Immersive technologies and personalised learning environments

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

description

CGAT 2011 presentation in Penang, Malaysia

Transcript of Immersive technologies and personalised learning environments

Page 1: Immersive technologies and personalised learning environments

CGAT 2011 Penang MalaysiaCGAT 2011 Penang Malaysia

Immersive Technologies and Personalised Learning

David Wortley FRSA

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Topics

Games-based learning Immersive technologies and learning Adaptive learning

– Role of relationships

– Role of interface technologies Summary and conclusions

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Games-based Learning

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Immersive Technologies and Learning

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Immersive Technologies

Games Virtual Worlds Social Networks

Immersive Technologies engage our hearts, minds and wallets

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Triage Trainer

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Serious Virtual Worlds

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Social Networks

11 million people running their own virtual farm with friends

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Adaptive LearningRole of Relationships

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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 demandbut 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 loved vs 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 & Wisdom vs Memorisation To be Connected vs isolated Motivation and challenge vs boring & repetitive Creative expression vs standard responses

Human Needs Machine Features

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Immersive Applications are Humanising Technology

Delivering more control over our lives, our world andour relationships – giving us access to a global network – building personalised relationship with our technologies

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Immersive Technologies

Games Virtual Worlds Social 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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Adaptive LearningRole of Interface Technologies

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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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Summary and Conclusions

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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 ConferenceMoscow On-Line Education Conference

Trends in Immersive Learning Environments

David Wortley FRSA