
http://www.itsdocs.fhwa.dot.gov/JPODOCS/REPTS_TE/13599.htmlhttp://www.roadtraffic-technology.com/contractors/traffic_man/electrosonic/electrosonic1.html
ß BACK FLIP
C4 Operations Centers
Air
Land
Sea
Space
Cyber
forecasting.tstc.edu
The learning and
workforce needs of the
game industry are most
similar to the needs of
21st Century science
(nano-bio-info-neuro).
Adapted from Charles Ostman
Senior Fellow
Institute for Global Futures
NEURO NANO
BIOINFO
S&T Convergence
Nanobionics: What is the
message?
Tethered bacterium
Swimming bacterium
Swimming speed ~ 20-30 µm
Protons flux/motor ~ 1200 proton/rev
Tethered bacterium
Motor efficiency ~ 90-100 %
Output power ~ 2.9×10-4 pW
Stall torque ~ 4600 pN-nm
Nano-motor (45 nm wide)Genetic Engineering
Harmless E. coli
Mohamed Al-Fandi, Ph.D.
Research Assistant Professor of NEMS & MEMS
Dept. of Mechanical Engineering & Biomechanics
University of Texas
Engineering
Biology
ChemistryPhysics
Computer
Science
Nanobionics
Engineering
Biology
ChemistryPhysics
Computer
Science
Game Builder
GAME TEAMS
Games have captured
millennials imagination
and time.
Leverage the attention
economy of games to
develop next generation
workforce.
We need to pierce the
veil of play and support
game-based
constructivist learning.
Transdisciplinarity is
the common
denominator.
Games NANO BIO INFO NEURO
Game Builder = System Builder
TEAMS Educational Pull
5th World Millennials
Not Low Socio-Economic Status
Ninja’s Crew, GameCamp, 2005
Why do you modify games?
9
8
14
3
9
8
8
9
0 2 4 6 8 10 12 14 16
Playing Yes
Playing No
Learning Yes
Learning No
Show Yes
Show No
Better Yes
Better No
22
48
0
10
20
30
40
50
60
Graduate HS Graduate CC or TC Graduate University
Plans for education
Computer Science 20
Video Game Design 9
Design/Art 8
Write in to survey
5th World
How are 5th
World’ers
exercising 21st
century learning
and work skills
today?
Math Engineering
TechScience
What are they
learning?
?
Math Engineering
TechScience
Arts
What are they
learning?
Math Engineering
TechScience
TEAMS
What are they
learning?
“Nobelist
Herbert A.
Simon has
written that the
availability of
technologies to
youth is its own
instructor.”
Dr. George Kozmetsky
Mixing Realities –
Physical, virtual,
imaginary and machine
TEAMS –
Transdisciplinary
communities of practice
SWARMING –
Network socialization
and learning (communal)
GROUP –
Global Generation
1980
Emergence of the
5th World
198219641946
Boomers
Generation X
Millennials
46-64
65-79
82-Present
5th World
4th World
= Digital
Divide
What about
the digital
divide?
4th World Millennials
Low Socio-Economic Status
Goldberg’s Crew, Houston Community College
This study was funded by the State Farm
Companies Foundation and by Dr. George
Kozmetsky (1917-2003), founder of the IC²
Institute. The study was designed and
analyzed, and the report was written by a
team at The University of Texas at Austin:
Aliza Gold, Senior Producer and
Researcher at the Digital Media
Collaboratory, part of the IC² Institute
Emily Durden, PhD candidate in Sociology
Marjorie L. Kase, M.A. in Communication
Shane Alluah, PhD candidate in Educational
Psychology
Ana Boa-Ventura, PhD candidate in
Communication
The research team would like to thank the
participating schools and their
administrators:
Elgin Middle School
Goodnight Middle school
Miller Junior High
Fleming Middle School
Low SES: More TV
and More Video
Games
TV
Games
A. Gold, IC2 Institute, UT Austin, Forthcoming
Females Males
Designer/Decorator Professional athlete
Doctor Video Game Designer
Cosmetologist Business Owner
Lawyer Engineer
Teacher Lawyer
Business Owner Military Service
Musician/Singer Auto Mechanic
Cook/Chef Computer Programmer
A. Gold, IC2 Institute, UT Austin, Forthcoming
0
10
20
30
40
50
60
70
80
90
100
High school
or less
Community
college/technical
College
degree or beyond
How Much Education do You Want?
White
African American
Latino
Other
How much education?
A. Gold, IC2 Institute, UT Austin, Forthcoming
4th World
22
48
0
10
20
30
40
50
60
Graduate HS Graduate CC or TC Graduate University
Plans for education
Computer Science 20
Video Game Design 9
Design/Art 8
Write in to survey
5th World
What is the
fundamental
difference
between the 4th
and the 5th world?
4th World Millennials
Low Socio-Economic Status
Arnold Goldberg’s Game Campers, HCC
5th World Millennials
Not Low Socio-Economic Status
Ninja’s Crew, GameCamp, 2005
The toys
we play
with as
children!
• Serious Games
• Models and Differentiation
• The Next Wave of HSI-HCI
• The 5th World
• K-12 Opportunities
5th World
Transcend the semantic gap
between “gaming” and
learning. Game systems,
game technologies and
gaming techniques are
transforming the world at
Kurzweil’s pace.
www.kurzweilai.net/.../ SIN_headshot_highres.html
“An analysis of the
history of technology
shows that
technological change is
exponential, contrary to
the common-sense
‘intuitive linear’ view.
So we won't experience
100 years of progress
in the 21st century -- it
will be more like 20,000
years of progress (at
today's rate)… because
we're doubling the rate
of progress every
decade, we'll see a
century of progress--at
today's rate--in only 25
calendar years.”
Kurzweil, KurzweilAI.net, March 7, 2001.
Cut the time between
the discover of new
learning science and
it’s application in the
classroom.
Michigan State University
The SGD-MA is designed to prepare students for industry, as well as
academic pursuits, including careers in:
· Game design
· Educational media design and production
· Health media design and production
· Simulation design and production
· Corporate training
· Military simulation and training
· Interactive media design and production
· Advergaming
· Digital media consultant
· Academia (background for PhDs in mass communication,
education, computer science, psychology, digital rhetoric)
Modeling, Simulation and
Gaming (MS&G) require
an evolution of our
notions of media literacy,
media criticism,
educational technology
and 21st Century skills.
Experiment
with
learning
systems
that
integrate
physical,
virtual,
imaginary
and
machine
realities.
Join emerging global education networks such
as NMC to develop collaboration and to learn.
Place equal value
on playing games
to learn and
building games to
learn.
Learning games
represent a new mode
of instruction to be
blended with current
pedagogical
techniques.
Population: 1.4MM Growth: 1200/day	

Educational Sites 3 - 5 minutes
EA online games 9 minutes
AOL Entertainment 10 minutes
Whyville.net 59 minutes
Yahoo! Games 78 minutes
MEAN TIME PER USER LOGIN	

Discovery.com: 96 million
Whyville.net: 58.4 million
BigChalk: 11 million
Time for Kids: 8 million
New York Times Learning Net: 1.2 million
Cosmogirl: 425,000
PAGE VIEWS	

©numedeon,inc.2003"
The average time per log in July was 3.8 hours making it second to Neopets.
Leverage free world-class
learning environments such
as whyville, squeak and alice.
Different rooms for learning styles
Group work
Reflective
observation
Active
experimentation
GC: Palestine
Lecture Abstract
concepts
Concrete
experiences
•  Kolb’s cycle covered with
different teaching forms in
the course.
•  The teacher is crucial to
facilitate a full learning
experience.
Empirical study
Contact
jim@ventureramp.com
you would like to be
part of the March 2007
launch of Global
Conflicts.
Place equal value
on playing games
to learn and
building games to
learn.
Building games
represents a qualitative
transformation of our
notion of production,
learning and R&D. They
are united in game
construction into one
transdisciplinary act.
Math Engineering
TechScience
Arts
K-12
Transformation
gameCAMP
is for teachers
too…
SpaceTEAMS
Gameboy Video
Game BRAIN
Vision System
Lego Actuators and
Building Blocks
Link the pipeline forward and backward..
Elementary
spaceTEAMS
San Antonio,TX
Robot competition
plus career and
academic exploration
and history of
science and
technology.
spaceTEAMS
San Antonio,TX
Middle School
US First-EISD
Andrew
Schuetze
San Antonio,TX
High School
If we use games
as “bait”, we
must bridge…
Mechatronics
The synergistic
combination of
mechanical
engineering,
electronics,
control systems
and computers.
Mechanical, Aerospace, and
Nuclear Engineering
Departments at RPI
All Contents Copyright(C) 2001 Mechatronics Lab at RPI
Think BIG and
place gaming in
a larger
context…
“spaceTEAMS can return San
Antonio to the path of human
development and space
exploration making it in the realm
of possibility that the first person
to walk on Mars will be from San
Antonio.”
--General Robert F. McDermott and Dr. Francis “Duke” Kane
• Serious Games
• Models and Differentiation
• The Next Wave of HSI-HCI
• The 5th World
• K-12 Opportunities
5th World
What is
this?
Learning
Machine
21st Century Teacher
Can you make the shift?
The End
5th World: What’s Next in Ed Tech
National School Board Association,
October 2006, Jim Brazell, Ventureramp.com

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