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Immersive Technologies for Recruitment, Assessment and Lifelong Learning. Moscow Edutech 2011 David Wortley FRSA. Key Takeaway. Immersive technologies will be used for continuous formative assessment, lifelong learning, career development and e-portfolios / profiles.
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Immersive Technologies for Recruitment, Assessment and Lifelong Learning Moscow Edutech 2011 David Wortley FRSA
Key Takeaway Immersive technologies will be used for continuous formative assessment, lifelong learning, career development and e-portfolios / profiles We are entering the era of the portable lifelong personal coach / mentor facilitated by serious games, social networks, virtual learning environments and cloud computing
Topics • Definition and role of Serious Games and Immersive Technologies • Example Applications • Future Challenges and Trends • Summary and Conclusion
Definition and Role of Serious Games and Immersive Technologies
Immersive Technologies Games Virtual Worlds Social Networks Immersive Technologies provide an attractive, accessible and affordable space in which to devote our discretionary time, attention and money
Serious Games and Immersive Experiences Involve Challenges, Rules, Rewards, Physical and Virtual Worlds, Social Networks, Assessment, Profiles, Personal Development and Commercial Exploitation
Serious Games are Our Personal Choice Serious Games are where we choose to spend our discretionary time, attention and finances which makes them very important commercially and developmentally
Attractive, Accessible, Affordable Immersive technologies focus on attractiveness (engagement), accessibility (no barriers) and affordability (cost and time)
The Importance of Immersive Technologies Immersive Technologies are important because they provide an ideal platform for engagement, motivation, assessment, training needs analysis, profiling, coaching and development
What are the Key Features ? • Personalisation / relevance • Interface and Ubiquity • Cost in time and money • Ability to control / shape • Richness of experience • Challenge / motivation • Intrinsic and extrinsic rewards
Learning through Games Watch, copy, get feedback, iterate and share
From Cradle to Grave Immersive technologies will engage, motivate, assess, adjust and profile
Profiling and Needs Analysis Identifying strengths and weaknesses, profiling and personalising needs
Building Knowledge Communities Intel’s Planet Blue is an internal social network
Connecting the Physical & Virtual Virtual visualisation of real time data
The Digital Alter Ego The mobile device will become our digital mentor
In a Nutshell Successful Immersive technologies need multiple disciplines
Common Language ? Experts speak in different languages
Expectations Generation Y learners expect high levels of engagement
Expectations Clients expect value for money and modest costs
Likely Solution Software which has embedded expertise and resources and partners to provide pedagogical and storytelling skills
New Applications Using Sensor interfaces to control learning activities
Key Takeaway Immersive technologies will be used for continuous formative assessment, lifelong learning, career development and e-portfolios / profiles We are entering the era of the portable lifelong personal coach / mentor facilitated by serious games, social networks, virtual learning environments and cloud computing
What will this mean in practice ? • Personalised learning • Integrated games-based learning & assessment • Intelligent persistent lifelong profiling • Collaborative peer to peer learning • Learning by discovery of new knowledge • Virtual worlds linked to real world data • Tutor/Mentor/Coach tools for content management • Learning communities
Immersive Technologies for Recruitment, Assessment and Lifelong Learning Moscow Edutech 2011 David Wortley FRSA