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Learning Technologies at the Serious Games Institute Terena Networking Conference Bruges May 20th 2008 www.seriousgamesinstitute.co.uk.

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Presentation on theme: "Learning Technologies at the Serious Games Institute Terena Networking Conference Bruges May 20th 2008 www.seriousgamesinstitute.co.uk."— Presentation transcript:

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8 Learning Technologies at the Serious Games Institute Terena Networking Conference Bruges May 20th 2008 www.seriousgamesinstitute.co.uk

9 Key Messages Converging technologies are changing learners and learning processes Games-based learning and immersive environments create new opportunities for lifelong collaborative learning Smart campuses which integrate physical and virtual worlds can support mobile, self-directed and networked learning

10 Introduction to the Serious Games Institute (SGI)

11 Serious Games Institute (SGI) “An international centre of excellence for the application of electronic games and virtual worlds to serious social and economic issues (including learning)”

12 A Quick Virtual Tour Demonstration & Showcasing Floor

13 Engaging Immersive Environments Delivering Compelling Real-World Benefits

14 The Focal Points SERIOUS GAMES SERIOUS GAMES VIRTUAL WORLDS VIRTUAL WORLDS

15 Converging Technologies and Learning

16 Converging Technologies are changing the way we live, work and play Information and knowledge is readily accessible in rich media formats from a very early age The boundaries between what is real and virtual are blurring

17 Predicting the Future 1961 2008

18 Predicting the Future 1961 2008

19 Predicting the Future 1949 2007

20 Predicting the Future 1949 2008

21 Predicting the Future 2000 2008

22 Predicting the Future 2000 2008

23 Predicting the Future 2000 2008

24 Predicting the Future 2000 2008

25 Predicting the Future 2000 2008

26 Predicting the Future 2000 2008

27 Predicting the Future We can safely predict that Moore’s law will continue to apply and that computing power will double and costs will halve at regular intervals. The only thing predictable about the way we use technology and/or how we access it is that it will be increasingly unpredictable

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30 The Most Disruptive Technology Developments in History

31 Attention Economy

32 Generation Y Learner

33 Is Technology Changing Learners ? Traditionalist BoomerGen X Gen Y Training Learning style Communication Problem-solving Decision- making Leadership style Feedback Technology use Job changing Classroom The hard way Top down Hierarchical Unwise Team informed Get out of the way Unsure Once per year Sets me back Seeks approval Command & control No news is good news Uncomfortable Too much and I’ll leave Hub & spoke Horizontal Coach Weekly/daily Unable to work without it Necessary Part of my daily routine Unfathomable if not provided On demand Partner Team decided Collaborative Collaborative & networked Continuous & expected Facilitated Guarded Team included Independent Required to keep me

34 Key Message 1 “Converging technologies are changing both learners and learning processes”

35 Games Based Learning and Immersive Environments

36 Which is True Today ? OR

37 Doing what we’ve always done ?

38 Hierarchical model Delivered by knowledge professionals Structured and linear learning Measurable outcomes

39 How did I learn ?

40 “Our personal development is shaped by immersing ourselves in environments and activities which we have a passion for and which provided us with opportunities to learn about ourselves and the world around us. These environments allow us to take risks and learn by discovery. Games technologies and immersive environments can create these same opportunities for lifelong learning”

41 Trends in Learning & Education Peer to Peer LearningKnowledge Transfer Existing Knowledge New Knowledge Assimilation & Retention Discovery In the “classroom”, early life Anytime, anywhere, lifelong

42 Key Message 2 “ Games-based learning and immersive environments create new opportunities for lifelong collaborative learning ”

43 The Smart Campus

44 Virtual Physical

45 Integrating Real & Virtual Worlds “Integrating virtual and physical worlds through sensor technologies, visualisation and mobile devices”

46 Smart Buildings & Mobile “Exploring the potential of smart buildings for mobile learning and rich visitor experience”

47 Campuses as Social Networking Hubs

48 Different Places to Learn - Anytime

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54 The Mobile Gateway The mobile is becoming an alter-ego containing our digital lives

55 The Smart Campus Smart Campuses will not only use technology to support estates management and wireless access but will build personal relationships with students which facilitate social networking and peer to peer learning

56 Key Message 3 “ Smart campuses which integrate physical and virtual worlds can support mobile, self-directed and networked learning ”

57 Key Messages Converging technologies are changing learners and learning Games-based learning and immersive environments create new opportunities for lifelong collaborative learning Smart campuses which integrate physical and virtual worlds can support mobile, self-directed and networked learning

58 Any Questions ?

59 Learning Technologies at the Serious Games Institute Terena Networking Conference Bruges May 20th 2008 www.seriousgamesinstitute.co.uk


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