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Immersive Technologies for Recruitment, Assessment and Lifelong Learning

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

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  1. Immersive Technologies for Recruitment, Assessment and Lifelong Learning Moscow Edutech 2011 David Wortley FRSA

  2. 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

  3. Topics • Definition and role of Serious Games and Immersive Technologies • Example Applications • Future Challenges and Trends • Summary and Conclusion

  4. Definition and Role of Serious Games and Immersive Technologies

  5. 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

  6. Serious Games and Immersive Experiences Involve Challenges, Rules, Rewards, Physical and Virtual Worlds, Social Networks, Assessment, Profiles, Personal Development and Commercial Exploitation

  7. 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

  8. Attractive, Accessible, Affordable Immersive technologies focus on attractiveness (engagement), accessibility (no barriers) and affordability (cost and time)

  9. 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

  10. 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

  11. Example Applications

  12. Learning through Games Watch, copy, get feedback, iterate and share

  13. From Cradle to Grave Immersive technologies will engage, motivate, assess, adjust and profile

  14. Profiling and Needs Analysis Identifying strengths and weaknesses, profiling and personalising needs

  15. Building Knowledge Communities Intel’s Planet Blue is an internal social network

  16. Connecting the Physical & Virtual Virtual visualisation of real time data

  17. The Digital Alter Ego The mobile device will become our digital mentor

  18. Future Challenges and Trends

  19. In a Nutshell Successful Immersive technologies need multiple disciplines

  20. Common Language ? Experts speak in different languages

  21. Expectations Generation Y learners expect high levels of engagement

  22. Expectations Clients expect value for money and modest costs

  23. Likely Solution Software which has embedded expertise and resources and partners to provide pedagogical and storytelling skills

  24. Simulations linked to real data

  25. New Applications Using Sensor interfaces to control learning activities

  26. Summary and Conclusion

  27. 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

  28. 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

  29. Questions

  30. Immersive Technologies for Recruitment, Assessment and Lifelong Learning Moscow Edutech 2011 David Wortley FRSA

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