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Moscow On-Line Education Conference Trends in Immersive Learning Environments David Wortley FRSA
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Topics Introduction to the Serious Games Institute Serious Games & Immersive Technologies Challenges of Information Society Example Applications Future Trends
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Introduction to the SGI
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Serious Games Institute (SGI) “An international centre of excellence for the application of immersive technologies to serious social and economic issues”
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West Midlands Region London Coventry
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Stratford upon Avon
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SGI Areas of Interest EducationHealthEnvironmentSmart Buildings RelationshipsInterface TechnologyInnovation & Enterprise
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SGI Virtual Events
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Serious Games and Immersive Technologies
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Immersive Technologies GamesVirtual WorldsSocial Networks Immersive Technologies engage our hearts, minds and wallets
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Games
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Patient Rescue Game
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Triage Trainer
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Virtual Worlds
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Serious Virtual Worlds
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Social Networks
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Social Network Games 11 million people running their own virtual farm with friends
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Challenges of Information Society
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Technology and Society Knowledge Professionals train for many years to deliver their skills and knowledge more efficiently, and effectively
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Technology and Society The internet and digital media delivers current information and knowledge faster, more efficiently, and on demand but what is missing ?
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Technology and Society Human beings use intelligence, judgement, sensitivity, emotions, empathy and experience to deliver unique and personal experiences – differentiating us from machines
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Machines and Humans Power, speed, efficiency, accuracy, stamina, capacity, availability, inflexible Judgement, sensitivity, care, humanity, fallibility, creativity, versatility
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Humanising Technology To love and be lovedvs devoid of emotion Personalisation vs one size fits all Easy to use interfaces vs unnatural devices Persistent history vs blank pages Facilitated new discovery vs delivery of existing Understanding & Wisdomvs Memorisation To be Connected vs isolated Motivation and challenge vs boring & repetitive Creative expression vs standard responses Human NeedsMachine Features
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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
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Immersive Technologies GamesVirtual WorldsSocial Networks Immersive Technologies deliver personalised experiences based on building “intelligent” relationships
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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
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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.
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The Challenge of the Digital Native Immersive Technologies are changing the face of education
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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 ?
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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.
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Conclusion Tomorrow’s learners are using technologies access and manage a rapidly growing wealth of information BUT they need inspiration, motivation, and ability to live in a fast changing world
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Humanising Technology We are developing immersive technologies that recognise our voice, our actions and our preferences to deliver personalised experiences
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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
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Example Applications
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Webinars
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Virtual Events
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Virtual Meetings
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Playgen Serious Games for Schools www.playgen.com
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Mangahigh Maths Game
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Caspian Thinking Worlds Tools to develop learning Games
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Roma Nova Project
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RescueSim Training Platform
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WeForest Environment Game Social Network Game to save forests
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Future Trends
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Sophisticated Personalisation Visualisation and Fidelity
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Simulation
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New Devices Brain wave controllers
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New Devices Motion / Voice Controllers
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New Ways of Learning
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Watch, Copy, Feedback, Learn Immersive Technologies changing the face of Learning
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Collective Human Wisdom Combining the power of humans and machines
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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
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Moscow On-Line Education Conference Trends in Immersive Learning Environments David Wortley FRSA
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