Immersive technologies and personalised learning environments

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CGAT 2011 presentation in Penang, Malaysia

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  • 1.CGAT 2011 Penang Malaysia Immersive Technologies and Personalised Learning David Wortley FRSA

2. Topics

  • Games-based learning
  • Immersive technologies and learning
  • Adaptive learning
    • Role of relationships
    • Role of interface technologies
  • Summary and conclusions

3. Games-based Learning 4. Immersive Technologies and Learning 5. Immersive Technologies Games Virtual Worlds Social Networks Immersive Technologies engage our hearts, minds and wallets 6. Triage Trainer 7. Serious Virtual Worlds 8. Social Networks 11 million people running their own virtual farm with friends 9. Adaptive Learning Role of Relationships 10. Technology and Society Knowledge Professionals train for many years to deliver their skills and knowledge more efficiently, and effectively 11. Technology and Society The internet and digital media delivers current information and knowledge faster, more efficiently, and on demand but what is missing ? 12. Technology and Society Human beings use intelligence, judgement, sensitivity, emotions, empathy and experience to deliver unique and personal experiences differentiating us from machines 13. Machines and Humans Power, speed, efficiency, accuracy, stamina, capacity, availability, inflexible Judgement, sensitivity, care, humanity, fallibility, creativity, versatility 14. Humanising Technology

  • To love and be loved vs devoid of emotion
  • Personalisationvs one size fits all
  • Easy to use interfacesvs unnatural devices
  • Persistent historyvs blank pages
  • Facilitated new discoveryvs delivery of existing
  • Understanding & Wisdom vs Memorisation
  • To be Connectedvs isolated
  • Motivation and challengevs boring & repetitive
  • Creative expressionvs standard responses

Human Needs Machine Features 15. Immersive Applications are Humanising Technology Delivering more control over our lives, our world and our relationships giving us access to a global network building personalised relationship with our technologies 16. Immersive Technologies Games Virtual Worlds Social Networks Immersive Technologies deliver personalised experiences based on building intelligent relationships 17. Technology and Learning We use technology to try to make learning faster, easier, more powerful and more efficient in a world which is exploding with information and new knowledge 18. Who do we learn most from ? Technology can help us disseminate information to a global network of learners and through repetition develop skills and memory but humans inspire us, influence us, motivate us, shape our attitudes and behaviours and help us to imagine, innovate, dream, discover, desire and act. 19. The Challenge of the Digital Native Immersive Technologies are changing the face of education 20. 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 ? 21. What does Education need from Technology ? In a rapidly changing Knowledge Society, Education needs tools and technologies to inspire us, influence us, motivate us, shape our attitudes and behaviours and help us to imagine, innovate, dream, discover, desire and act. 22. Conclusion Tomorrows learners are using technologies access and manage a rapidly growing wealth of informationBUTthey need inspiration, motivation, and ability to live in a fast changing world 23. Humanising Technology We are developing immersive technologies that recognise our voice, our actions and our preferences to deliver personalised experiences 24. What will this mean in practice ?

  • Personalised learning
  • Intelligent persistent lifelong profiling
  • Collaborative peer to peer learning
  • Learning by discovery
  • Virtual worlds linked to real world data
  • Tutor/Mentor/Coach tools for content
  • Learning communities
  • Serious Games linked to societal issues

25. Adaptive Learning Role of Interface Technologies 26. Webinars 27. Virtual Events 28. Virtual Meetings 29. Playgen Serious Games for Schools www.playgen.com 30. Mangahigh Maths Game 31. Caspian Thinking Worlds Tools to develop learning Games 32. Roma Nova Project 33. RescueSim Training Platform 34. WeForest Environment Game Social Network Game to save forests 35. Summary and Conclusions 36. Visualisation and Fidelity Sophisticated Personalisation 37. Simulation 38. New Devices Brain wave controllers 39. New Devices Motion / Voice Controllers 40. New Ways of Learning 41. Watch, Copy, Feedback, Learn Immersive Technologies changing the face of Learning 42. Collective Human Wisdom Combining the power of humans and machines 43. What will this mean in practice ?

  • Personalised learning
  • Intelligent persistent lifelong profiling
  • Collaborative peer to peer learning
  • Learning by discovery
  • Virtual worlds linked to real world data
  • Tutor/Mentor/Coach tools for content
  • Learning communities
  • Serious Games linked to societal issues

44. Moscow On-Line Education Conference Trends in Immersive Learning Environments David Wortley FRSA

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