introduction to the serious games institute

Post on 16-Jan-2015

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This was a BAFTA boardroom briefing as part of the Learning and development Conference

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The Immersive Technologies of Serious Games and Virtual Worlds

David Wortley FRSA

Serious Games Institute (SGI)

“An international centre of excellence for the application of immersive technologies to serious social and economic

issues”

Immersive Technologies

Games Virtual Worlds Social Networks

Immersive Technologies engage our hearts, minds and wallets

SGI Areas of Interest

Education Health Environment Smart Buildings

Relationships Interface Technology Innovation & Enterprise

Games

Serious Games

Virtual Worlds

24hr Global Virtual Conference in 3 time zones

Social Networks

Serious Social Networks

Artificial Intelligence, Geo-location, profiling

New Devices

Motion / Voice Controllers

New Ways of Learning

Watch, Copy, Feedback, Learn

Immersive Technologies changing the face of Learning

Digital Natives

Digital Media is changing our capabilities and attitudes

The Multi-Tasking Generation

There is medical evidence to indicate that the brains of young people are becoming

increasingly “hard-wired” for multi-tasking - making them able to handle (and expect) multiple simultaneous information sources

and to make judgements on which sources to give attention to.

How can/should society respond to this ?

Student vs Teacher Student Generation Y Portfolio Career Digital Native Technophile (“Tech Savvy”)

“Multi-tasker”/task switcher “Connected” Mobile Short attention span Learner as “Producer” Collaborative Learning Distributed/Distance/ Mobile

Learning

Hanlan & Swift, 2007

TeacherBaby Boomer

Company Man/Woman

Digital ImmigrantTechnophobe?Serial-tasker?

Stand alone technologyStatic (“Cinemascope”)Long attention span?

Learner as “Consumer”Individual Learning

Centralized Learning

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