This document summarizes three TEAMS (Technology, Engineering, Arts, Math and Science) sessions taking place on Friday and Saturday:
1. TEAMS Part 1 will discuss video games, virtual worlds and mixed reality from 11:30-12:30 on Friday.
2. TEAMS Part 2 will discuss connecting CTE, STEM and the arts from 2:30-3:30 on Friday.
3. TEAMS Part 3 will discuss preparing students for today's 3.0 world from 8:00-9:00 on Saturday.
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2.cue.teams.part2.final
1. TEAMS Part 1 – Pandora’s
X-Box: Video Games
Virtual Worlds and Mixed
Reality, 11:30-12:30 FRI
TEAMS Part 2 – TEAMS:
Connecting the Dots Across
CTE, STEM and the ARTS,
2:30-3:30 FRI
TEAMS Part 3 – The
Future is Now! Preparing
Students for Today’s 3.0
World, 8:00-9:00 SAT
22. The future is here.
Technology is moving
so fast, you can watch
the science fiction
imagination manifest
in the rearview
mirror….
23. http://www.arraycomm.com/pcct/coopers_law.htm
Moore’s Law - Shrink
volume by 109
increase
transistor density by 109
Martin Cooper’s Law -
the no. of
conversations (voice
and data) conducted
over a given area, in all
of the useful radio
spectrum has doubled
every 21/2 years for the
last 105 years since
Marconi, 1895.
Cooper’s Law
1st
Gen Mainframe
2nd
Gen Mini
3rd
Gen PC
4th
Gen Sys on Chip
24. In 1994 a single
super computer
with the power
of an X-box did
not exist.
26. Integrates
sensors, batteries,
a control chip, and
an RF transmitter
in a 35mm-long
housing.
Lab-in-a-Pill
http://www.olympus.co.jp/en/news/2004b/nr041130capsle.cfm
University of Glasgow
Capsule Endoscope
Examine the lining of the middle part of your gastrointestinal tract, which includes the three
portions of the small intestine (duodenum, jejunum, ileum).
4th
GEN
29. At the current pace of
science and technology, we
need to shift to organizing for
innovation, adaptation and
survival.
30. Innovation is a function of moving
within, among and beyond the
disciplines, solving real world
problems and integrating theory
and applied techniques to create
new knowledge, tools, processes,
systems, environments, etc.
In a word transdisciplinarity.
33. TEAMS Part 1 – Pandora’s
X-Box: Video Games
Virtual Worlds and Mixed
Reality, 11:30-12:30 FRI
TEAMS Part 2 – TEAMS:
Connecting the Dots Across
CTE, STEM and the ARTS,
2:30-3:30 FRI
TEAMS Part 3 – The
Future is Now! Preparing
Students for Today’s 3.0
World, 8:00-9:00 SAT
34. Why games for educational
innovation?
Who are the model game-
innovation communities
organizing TEAMS?
Jim Brazell, Jim.brazell@ventureramp.com
40. 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,
rendering, display, and
scenario delivery are
expanding the
possibilities of
CONSTRUCTIVE
simulation as well as
after action review, and
command and control
visualizations.
48. DMC Lab Project: Medical
Leadership Trainer - Scenario
Authoring Engine
“Joe Medic”
UT Austin DMC and
Fort Sam Houston
AMED NCO Academy
49. Recommendation #1: Increase emphasis on evaluating the effectiveness of new learning technologies
and approaches to designing and implementing such systems. Use an adaptive learning approach that
integrates real world problems, data, processes and systems; empirical research and human performance;
and instructional design and delivery. The key is to integrate empirical research into the design and
implementation of new modes of learning in order to inform future selection and variation of learning systems.
This requirement is also shared by the US Department of Education (DOE) and the National Science
Foundation (NSF) in its efforts toward educational reform especially in Science, Technology,
Engineering and Mathematics (STEM).
57. Students will use the America's Army gaming
technology to explore kinematics in a ballistics
project. They will be able to test the accuracy
of their calculations in the virtual environment
to observe how different variables such as
displacement, time, velocity and elevation
angles affect the principles of engineering.
Students will be able to visualize a parabola
trajectory and calculate the varied velocities,
ranges, and angles of their device within the
game. Students will also be able to 'drive' a
vehicle around a virtual obstacle course as
well as perform a virtual helicopter drop and
determine how various factors will affect the
physics of the activity.
"Emerging research indicates that rich virtual
simulation does increase student mastery,
especially in technical studies," said Richard
Grimsley, PLTW Vice President for Programs.
After an initial pilot in the state of Ohio, the
modules will be incorporated into Project Lead
the Way's teacher training system for
deployment in all pre-engineering classes
throughout the country in the 2009-2010
academic year.
65. Mass Casualty Triage
Rapid physical assessment of key physiologic conditions
Provides objective & systematic method for determining patient acuity
Simulation-Based Triage Training, Games for Health:
Mass Casualty Care Panel , RTI International
74. Layers and learning objectives
Content (Central problems in around the world): Experience central
problems in the region through real personal accounts.
Themes (Human rights. corruption & new democracies): Learn about the
role of human rights, corruption and new democracies in global conflicts.
Methods (Source criticism & structuring arguments): Learn to be dig out
relevant information, the agenda of sources, and article writing.
Competences (Perspective-taking, critical thinking & bias awareness):
Learn about the importance of digging deep while thinking critically of bias
as you are presented with a variety of perspectives.
Serious Games Interactive | www.seriousgames.dk | sales@seriousgames.dk
Design principles
75. Teaching form
Teacher
talks
Play
Game
Plenum
Group
discussions
Read topic overview
Overview of theme
Explore perspectives
Experience issues
Discuss experiences
Write article
Debriefing
Evaluation
How to use the series
Teacher manual
Topic overview
Other curriculum
Mission sheets Work sheets
Online resources
Serious Games Interactive | www.seriousgames.dk | info@seriousgames.dk
76. Different rooms for learning styles
Group work
Reflective
observation
Active
experimentation
GC: Palestine
Lecture Abstract
concepts
Concrete
experiences
•Kolb’s cycle covered with
different teaching forms in
the course.
• The teacher is crucial to
facilitate a full learning
experience.
Pedagogy
83. $7.5 million project that immerses students in the hectic environment of a hospital's intensive
care unit and places them in a first-person role as a health-care professional. Funded by the
U.S. Office of Naval Research, Pulse!! is being developed by Texas A&M-Corpus Christi,
which in turn hired Hunt Valley (Md.)-based BreakAway to produce and design the platform.
–Business Week http://www.businessweek.com/innovate/content/apr2006/id20060410_051875.htm
MS&GModeling, Simulation & Gaming (MS&G)
84. Big Sesh Studios
Austin, TX
defenselink.mil/news/Jul2004/n07272004_2004072705.html
Engineering
Design
91. 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
92.
93. 3D Square and LITE, Arts, STEM & IT Digital
Workforce Initiative, Lafayette, Louisiana
94. 3D Square Arts, STEM & IT Digital Workforce
Initiative, Lafayette, Louisiana
95. 3D Square and LITE, Arts, STEM & IT Digital
Workforce Initiative, Lafayette, Louisiana
98. Learning,
problem solving
and production
in one act
resulting in
creation of new
knowledge,
processes,
systems, and
language.
Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth.
Gaming: A Technology Forecast, Implications for Texas Community and Technical Colleges
Austin, Texas: Texas State Technical College System and IC2 Institute, University of Texas Austin,
2004. ISBN 0978677358
Table of Contents: http://www.system.tstc.edu/forecasting/reports/dgames.asp
100. VIDEO GAME BUILDER KSAO
• Integrate artistic design and problem solving with STEM
disciplines
• Design Object-Oriented systems, write computer code
and use computer design tools
• Use systems theory to design, learn and problem solve
• Innovate using story, game theory and simulation
• Integrate two or more academic disciplines within a field
of practice
• Work and learn in synchronous and asynchronous
network environments
• Create systems across physical, virtual and imaginary
worlds
• Communicate and collaborate in multidisciplinary teams
101. STEM, IT & Arts Position
Todd Burgassani
National STEM GAMES Grand Challenge
102. Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth.
Gaming: A Technology Forecast, Implications for Texas Community and Technical Colleges
Austin, Texas: Texas State Technical College System and IC2 Institute, University of Texas Austin,
2004. ISBN 0978677358
Table of Contents: http://www.system.tstc.edu/forecasting/reports/dgames.asp
107. STEM, IT, Arts Integration Leaders
US Digital Convergence
Centers
• New York City
• Washington DC MSA
• Central Florida
• San Francisco/Silicon
Valley
• Los Angeles
• San Diego MSA
• Phoenix
• Denver
• Las Vegas
• Austin-San Antonio-
Waco
Global Digital
Convergence Centers
• South Korea
• Finland
• China
• Taiwan
• Sweden
• Denmark
• Germany
• UK
• Israel
• Malaysia
• Japan
Evans, Eliza, Michael Sekora, Alexander Cavalli,
Kinman Chan, Jeeyoung Heo Kenneth Kan,
Yue Kuang, Prakash Mohandas, Xiaoxiang Zhang,
and Jim Brazell. Digital Convergence Initiative:
Creating Sustainable Competitive Advantage in
Texas. San Marcos, Texas: Greater Austin-
San Antonio Corridor Council, 2005.
Full Report: http://www.dcitexas.org/DCI_report.pdf
118. “techCAMP” Introduces CFL Teachers to
Simulation Industry
Tuesday, 11 December 2007
Through presentations from academic, industrial and military simulation experts, 43 teachers were introduced
to the world of simulation and its related technologies. As part of the program, the teachers visited the
Interservice/Industry Training, Simulation & Education Conference at the Orange County Convention Center,
were given physics simulation
software to use in their classrooms, and had the opportunity to experience hands-on lessons about the
Modeling, Simulation & Training (MS&T) industry.
Program arms educators with tools to interest students in high tech
careers
http://www.simulationinformation.com/cms/index2.php?option=com_content&do_pdf=1&id=957
132. transitioning from a manufacturing to
an innovation economy
http://mit.edu/cre/research/ncc/proceedings/ncc-casestudies.pdf
133. e-Korea Vision 2006 also set the
following basic directions:
· From Quantitative Expansion to
Qualitative Accomplishments such as
the increase in productivity through
legal and institutional reforms and
innovations in business processes
throughout society…Social
transformation not just technical.
· From Creation of new industries led
by the government to Foundation for
new industries. The government’s
new role is to focus on the enabling
environment and the private sector
will be developing new independent
and creative industries… Bottom up
and top down organization for
innovation.
· From Catch-up Strategy to Leading
Strategy - To strengthen
competitiveness in IT, the government
will increase leading investments in
core technologies and strategic
services which have the potential to
produce significant added value in the
future. Innovation leader….
http://www.apdip.net/projects/2003/asian-forum/docs/papers/comparative.pdf
141. “spaceTEAMS can return San Antonio
to the path of human development and
space exploration making it in the realm
of possibility that the first person to
walk on Mars will be from San Antonio.”
--General Robert F. McDermott and Dr. Francis
“Duke” Kane
142. Why games for educational
innovation?
Who are the model game-
innovation communities
organizing TEAMS?
Jim Brazell, Jim.brazell@ventureramp.com
151. TEAMS Part 1 – Pandora’s
X-Box: Video Games
Virtual Worlds and Mixed
Reality, 11:30-12:30 FRI
TEAMS Part 2 – TEAMS:
Connecting the Dots Across
CTE, STEM and the ARTS,
2:30-3:30 FRI
TEAMS Part 3 – The
Future is Now! Preparing
Students for Today’s 3.0
World, 8:00-9:00 SAT
Notas del editor
Cooper first cellular mobile phone in 1973
In simple terms, Moore’s Law states that the number of transistors that can be packed on an integrated electronic circuit doubles approximately every 2 years
(ftp://download.intel.com/research/silicon/moorespaper.pdf
) enabling a size: price: performance ratio of smaller, cheaper and more powerful micro electronics. Law of Disruption states that “social, political, and economic systems change incrementally, but technology changes exponentially
Metcalfe’s Law Value of a network increases proportionally with the square of the number of connections
BY RAO R. TUMMALA // JUNE 2006
Remember when combining a camera with a cellphone seemed daring? Or adding a cellphone to a PDA? Such technical tricks relied on Moore's Law, which holds that the number of transistors on an IC doubles every 18 months. In the computing world, having more transistors on a chip means more speed and possibly more functions.But in many cases, those Moore's Law ICs deal with only 10 percent of the system. The other 90 percent is still there, showing up as an array of bulky discrete passive components--such as resistors, capacitors, inductors, antennas, filters, and switches--interconnected over a printed-circuit board or two. Real miniaturization requires something more, and we have it in the system-on-package (SOP) approach we're pursuing at the Microsystems Packaging Research Center at the Georgia Institute of Technology, in Atlanta. SOP leapfrogs well beyond Moore's Law. It combines ICs with micrometer-scale thin-film versions of discrete components, and it embeds everything in a new type of package so small that eventually handhelds will become anythingfrom multi- to megafunction devices [see illustration, preceding page]. SOP products will be developed not just for wireless communications, computing, and entertainment. Outfitted with sensors, SOPs could be used to detect all manner of substances, toxic and benign, including chemicals in the environment, in food, and in the human body.
This last application will see the convergence of biology, chemistry, and digital technology to produce capsules small enough to be introduced into the human body to monitor personal health daily. A capsule could be used, for example, to check vital signs and monitor parameters such as glucose levels, blood pressure, and even signs of cancer. The capsule would then wirelessly communicate the person's health status to a Web terminal outside the body or, via the Internet, to a physician (or to anyone, anywhere). Fitted with a reservoir, the capsule could also deliver drugs at programmed intervals to selected places within the body.
That tiny body capsule is certainly a compelling product, and we can expect many others. Imagine, for example, a home entertainment and control hub--a device that combines voice, video, data, sensing, and control functions. It could include a home computer, a cellphone, environmental and other sensors, a health monitoring device, and a satellite TV receiver, to name just some possibilities. A wireless broadband connection would link the system to the Internet, and the hub would serve as the remote control for all the home's appliances.
Yet the hub would be as small as a credit card.
We envision a megafunction SOP unit built with microscale components that would be the size of an Intel Pentium processor, which comes in a flat pack 35 centimeters on a side. Or, built with nanoscale technologies, an SOP could be as small as a millimeter on a side. SOP products will attain such small sizes because the technology attacks the 90 percent of the system--the so-called 90 percent problem--that is not integrated [see diagram, " Many in One"].
In a cellphone, for example, that 90 percent typically adds up to some 400 discrete passive components and their metal interconnections, all fastened to a relatively large printed-circuit board. And, of course, some systems will have thousands of discrete components sitting on circuit boards.
SOP technology represents a radically different approach to systems. It shrinks bulky circuit boards with their many components and makes them nearly disappear. In effect, SOP sets up a new law for system integration. It holds that as the components shrink and the boards all but disappear, the component density will double every year or so, and the number of system functions in an SOP package will increase in the same proportion. Thus, SOP technology yields far more in system miniaturization than can be expected from Moore's Law, which deals only with transistors in ICs [see graph below, "Growing Faster"].
GROWING FASTER
System integration using system-on-package (SOP) technology from Georgia Tech's Microsystems Packaging Research Center will see "More Than Moore's Law" take hold, as measured by component density. From about 50 components per square centimeter in 2004, component density will climb to about a million per square centimeter by 2020. Functional system density will escalate similarly.
Squeezing so much into tiny spaces is our mission at Georgia Tech. If we have our way, products will shrink by much more than the factor of 10 typically expected every few years now. Instead, they will shrink by factors of many hundreds and even thousands in the same time frame.
We began this research in 1993 with a proposal to the U.S. National Science Foundation for an Engineering Research Center, which the NSF then funded. Today we are not alone in this endeavor: researchers around the world are using SOP to combine diverse technologies in new, unusual, and cost-effective ways. Everyone is after ultracompact products built with any combination of digital, analog, radio-frequency, and even optical circuitry, as well as a variety of sensors.
The goal of the Smart Dust project is to build a self-contained, millimeter-scale sensing and communication platform for a massively distributed sensor network. This device will be around the size of a grain of sand and will contain sensors, computational ability, bi-directional wireless communications, and a power supply, while being inexpensive enough to deploy by the hundreds. The science and engineering goal of the project is to build a complete, complex system in a tiny volume using state-of-the art technologies (as opposed to futuristic technologies), which will require evolutionary and revolutionary advances in integration, miniaturization, and energy management. We forsee many applications for this technology:
Weather/seismological monitoring on Mars
Internal spacecraft monitoring
Land/space comm. networks
Chemical/biological sensors
Weapons stockpile monitoring
Defense-related sensor networks
Inventory Control
Product quality monitoring
Smart office spaces
Sports - sailing, balls
For more information, see the main Smart Dust page at http://robotics.eecs.berkeley.edu/~pister/SmartDust and read our publications (see navigation button above).
Brief description of the operation of the mote:
The Smart Dust mote is run by a microcontroller that not only determines the tasks performed by the mote, but controls power to the various components of the system to conserve energy. Periodically the microcontroller gets a reading from one of the sensors, which measure one of a number of physical or chemical stimuli such as temperature, ambient light, vibration, acceleration, or air pressure, processes the data, and stores it in memory. It also occasionally turns on the optical receiver to see if anyone is trying to communicate with it. This communication may include new programs or messages from other motes. In response to a message or upon its own initiative the microcontroller will use the corner cube retroreflector or laser to transmit sensor data or a message to a base station or another mote.
Longer description of the operation of the mote:
The primary constraint in the design of the Smart Dust motes is volume, which in turn puts a severe constraint on energy since we do not have much room for batteries or large solar cells. Thus, the motes must operate efficiently and conserve energy whenever possible. Most of the time, the majority of the mote is powered off with only a clock and a few timers running. When a timer expires, it powers up a part of the mote to carry out a job, then powers off. A few of the timers control the sensors that measure one of a number of physical or chemical stimuli such as temperature, ambient light, vibration, acceleration, or air pressure. When one of these timers expires, it powers up the corresponding sensor, takes a sample, and converts it to a digital word. If the data is interesting, it may either be stored directly in the SRAM or the microcontroller is powered up to perform more complex operations with it. When this task is complete, everything is again powered down and the timer begins counting again.
Another timer controls the receiver. When that timer expires, the receiver powers up and looks for an incoming packet. If it doesn't see one after a certain length of time, it is powered down again. The mote can receive several types of packets, including ones that are new program code that is stored in the program memory. This allows the user to change the behavior of the mote remotely. Packets may also include messages from the base station or other motes. When one of these is received, the microcontroller is powered up and used to interpret the contents of the message. The message may tell the mote to do something in particular, or it may be a message that is just being passed from one mote to another on its way to a particular destination. In response to a message or to another timer expiring, the microcontroller will assemble a packet containing sensor data or a message and transmit it using either the corner cube retroreflector or the laser diode, depending on which it has. The corner cube retroreflector transmits information just by moving a mirror and thus changing the reflection of a laser beam from the base station. This technique is substantially more energy efficient than actually generating some radiation. With the laser diode and a set of beam scanning mirrors, we can transmit data in any direction desired, allowing the mote to communicate with other Smart Dust motes.
Vitruvian Man
The most important thing to understand about Whyville really, is that it’s a place full of kids. It’s a virtual city that belongs to the kids who come from all over the world to have fun. The kids consider this their own town, and they call themselves Whyvillians.
To become a Whyvillian, you create a Whyville persona. In this screen, and every other screen you’ve already seen, for example, each face is a Whyville citizen. To become a Whyville citizen, you create a persona, the most important aspect of which is your face.
You can see here that the faces are varied and very creative. Here’s an amoeba. Here’s someone driving a car. Here is someone wearing a style known as ‘Goth’. The ungliest citizens you see around are in fact us, the city workers.
Whyville has its own system of self governance
Vitruvian Man
We have a lot of competition
DCI is not unique in this mission. There are many strong competitors out there. Descriptions of some of the strengths of these regions available in DCI report available on line.
Defense, Aerospace, Homeland Security, Information Technology, Microelectronics, Modeling, Simulation and Training, Video Games, Optics/Photonics, New Media/Film and Medical Technologies5
Vitruvian Man
Vitruvian Man
Defense, Aerospace, Homeland Security, Information Technology, Microelectronics, Modeling, Simulation and Training, Video Games, Optics/Photonics, New Media/Film and Medical Technologies5
Defense, Aerospace, Homeland Security, Information Technology, Microelectronics, Modeling, Simulation and Training, Video Games, Optics/Photonics, New Media/Film and Medical Technologies5
Defense, Aerospace, Homeland Security, Information Technology, Microelectronics, Modeling, Simulation and Training, Video Games, Optics/Photonics, New Media/Film and Medical Technologies5
Defense, Aerospace, Homeland Security, Information Technology, Microelectronics, Modeling, Simulation and Training, Video Games, Optics/Photonics, New Media/Film and Medical Technologies5
Korean “Information Society” development date back to the 1980’s, however, Information, Communication and Technology (ICT) use and production in the past has been associated with equipment, rather than knowledge-intensive production and services such as software, biotechnology, new media and information services (Hwang, Hur and Choi, 2004, p.11) (Korea National Computerization Agency, 2004, p.7) (Wong, 2004, p.1). A new phase of public-private partnership including programs such as “Cyber Korea 21”, “e-Korea Vision 2006”, and “Broadband IT KOREA VISION 2007” aims to make Korea the leading exporter of knowledge-intensive production in the world (Korea National Computerization Agency, 2004, p.7) (The Korea Times in Swiss Talents, 2004, p.1). This new phase is marked by a transition to integrating convergent information services into the fabric of society, industry, government and education; pioneering the development of technologies, products, services and knowledge-based exports; and supporting the formation and development of new convergence companies.
Korean “Information Society” development date back to the 1980’s, however, Information, Communication and Technology (ICT) use and production in the past has been associated with equipment, rather than knowledge-intensive production and services such as software, biotechnology, new media and information services (Hwang, Hur and Choi, 2004, p.11) (Korea National Computerization Agency, 2004, p.7) (Wong, 2004, p.1). A new phase of public-private partnership including programs such as “Cyber Korea 21”, “e-Korea Vision 2006”, and “Broadband IT KOREA VISION 2007” aims to make Korea the leading exporter of knowledge-intensive production in the world (Korea National Computerization Agency, 2004, p.7) (The Korea Times in Swiss Talents, 2004, p.1). This new phase is marked by a transition to integrating convergent information services into the fabric of society, industry, government and education; pioneering the development of technologies, products, services and knowledge-based exports; and supporting the formation and development of new convergence companies.