New Title Slide
- Chris
http://www.pong-story.com/odyssey.htm#P1
1972
“Ready or not, computers are
coming to the people.”
Stewart Brand, Rolling Stone December, 1972
http://www.wheels.org/spacewar/
First Joy
Stick
First
Winner, Int
ergalactic
Spacewar
Olympics
Stephen "Slug" Russell at
MIT. Other major
contributors include Peter
Samson, Martin
Graetz, Wayne
Witanen, Alan Kotok and
Dan Edwards.
.
DEC PDP-1 assembler
http://www3.sympatico.ca/maury/games/space/spacewar.html
1962
1972
Ready or
not, “SUPER
COMPUTERS”
are coming to
the people!
Network Games
3276% Change
$22B in 2006
EA
$2.85/$500M
NCSoft
$125M/$50M Atoms
Bits 1,000,000
Subscribers
paying $10 a
month -
Garriott
Network Games -
First successful
subscription model
on net.
Shift 3 – Stand alone games to network games. Flat rate
retail to monthly fees.
The Growth of Video
Games
• U.S. Sales $3.2 billion in 1995
$10.4 billion in 2003
• 50% 0f all Americans ages 6 and
older play video games!
• 239 Million video and computer
games sold last year in the U.S.
• Forecasted AAG at 8 to 10 %
To be defined
To be defined
1
Video games moved from the
arcades to the living room
Video games A brief history
Digital entertainment began driving
computer hardware improvements
Enabling Games to become
desktop simulations
Today games are a dominant
force in personal technology
innovation
May 1995
Today games are changing
our culture
October 1999
Children and young adults at the forefront of this
technological wave are changing the fundamental
constructs of personal technology, computer, and
Internet innovation.
Games now influence the events
they simulate
Games now influence the events
they simulate
Games now influence the events
they simulate
Games now influence the events
they simulate
Intertextuality
There is a conversation happening between games
and society and the outcome of this conversation is
that games are directly influencing the world in
which we live.
NOSE
Vienna University of Technology
Players operate track switches and adjusting the speed of virtual trains to prevent virtual trains
from colliding. Researchers Daniel Wagner, Thomas Pintaric and Dieter Schmalstieg
Through mixing
realities, research is
expanding the potential
of embedded training
in the field and in
battle labs to provide
integrated training
anytime, anywhere.
Advancements are
being transferred
across industries
from business
prototypes to
hospitality training.
Integrated research in
tracking, registration, re
ndering, display, and
scenario delivery are
expanding the
possibilities of
CONSTRUCTIVE
simulation as well as
after action review, and
command and control
visualizations.
First Person & Fidelity
Improved Target Acquisition System Trainer
First Person &
Fidelity
Time to Market
Games
for…
Games for
Health
Serious Games
Games for
Change
Learning
Games
Case study: Emergency Response
Training, Pjotr van Schothorst
VSTEP BV, Rotterdam, The
Netherlands
USC ISI and Tactical Language Training
(ITSEC 2005)
NETC – 24 Blue
(ITSEC 2005)
Case 4: Disaster Configurator
for the Rotterdam Port Authority
Case study: Emergency Response
Training, Pjotr van Schothorst
VSTEP BV, Rotterdam, The
Netherlands
Improved Target Acquisition System Trainer
First Person &
Fidelity
Talon Explosive Ordnance Disposal Trainer
Forward Observer
Nuclear, Biological, Chemical Reconnaissance Vehicle
Player is Incident
Commander or subordinate
crisis responder. Responds
to events with choices that
should mirror Department of
Justice NICS doctrine.
• Tactical Map set in player‟s
home county
• ICS “hints” throughout
gameplay
• Coordination and
communication required for
success
• Full-scale training is
unaffordable for small
jurisdictions*
• Permits widespread
distribution to many users*
*88% of all jurisdictions are
considered to be small.
Incident Commander
Recommendation: Emphasize human-to-
human computer mediated
communication, interaction and learning.
Virtual U models the attitudes and
behaviors of the academic
community in five major areas of
higher education anagement:
• Spending and income decisions
such as operating budget, new
hires, incoming donations, and
management of the endowment;
• Faculty, course, and student
scheduling issues;
• Admissions standards, university
prestige, and student enrollment;
• Student housing, classrooms, and
all other facilities; and
• Performance indicators.
Enlight Software, the Jackson Hole Higher Education Group, and the Institute for
Research on Higher Education at the University of Pennsylvania (data), with support
from the Alfred P. Sloan Foundation and the Spencer Foundation. www.virtual-u.org
Virtual-u.org
food-force.com
Produced by the
United Nations'
World Food
Programme, Kids join
a team of emergency
aid workers to save
the fictitious island of
Sheylan from
starvation caused by
drought and civil
war.
The team goes on six
missions to help save
the island. The
additional missions
cleverly use games to
demonstrate how
emergency aid
teams acquire
food, make food
packs, deliver food
and establish long-
term food supplies.
Food-force.com
GlucoboyThe video game that runs on blood.
2
How Have Video Games Changed
the Learner?
• Increased situational awareness (University of
Rochester Study)
• Improved pattern recognition and spatial
processing abilities (UCLA Prof. Patricia Marks Greenfield)
• Improved inductive reasoning, users “learn by
doing” (Prof. Sherry Turkle, MIT)
• Video game players are comfortable with
processing large amounts of data.
• Game players have an insatiable desire to
“win”!
Games and the Digital Divide
Games and the Innovation
Gap
Builders versus
Consumers
Innovation GapWe must create a generation of critical
thinkers capable of creating innovation!
80% of the top 500 companies are listing "Innovation" as one of the
top three priorities in 2002 / 2003.
(The Innovation Gap By Jim Kochanski, Paul Mastropolo and Gerry Ledford)
Companies receiving the
Most U.S. Patents in 2001
Company Number of Patents
IBM 3,453
NEC 1,966
Canon Kabushiki Kaisha 1,877
Micron Technology 1,643
Samsung Electronics 1,451
Matsushita Electrical Industrial 1,447
Sony 1,392
Hitachi 1,283
Mitsubishi 1,210
Fujitsu 1,208
• In 2002 there were over 30,000
Counter-Strike servers
• Second place was Unreal
Tournament with about 9,800
• In 2004, GameSpy over 85,000
players playing Counter-Strike
at any point in time
• In 2004 accounted for almost
70 percent of the online FPS
audience.
• Over 4.5 billion minutes of
Game provide the motivation, and
tools to create innovation
Example: The game „MOD‟ community
Modder:
Definition: An individual who modifies a game using
tools either created, or provided, in order to create an
entirely new gaming experience.
CounterStrike™
Builders
Innovators
Where are we now?
Games are taken Seriously
Serious Games
Definition: Games used for
education, training, health, and
public policy.
ISD meets games and they
evolve
IDSI‟s Game-based Learning Simulation
Model™
(GLSM)™
integrates the benefits of
games, simulations, and instructional
systems design.
To create a new discipline
Instructional Game Based
System DesignIGSD™
Developing effective game-based learning is, to date, the most advanced application of
learning theory to technology. Its intricacy and sophistication requires senior,
academically, and experientially qualified instructional and game designers.
(Marci Murawski, 2005)
Effective IGSD is a binary
process
Instructional Design
Game Design
“In a game based simulation Game Design and Instructional System Design MUST co-
exist, each inter-dependent with the other.”
Design
SpecificationsConsequence
Story
Setting
Rules
Interactivity
“Game Based Simulation”
Effective IGSD begins with sound
Instructional Design
Learner
Design
Learning
Objective
s
Provide
Design
Specification
s
There is no COTS Solution
Effective IGSD ends with sound
Game Design
Design
SpecificationsConsequence
Story
Setting
Rules
Interactivity
Context
• Who
• What
• Why
• When
• Where
Narrative
Story & Setting
Story
&
Setting
Internal
External
AssistiveEnabling
Interactivity
• How does
the User
interact
with the
machine?
• How will
the user
interact
with their
environme
nt when
making
Interactivity
Rules
• Procedura
l
• Doctrinal
• How To
• How not
to
Rules IntuitivePlanFlexible
Consequence
• Positive
• Negative
Consequence MeasurableImmediate
Instructional NarrativePersonal NarrativeExternal Narrative
Multiple Narrative
Approach
Story
&
Setting
Rules
Consequence
Multiple Levels of Engagement
Psychomotor
Cognitive
Affective
ENGAGEMENT
Experiential Fidelity
– Prepares the learner for the emotional states and
sensory inputs that could impact “real-world”
performance
– Harnesses Mood Dependence (Your chances of
remembering an event or fact are greater if you evoke
the emotional state you were in at the time of
experiencing the event or learning the fact) .
– Low Risk Experimentation / Viewable Consequences
Game Based Simulations Provide
Experiential Fidelity
GamesGames™Intelligent
Games become intelligent
The next phase in game based learning is
the game that will asses you and use that
knowledge to dynamically and
change the simulated environment to
provide you with a tailored maximized
learning experience.
i
intelligently
iGames adapt to the learner
Learner
ActionsBehaviors
Actors
And
Avatars
Environment
Interface
External Narrative
Instructional Narrative
Personal Narrative
Dynamically
Modify
Intelligent
Adaptive Learning
IDSI‟s Model of Dynamic Adaptability in
Game Based Learning™
Copyright 2005 IDSI
How do we measure
success?
• Tracking of learner
performance
• Capture all decision points
for instructor review and
assessment
• Playable replay of simulation
• Capture emergent learner
behaviors for „Lessons
Learned‟
Game/Sim
Content
LMS CMS
In Conclusion
IDSI’s Game based simulations !
– Offer “cost effective” tools for developing strategic
and critical thinking skills
– Supports the “Digital Culture”
– Bridges socio-economic divides in access and
knowledge
– Provides “Experiential Fidelity”, i.e. the whole
experience
3
GAME TEAMS
Games have captured
millennials imagination
and time.
Leverage the attention
economy of games to
develop next generation
workforce.
We need to pierce the
veil of play and support
game-based
constructivist learning.
Transdisciplinarity is
the common
denominator.
Games NANO BIO INFO NEURO
Game Builder = System Builder
Educational Pull
Clarke
Aldrich, Learnin
g by Doing : A
Comprehensive
Guide to
Simulations, Co
mputer
Games, and
Pedagogy in e-
Learning and
Other
Educational
Experiences, 20
05 Games
Simulations Pedagogy
[Learning
Games]
Note: You
do not
need a
computer
for any of
this…
Games
Simulations Pedagogy
[Learning
Games]
What is the 5th
World?
Digital Divide
Low Socio-Economic Status
Goldberg‟s Crew, Houston Community College
The Other Side of the Digital Divide
Not Low Socio-Economic Status
Ninja‟s Crew, Houston Community College
Millennials
Not Low Socio-Economic Status
Female, 4,
8%
Male, 46,
92%
Average Age Respondent 15
Avg. Age Start Playing Games 5
Avg. Hours of Play Per Week 24
% Mod‟ers 34%
Average Hours Mod'ing Per Wk. 5
Average Age Start Mod'ing 12
50 Game Camp Respondents to Date
Science
MOD
MOD‟ing
MOD‟er
Art
SKIN
SKIN‟ing
SKIN‟er
Why do you modify games?
9
8
14
3
9
8
8
9
0 2 4 6 8 10 12 14 16
Playing Yes
Playing No
Learning Yes
Learning No
Show Yes
Show No
Better Yes
Better No
Math Engineering
TechScience
What are they
learning?
?
Math Engineering
TechScience
ARTS
What are they
learning?
Math Engineering
TechScience
TEAMS
What are they
learning?
22
48
0
10
20
30
40
50
60
Graduate HS Graduate CC or TC Graduate University
Plans for education
Computer Science 20
Video Game Design 9
Design/Art 8
Write in to survey
Player
Incr. hand-eye coord
reaction time
spatial visualization
neuro-psych. tests
visual attentiveness
and mental rotation
http://www.wehealnewyork.org/BI%20Surgeon%20teams%20up%20with%20Hollywood.htm
James “Butch” Rosser, M.D.,
Chief of Minimally Invasive Surgery,
Director of the Advanced Medical Technology Institute (AMTI)
Beth Israel Medical Center in Manhattan
According to Rosser‟s
study, surgeons who currently
play or previously played video
games had a 37% reduction in
errors and accomplish
laparoscopic surgical tasks
27% quicker.
US Nano
Soldier
FCS 2020
defenselink.mil/news/Jul2004/n07272004_2004072705.html
Game Builder – Nano Soldier
Neuro Evolved Robotic Operatives
Agents cope with changing environments and
situations, optimize resource management, and
form adaptive tactical solutions in real time.
Stanley,
Bryant,
Perry,
Patterson,
Gold,
Thibault,
Miikkulainen
IC2 Institute: NERO
Game Builder – AI for Sensors
Sys
Admin
http://www.itsdocs.fhwa.dot.gov/JPODOCS/REPTS_TE/13599.htmlhttp://www.roadtraffic-technology.com/contractors/traffic_man/electrosonic/electrosonic1.html
 BACK FLIP
C4 Operations Centers
Air
Land
Sea
Space
Cyber
REMIXING –
Constructive media
remixing
TEAMS –
Transdisciplinary
communities of practice.
SWARMING –
Network socialization
and learning
(communal).
GROUP –
Global Generation?
1980
Emergence of the
5th World
198219641946
Boomers
Generation X
Millennials
46-64
65-79
82-Present
5th World
4th World
= Digital
Divide
Millennials
Low Socio-Economic Status
Goldberg‟s Crew, Houston Community College
Millennials
Not Low Socio-Economic Status
Ninja‟s Crew, Houston Community College
The toys
we play
with as
children!
This study was funded by the State Farm
Companies Foundation and by Dr. George
Kozmetsky (1917-2003), founder of the IC²
Institute. The study was designed and
analyzed, and the report was written by a
team at The University of Texas at Austin:
Aliza Gold, Senior Producer and
Researcher at the Digital Media
Collaboratory, part of the IC² Institute
Emily Durden, PhD candidate in Sociology
Marjorie L. Kase, M.A. in Communication
Shane Alluah, PhD candidate in Educational
Psychology
Ana Boa-Ventura, PhD candidate in
Communication
The research team would like to thank the
participating schools and their
administrators:
Elgin Middle School
Goodnight Middle school
Miller Junior High
Fleming Middle School
Low SES: More TV
and More Video
Games
TV
Games
A. Gold, IC2 Institute, UT Austin, Forthcoming
A. Gold, IC2 Institute, UT Austin, Forthcoming
A. Gold, IC2 Institute, UT Austin, Forthcoming
A. Gold, IC2 Institute, UT Austin, Forthcoming
0
10
20
30
40
50
60
70
80
90
100
High school
or less
Community
college/technical
College
degree or beyond
How Much Education do You Want?
White
African American
Latino
Other
How much education?
A. Gold, IC2 Institute, UT Austin, Forthcoming
22
48
0
10
20
30
40
50
60
Graduate HS Graduate CC or TC Graduate University
Plans for education
Computer Science 20
Video Game Design 9
Design/Art 8
Write in to survey
Females Males
Designer/Decorator Professional athlete
Doctor Video Game Designer
Cosmetologist Business Owner
Lawyer Engineer
Teacher Lawyer
Business Owner Military Service
Musician/Singer Auto Mechanic
Cook/Chef Computer Programmer
A. Gold, IC2 Institute, UT Austin, Forthcoming
• Students have professional aspirations, but
lack knowledge about how to reach
professional goals.
• Opportunities to learn about and explore
careers are not available at school or
accessed by the majority of students.
• Students lack knowledge about the context
and content of careers.
A. Gold, IC2 Institute, UT Austin, Forthcoming
Project #1: spaceTEAMS
TEAMS Career and
Academic Exploration and
Planning with Robotics
Project-based Learning
ITSA
Greg White, UTSA:
”K-PhD”
ITSA
Greg White, UTSA:
”K-PhD”
PipelineStartyounger!
TEAMS
Northwest Vista College, San Antonio
Elementary
spaceTEAMS
San Antonio,TX
Robot competition
plus career and
academic exploration
and history of
science and
technology.
spaceTEAMS
San Antonio,TX
Middle School
US First-EISD
Andrew
Schuetze
San Antonio,TX
High School
spaceTEAMS
San Antonio,TX
Middle School
Like football
or volleyball
but
academic.
Project #2: TEAMS Workforce
Initiative
Workforce Attrition.
Emerging Technology.
ID Educational Solutions.
Sponsor: None. Informal Collaboration.
alice.org
squeakland.org
Population: 1.4MM Growth: 1200/day
Educational Sites 3 - 5 minutes
EA online games 9 minutes
AOL Entertainment 10 minutes
Whyville.net 59 minutes
Yahoo! Games 78 minutes
MEAN TIME PER USER LOGIN
Discovery.com: 96 million
Whyville.net: 58.4 million
BigChalk: 11 million
Time for Kids: 8 million
New York Times Learning Net: 1.2 million
Cosmogirl: 425,000
PAGE VIEWS
©numedeon,inc.2003
The average time per log in July was 3.8 hours making it second to Neopets.
Whyville.net
Socialimpactgames.com
Summary
Conclusion
The End
jim@ventureRAMP.com

5th world otron

  • 1.
  • 2.
    http://www.pong-story.com/odyssey.htm#P1 1972 “Ready or not,computers are coming to the people.” Stewart Brand, Rolling Stone December, 1972
  • 3.
    http://www.wheels.org/spacewar/ First Joy Stick First Winner, Int ergalactic Spacewar Olympics Stephen"Slug" Russell at MIT. Other major contributors include Peter Samson, Martin Graetz, Wayne Witanen, Alan Kotok and Dan Edwards. . DEC PDP-1 assembler http://www3.sympatico.ca/maury/games/space/spacewar.html 1962 1972
  • 4.
  • 5.
    Network Games 3276% Change $22Bin 2006 EA $2.85/$500M NCSoft $125M/$50M Atoms Bits 1,000,000 Subscribers paying $10 a month - Garriott
  • 6.
    Network Games - Firstsuccessful subscription model on net. Shift 3 – Stand alone games to network games. Flat rate retail to monthly fees.
  • 7.
    The Growth ofVideo Games • U.S. Sales $3.2 billion in 1995 $10.4 billion in 2003 • 50% 0f all Americans ages 6 and older play video games! • 239 Million video and computer games sold last year in the U.S. • Forecasted AAG at 8 to 10 %
  • 8.
  • 9.
  • 10.
  • 11.
    Video games movedfrom the arcades to the living room Video games A brief history
  • 12.
    Digital entertainment begandriving computer hardware improvements
  • 13.
    Enabling Games tobecome desktop simulations
  • 14.
    Today games area dominant force in personal technology innovation
  • 15.
    May 1995 Today gamesare changing our culture October 1999 Children and young adults at the forefront of this technological wave are changing the fundamental constructs of personal technology, computer, and Internet innovation.
  • 16.
    Games now influencethe events they simulate
  • 17.
    Games now influencethe events they simulate
  • 18.
    Games now influencethe events they simulate
  • 19.
    Games now influencethe events they simulate Intertextuality There is a conversation happening between games and society and the outcome of this conversation is that games are directly influencing the world in which we live.
  • 24.
  • 25.
    Vienna University ofTechnology Players operate track switches and adjusting the speed of virtual trains to prevent virtual trains from colliding. Researchers Daniel Wagner, Thomas Pintaric and Dieter Schmalstieg
  • 26.
    Through mixing realities, researchis expanding the potential of embedded training in the field and in battle labs to provide integrated training anytime, anywhere. Advancements are being transferred across industries from business prototypes to hospitality training. Integrated research in tracking, registration, re ndering, display, and scenario delivery are expanding the possibilities of CONSTRUCTIVE simulation as well as after action review, and command and control visualizations.
  • 27.
  • 30.
    Improved Target AcquisitionSystem Trainer First Person & Fidelity
  • 31.
  • 32.
  • 33.
    Case study: EmergencyResponse Training, Pjotr van Schothorst VSTEP BV, Rotterdam, The Netherlands
  • 34.
    USC ISI andTactical Language Training (ITSEC 2005)
  • 35.
    NETC – 24Blue (ITSEC 2005)
  • 36.
    Case 4: DisasterConfigurator for the Rotterdam Port Authority Case study: Emergency Response Training, Pjotr van Schothorst VSTEP BV, Rotterdam, The Netherlands
  • 37.
    Improved Target AcquisitionSystem Trainer First Person & Fidelity
  • 38.
    Talon Explosive OrdnanceDisposal Trainer
  • 39.
  • 40.
    Nuclear, Biological, ChemicalReconnaissance Vehicle
  • 41.
    Player is Incident Commanderor subordinate crisis responder. Responds to events with choices that should mirror Department of Justice NICS doctrine. • Tactical Map set in player‟s home county • ICS “hints” throughout gameplay • Coordination and communication required for success • Full-scale training is unaffordable for small jurisdictions* • Permits widespread distribution to many users* *88% of all jurisdictions are considered to be small. Incident Commander Recommendation: Emphasize human-to- human computer mediated communication, interaction and learning.
  • 42.
    Virtual U modelsthe attitudes and behaviors of the academic community in five major areas of higher education anagement: • Spending and income decisions such as operating budget, new hires, incoming donations, and management of the endowment; • Faculty, course, and student scheduling issues; • Admissions standards, university prestige, and student enrollment; • Student housing, classrooms, and all other facilities; and • Performance indicators. Enlight Software, the Jackson Hole Higher Education Group, and the Institute for Research on Higher Education at the University of Pennsylvania (data), with support from the Alfred P. Sloan Foundation and the Spencer Foundation. www.virtual-u.org
  • 43.
  • 44.
    food-force.com Produced by the UnitedNations' World Food Programme, Kids join a team of emergency aid workers to save the fictitious island of Sheylan from starvation caused by drought and civil war. The team goes on six missions to help save the island. The additional missions cleverly use games to demonstrate how emergency aid teams acquire food, make food packs, deliver food and establish long- term food supplies.
  • 45.
  • 50.
    GlucoboyThe video gamethat runs on blood.
  • 51.
  • 52.
    How Have VideoGames Changed the Learner? • Increased situational awareness (University of Rochester Study) • Improved pattern recognition and spatial processing abilities (UCLA Prof. Patricia Marks Greenfield) • Improved inductive reasoning, users “learn by doing” (Prof. Sherry Turkle, MIT) • Video game players are comfortable with processing large amounts of data. • Game players have an insatiable desire to “win”!
  • 53.
    Games and theDigital Divide
  • 54.
    Games and theInnovation Gap Builders versus Consumers Innovation GapWe must create a generation of critical thinkers capable of creating innovation! 80% of the top 500 companies are listing "Innovation" as one of the top three priorities in 2002 / 2003. (The Innovation Gap By Jim Kochanski, Paul Mastropolo and Gerry Ledford) Companies receiving the Most U.S. Patents in 2001 Company Number of Patents IBM 3,453 NEC 1,966 Canon Kabushiki Kaisha 1,877 Micron Technology 1,643 Samsung Electronics 1,451 Matsushita Electrical Industrial 1,447 Sony 1,392 Hitachi 1,283 Mitsubishi 1,210 Fujitsu 1,208
  • 55.
    • In 2002there were over 30,000 Counter-Strike servers • Second place was Unreal Tournament with about 9,800 • In 2004, GameSpy over 85,000 players playing Counter-Strike at any point in time • In 2004 accounted for almost 70 percent of the online FPS audience. • Over 4.5 billion minutes of Game provide the motivation, and tools to create innovation Example: The game „MOD‟ community Modder: Definition: An individual who modifies a game using tools either created, or provided, in order to create an entirely new gaming experience. CounterStrike™ Builders Innovators
  • 56.
  • 57.
    Games are takenSeriously Serious Games Definition: Games used for education, training, health, and public policy.
  • 58.
    ISD meets gamesand they evolve IDSI‟s Game-based Learning Simulation Model™ (GLSM)™ integrates the benefits of games, simulations, and instructional systems design.
  • 59.
    To create anew discipline Instructional Game Based System DesignIGSD™ Developing effective game-based learning is, to date, the most advanced application of learning theory to technology. Its intricacy and sophistication requires senior, academically, and experientially qualified instructional and game designers. (Marci Murawski, 2005)
  • 60.
    Effective IGSD isa binary process Instructional Design Game Design “In a game based simulation Game Design and Instructional System Design MUST co- exist, each inter-dependent with the other.” Design SpecificationsConsequence Story Setting Rules Interactivity “Game Based Simulation”
  • 61.
    Effective IGSD beginswith sound Instructional Design Learner Design Learning Objective s Provide Design Specification s There is no COTS Solution
  • 62.
    Effective IGSD endswith sound Game Design Design SpecificationsConsequence Story Setting Rules Interactivity
  • 63.
    Context • Who • What •Why • When • Where Narrative Story & Setting Story & Setting Internal External
  • 64.
    AssistiveEnabling Interactivity • How does theUser interact with the machine? • How will the user interact with their environme nt when making Interactivity
  • 65.
    Rules • Procedura l • Doctrinal •How To • How not to Rules IntuitivePlanFlexible
  • 66.
  • 67.
    Instructional NarrativePersonal NarrativeExternalNarrative Multiple Narrative Approach Story & Setting Rules Consequence
  • 68.
    Multiple Levels ofEngagement Psychomotor Cognitive Affective ENGAGEMENT
  • 69.
    Experiential Fidelity – Preparesthe learner for the emotional states and sensory inputs that could impact “real-world” performance – Harnesses Mood Dependence (Your chances of remembering an event or fact are greater if you evoke the emotional state you were in at the time of experiencing the event or learning the fact) . – Low Risk Experimentation / Viewable Consequences Game Based Simulations Provide Experiential Fidelity
  • 70.
    GamesGames™Intelligent Games become intelligent Thenext phase in game based learning is the game that will asses you and use that knowledge to dynamically and change the simulated environment to provide you with a tailored maximized learning experience. i intelligently
  • 71.
    iGames adapt tothe learner Learner ActionsBehaviors Actors And Avatars Environment Interface External Narrative Instructional Narrative Personal Narrative Dynamically Modify Intelligent Adaptive Learning IDSI‟s Model of Dynamic Adaptability in Game Based Learning™ Copyright 2005 IDSI
  • 72.
    How do wemeasure success? • Tracking of learner performance • Capture all decision points for instructor review and assessment • Playable replay of simulation • Capture emergent learner behaviors for „Lessons Learned‟ Game/Sim Content LMS CMS
  • 73.
    In Conclusion IDSI’s Gamebased simulations ! – Offer “cost effective” tools for developing strategic and critical thinking skills – Supports the “Digital Culture” – Bridges socio-economic divides in access and knowledge – Provides “Experiential Fidelity”, i.e. the whole experience
  • 74.
  • 75.
    GAME TEAMS Games havecaptured millennials imagination and time. Leverage the attention economy of games to develop next generation workforce. We need to pierce the veil of play and support game-based constructivist learning. Transdisciplinarity is the common denominator. Games NANO BIO INFO NEURO Game Builder = System Builder Educational Pull
  • 76.
    Clarke Aldrich, Learnin g byDoing : A Comprehensive Guide to Simulations, Co mputer Games, and Pedagogy in e- Learning and Other Educational Experiences, 20 05 Games Simulations Pedagogy [Learning Games]
  • 77.
    Note: You do not needa computer for any of this… Games Simulations Pedagogy [Learning Games]
  • 79.
    What is the5th World?
  • 80.
    Digital Divide Low Socio-EconomicStatus Goldberg‟s Crew, Houston Community College
  • 81.
    The Other Sideof the Digital Divide Not Low Socio-Economic Status Ninja‟s Crew, Houston Community College
  • 83.
  • 84.
    Female, 4, 8% Male, 46, 92% AverageAge Respondent 15 Avg. Age Start Playing Games 5 Avg. Hours of Play Per Week 24 % Mod‟ers 34% Average Hours Mod'ing Per Wk. 5 Average Age Start Mod'ing 12 50 Game Camp Respondents to Date
  • 85.
  • 86.
    Why do youmodify games? 9 8 14 3 9 8 8 9 0 2 4 6 8 10 12 14 16 Playing Yes Playing No Learning Yes Learning No Show Yes Show No Better Yes Better No
  • 87.
  • 88.
  • 89.
  • 90.
    22 48 0 10 20 30 40 50 60 Graduate HS GraduateCC or TC Graduate University Plans for education Computer Science 20 Video Game Design 9 Design/Art 8 Write in to survey
  • 91.
    Player Incr. hand-eye coord reactiontime spatial visualization neuro-psych. tests visual attentiveness and mental rotation http://www.wehealnewyork.org/BI%20Surgeon%20teams%20up%20with%20Hollywood.htm James “Butch” Rosser, M.D., Chief of Minimally Invasive Surgery, Director of the Advanced Medical Technology Institute (AMTI) Beth Israel Medical Center in Manhattan According to Rosser‟s study, surgeons who currently play or previously played video games had a 37% reduction in errors and accomplish laparoscopic surgical tasks 27% quicker.
  • 92.
  • 93.
    Neuro Evolved RoboticOperatives Agents cope with changing environments and situations, optimize resource management, and form adaptive tactical solutions in real time. Stanley, Bryant, Perry, Patterson, Gold, Thibault, Miikkulainen IC2 Institute: NERO Game Builder – AI for Sensors
  • 94.
  • 95.
  • 96.
    REMIXING – Constructive media remixing TEAMS– Transdisciplinary communities of practice. SWARMING – Network socialization and learning (communal). GROUP – Global Generation? 1980 Emergence of the 5th World 198219641946 Boomers Generation X Millennials 46-64 65-79 82-Present 5th World 4th World = Digital Divide
  • 97.
  • 98.
    Millennials Not Low Socio-EconomicStatus Ninja‟s Crew, Houston Community College
  • 99.
  • 100.
    This study wasfunded by the State Farm Companies Foundation and by Dr. George Kozmetsky (1917-2003), founder of the IC² Institute. The study was designed and analyzed, and the report was written by a team at The University of Texas at Austin: Aliza Gold, Senior Producer and Researcher at the Digital Media Collaboratory, part of the IC² Institute Emily Durden, PhD candidate in Sociology Marjorie L. Kase, M.A. in Communication Shane Alluah, PhD candidate in Educational Psychology Ana Boa-Ventura, PhD candidate in Communication The research team would like to thank the participating schools and their administrators: Elgin Middle School Goodnight Middle school Miller Junior High Fleming Middle School
  • 101.
    Low SES: MoreTV and More Video Games TV Games A. Gold, IC2 Institute, UT Austin, Forthcoming
  • 102.
    A. Gold, IC2Institute, UT Austin, Forthcoming
  • 103.
    A. Gold, IC2Institute, UT Austin, Forthcoming
  • 104.
    A. Gold, IC2Institute, UT Austin, Forthcoming
  • 105.
    0 10 20 30 40 50 60 70 80 90 100 High school or less Community college/technical College degreeor beyond How Much Education do You Want? White African American Latino Other How much education? A. Gold, IC2 Institute, UT Austin, Forthcoming
  • 106.
    22 48 0 10 20 30 40 50 60 Graduate HS GraduateCC or TC Graduate University Plans for education Computer Science 20 Video Game Design 9 Design/Art 8 Write in to survey
  • 107.
    Females Males Designer/Decorator Professionalathlete Doctor Video Game Designer Cosmetologist Business Owner Lawyer Engineer Teacher Lawyer Business Owner Military Service Musician/Singer Auto Mechanic Cook/Chef Computer Programmer A. Gold, IC2 Institute, UT Austin, Forthcoming
  • 108.
    • Students haveprofessional aspirations, but lack knowledge about how to reach professional goals. • Opportunities to learn about and explore careers are not available at school or accessed by the majority of students. • Students lack knowledge about the context and content of careers. A. Gold, IC2 Institute, UT Austin, Forthcoming
  • 109.
    Project #1: spaceTEAMS TEAMSCareer and Academic Exploration and Planning with Robotics Project-based Learning
  • 110.
  • 111.
  • 112.
    Elementary spaceTEAMS San Antonio,TX Robot competition pluscareer and academic exploration and history of science and technology.
  • 113.
  • 114.
  • 115.
    spaceTEAMS San Antonio,TX Middle School Likefootball or volleyball but academic.
  • 116.
    Project #2: TEAMSWorkforce Initiative Workforce Attrition. Emerging Technology. ID Educational Solutions. Sponsor: None. Informal Collaboration.
  • 118.
  • 120.
  • 121.
    Population: 1.4MM Growth:1200/day Educational Sites 3 - 5 minutes EA online games 9 minutes AOL Entertainment 10 minutes Whyville.net 59 minutes Yahoo! Games 78 minutes MEAN TIME PER USER LOGIN Discovery.com: 96 million Whyville.net: 58.4 million BigChalk: 11 million Time for Kids: 8 million New York Times Learning Net: 1.2 million Cosmogirl: 425,000 PAGE VIEWS ©numedeon,inc.2003 The average time per log in July was 3.8 hours making it second to Neopets.
  • 122.
  • 123.
  • 124.
  • 125.
  • 126.