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1 ...exploring experience as the best teacher FULL CIRCLE
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Tom Stead Presentation-ISTE

Dec 02, 2014

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Education

WIRED staff

WIRED Associate Director for Education, Tom Stead did this presentation on ISTE Island in Second Life 4-14-2009.
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...exploring experience as the best teacherFULL CIRCLE

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Sometimes reality seems driven by fiction.

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We are sponsored by a WIRED Grant. We have a $5.1M Grant from the United States Department of Labor, utilizing non-tax funding, to the State of Ohio for workforce development in Interactive Digital Technology. WIRED has three University partners in Ohio, each with a WIRED Cyber Center for outreach to the Cyber Clubs that they created in their regions. They are: Ohio University with its well-known VITAL lab for projects in virtual worlds such as the new Smithsonian Institution Latino Museum in Second Life. Kent State Tuscarawas Campus with it’s large animation degree program and Shawnee State University with two degrees in game development (BFA & BS) and one in animation (BFA).

WIRED owns four islands on the SL main grid. WIRED Island One is a showcase island while WIRED #2, #3, & #4 belong to our University partners. We are currently purchasing several islands on the teen grid for the University groups.

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Our brain has over one trillion neurons and has evolved over millennia to function in multi-dimensional space.

neuron

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Experience was the primary teacher before image and language.

We honed our perceptual and survival skills over uncountable generations. Our primary mode for understanding the world is built upon experience.

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Recent Duke University studies indicate that the Neanderthals (298,000 - 27,000 BC) had the vocal structure to speak modern languages. If confirmed, this pushes the earliest speech possibilities back well beyond the 40,000 years scientists had previously thought possible.

OMG !!!

http://www.trussel.com/prehist/news64.htm

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Our ability to share experiences and engage in the teaching/learning process is one of the attributes that allows us to form civilizations.

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Lascaux-aurochs, France, circa 28,000 BC

Australia, carbon dating ochers is not possible

South African cave paintings date from as early as 25,000 BC

We have evidence of at least 30,000 years of image making.

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In modern cultures, images became powerful mass teaching tools.

Raffael, School of Athens, 1509

Plato and Aristotle

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stained glass,

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statuary

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prints, tapestries, paintings and frescos

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The written word, images and scientific knowledge were largely under the aegis of the church and elite patrons for many years.

Giovanni di’ Medici

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Organized civilization brought with it requirements for record keeping and subsequently new ways to “model” the world - such as writing and math.

Babylonian legal tablet in its clay envelope

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Approx. 24,000 years after the Lascaux cave paintings we have evidence of the first written language (circa 3500 BC).

Sumerian

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Writing developed through pictograms, butbecause of time and space efficiencies, most middle eastern and western cultures moved to non-pictographic alphabets.

Roman alphabet

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Moving from the right-brain based pictograph to the left-brain based modern alphabet introduced additional processing steps between the written word or number and the experience.

purple doorpurpurrote türpurpere deurporta porporapuerta purpuraпурпуровая дверь

Left Brain Right Brain

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Johannes Gutenberg .... 14th century inventor of movable type

The invention of movable type eventually opened the published word to the masses, while books (primarily with a high

text to image ratio) emerged to become a standard learning / teaching tool.

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During the past several centuries, many teaching tools that were available to teachers and students tended to be two dimensional, static and not experiential. Experience, or small slices of it, were the provence of the lab. A vast majority of teaching communication was and continues to be verbal.

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Dr. Maria Montessori (1870-1952)

“Scientific observation then has established that education is not what the teacher gives; education is a natural process spontaneously carried out by the human individual, and is acquired not by listening to words but by experiences upon the environment.”

A few notable exceptions exist - such as the Montessori Method

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McGuffy Reader Series 1836-1920 (est.120 million copies)

The tools we provided for education formany years were not necessarily a goodfit for our experiential learning preference.

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A digital technology tsunami that started in the early 1970‘s in Silicon Valley would change everything.

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The idea that a valid new concept begets only one new additional concept is unimaginable. Once a technology chain is initiated the development curve is always exponential. Exponential curves often seem linear when initiated but only for a short while.

(paraphrasing) Prof. Ray Kurzweil (MIT), winner of the U.S. National Medal for Technology, from his keynote speech at Game Developers Conf. 2008, San Francisco

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the exponential curve in action

1949/1950 The first “electronicbrain” kits are advertised

1981 Tandy Color Computer

1977, Apple][, The first commerciallysuccessful desktop computer is sold.

1981, The first modern PC madeby IBM is marketed.

DESKTOP COMPUTERS

2009 Mac Pro 2009 Dell XPS 730x 2009 Alienware ALX x5824

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circa 1900

1949 -1961first widely produced consumer

film camera in US

1825first known photo

Joseph Niépce - France

the exponential curve in action

circa 1950

Google photographs the world 2008/2009

true image sharing websites become availablecirca 2000

circa 1900

1995Kodak releases the first

consumer digital camera

1990 Photoshop 1.0 release

Circa 2006phone & pda cameras

become ubiquitous

analogdigital

PHOTOGRAPHY / IMAGING

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1973, Vinton Cerf & Bob Kahn invent the TCP/IPprotocol that is the core of the modern internet.

1982 Simple Mail Transfer Protocol (SMPT)developed

1988-89 MCI Mail (now Verizon) becomes the firste-mail attached to the internet.

the exponential curve in action

THE WEB & SOCIAL NETWORKING

Twitter micro- blogfounded 2006

Blogs (from weblog)as of Dec 2007 there were over 112 million blogs

Wikipediafounded 2001 by Jim Wales

Founded by Mark Zuckerberg, 2004175M active users

Quantum Link, late 1980’s, first IM service only for the Commodore Computer followed by AOL, ICQ and others.

founded 2002

Founded 1996 , Larry Page & Sergey Brin

Founded 1994 by Jerry Yang & David Filo

Nano Blogging, Matt Ibsen 2008

1992, MOSAIC the firstweb browser in widespread use

1993 The web goes public

1969, Columbus, Ohio, first e-mail service, first chat roominnovative but plagued by poor management.

1969, US Military builds ARPANET which evolves to become the internet

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Lumiére Movie Camera 1896

Newman & Sinclair Camera 1946

Bolex 16mm 1960’s

2009 RED Digital Video Camer w/ 24.4 x 13.7 mm Mysterium sensortrue film quality digital video

1970‘s Bell & Howell Super 8 film camera

2009 Panasonic 3CCD

analogdigital

FILM/VIDEO

2009 Cannon Flash Recorder

the exponential curve in action

2009 Cannon Stereo Camera w zoom lens

21st Century 3DCamera 3DVX3 2006

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Ed Sullivan Show, 1948

Howdy Doody & Buffalo Bob, 1947

Conceptual models and somemechanical TV systems existed as early

as the 1920’s. The first commercialTV broadcasts in the US started in 1941 but

were suspended during WW2.

Columbia, the first Color TV, 1951

RCA, 1954

analogdigital

Pro Video recorder 1969

Mitsubishi WD65735 3-D TVSamsung HL61A750 3-D TV

Several models of 3-D TV are available now.

the exponential curve in action

TELEVISION / MONITORS

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the exponential curve in action

GAME DEVELOPMENT

1972 Allan Alcorn invents the first commercially

successful video game for Atari, Pong

Pong

Wii X-Box 360Sony PlayStation 3

1999 (March), EverQuest released asfirst successful MMORPG, by Sony

2001, Halo I released by Bungie Software

2004 Blizzard Software

Habitat, 1986, forerunner of the MMORPG

Ultima Underworld, 1992,first 3-D CRPG

2002, Sims Online or EA Land

Wii Fit, 200829

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June 2002 Second Life Launches

Nearly every one of these trends manifests itself or will likely soon manifest itself in virtual world spaces such as Second Life.

Interactive, linked, 3-D Graph of 120 Virtual Worlds, WIRED Island One

1978, MUD, aka British Legendstext based virtual world launches

1995, CyberTown launches

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Immersive technologies are precipitating a major shift in learning, teaching and entertainment environments. Virtual world spaces are making immersive education a viable 3-D tool for many.

TelevisionFilm Industry

Video Games

Serious Games

Virtual Worlds

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It is widely accepted that 60-65% of the population today are visual learners (Visual Spatial Intelligence).

The educational system in the US still insists on testing heavily biased toward the Verbal/Linguistic model of intelligence.

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Teaching tools that are contrary or a poor matchto learning styles often prove counter productive byreinforcing a sense of failure.

square peg

round hole

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TYPES OF TYPES OF INTELLIGENCEINTELLIGENCE

LEARNINGLEARNINGINPUTSINPUTS

LEARNING LEARNING TENDENCIESTENDENCIES

LECTURESLECTURES PHOTOGRAPHSPHOTOGRAPHS VIDEOS &VIDEOS &ANIMATIONANIMATION BOOKSBOOKS IMMERSIVEIMMERSIVE

TECHNOLOGIESTECHNOLOGIES

Visual/SpatialVisual/SpatialIntelligenceIntelligence

tends to think in pictures X X x X

Verbal/Verbal/LinguisticLinguistic

IntelligenceIntelligence

tends to think in words X x X X

Logical/Logical/MathematicalMathematicalIntelligenceIntelligence

tends to think in logical &

numeric patterns

x x XBodily/Bodily/

KinestheticKinestheticIntelligenceIntelligence

tends to remember &

process information by interacting with the surrounding

space

XMusical/Musical/

RhythmicRhythmicIntelligenceIntelligence

tends to think in sounds,

rhythms and patterns

x XInterpersonalInterpersonalIntelligenceIntelligence

tends to see things from others

viewpoint to learn how they think &

feelx x x x x

IntrapersonalIntrapersonalIntelligenceIntelligence

tends to recognize own strengths &

weaknesses, understanding ones role in relationship

to othersx x x

NaturalistNaturalistIntelligenceIntelligence

tends to think in relationship to

the environment X X x

Immersives: a powerful learning tool.....that addresses all learning styles and intelligencesImmersives: a powerful learning tool.....that addresses all learning styles and intelligences

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You may have watched young people with certain learning differences such as ADD master a complex video game in a very short period of time.

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We have continued to make choices in teaching/learning media that push ever closer to reconstituting experience on demand. Illustrations, photographs, interactive media, serious games and virtual worlds are examples.

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e-Psych (http://epsych.msstate.edu) is an excellent example of an on-line interactive psychology text. On-line media, unlike textbooks, have no reproduction costs for stimulating, interactive visual content.

Books have now pushed economic limits for the inclusionof color visuals and photographs to the breaking point.They are now being challenged by on-line e-books. Thesebooks are interactive but tend to be informational rather than immersive.

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Serious games are immersive and constitute a huge market but they are preset in content and require professional production for the most part.

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Interesting studies on “new brain” using motion MRI scans seem to indicate that children exposed to modern media over extended periods of time develop significantly different learning patterns.

Some recent studies report that teaching techniques which have been adapted to using modern media result in a significant decline in ADD behavior patterns in the classroom.

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Parietal Lobe: near the back and top of the head.Functions:

•Location for visual attention. Location for touch perception. Goal directed voluntary movements. Manipulation of objects.

•Integration of different senses that allows for understanding a single concept

CEREBRAL CORTEX Frontal Lobe: Most anterior, right under the forehead.

Functions:

•How we know what we are doing within our environment (Consciousness). How we initiate activity in response to our environment. Judgments we make about what occurs in our daily activities. Controls our emotional response. Controls our expressive language. Assigns meaning to the words we choose. Involves word associations.

•Memory for habits and motor activities.

Occipital Lobes: Most posterior, at the back of the head.Functions:

•Vision

Temporal Lobes: Side of head above ears.Functions:

•Hearing ability Memory aquisition Some visual perceptions

•Catagorization of objects.

BRAIN STEMDeep in Brain, leads to spinal cord.Functions:

•Breathing Heart Rate Swallowing Reflexes to seeing and hearing (Startle Response). Controls sweating, blood pressure, digestion, temperature (Autonomic Nervous System). Affects level of alertness. Ability to sleep.

•Sense of balance (Vestibular Function).

CEREBELLUM Located at the base of the skull.Functions:

•Coordination of voluntary movement Balance and equilibrium

•Some memory for reflex motor acts.

Immersive technologies “map” virtual experiences to many areas of the brain. This is very similar to “real” experience. Even smell and touch can be reproduced. In effect, we are now able to package a virtual experience that can be selectively experienced by the learner, who can then fail privately and comfortably until achieving success.

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The Smithsonian Institution recently announced its first Virtual Museum located in Second Life. It was built by the Ohio University VITAL Lab, one of ouracademic partners in the WIRED Grant.

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http://www.dodvclips.mil/?fr_story=b44d1e5cce67a9de0e7914418bfb9568ba2971c0&rf=sitemap

The US armed services Veterans Administration now routinely uses immersive therapy such as Virtual Iraq to treat Post Traumatic Stress Disorder because of its innate ability to address the traumatic memories stored at many sites throughout the brain.

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These user friendly immersive tools will allow us to rethink certain aspects of teaching to better fit how students learn most comfortably. You are first adopters. You will shape the growth and success of immersive technology.

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CERN’s new internet, The Grid now active across the globe.

10,000 X broadband

future possibilities

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GLENDALE, Calif., March 13 /PRNewswire-FirstCall/ -- DreamWorks Animation SKG, Inc. (NYSE: DWA) announced today its intention to produce all of its films in stereoscopic 3D technology starting in 2009. To best take advantage of the technology, the company will now be creating films utilizing stereoscopic 3D from the beginning of its creative process.

Immersive Entertainment coming to the movies: All future DreamWorks films to be produced in 3-D

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Our WIRED SL Project

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WIRED Island One

http://slurl.com/secondlife/WIRED%201/228/45/29

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OVITA Interactive Virtual World InfoMachine

http://slurl.com/secondlife/WIRED%201/147/138/41

Walk your avatar through our, 3-D, interactive graph for information about 120 virtual worlds with links to their respective corporate websites. It’s a cool research tool.

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Experience our Solar, Wind & Water Power Park Virtual Field

Trip

The power of experiencing full scale models of wind and waterturbines in mouselook view is impossible to duplicate in any othermedia. The water turbine is built in phantom so that you can stand inthe spinning turbine blade housing and experience the water spinning it.The 1.5 mega watt wind turbine is 142M high!

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Experience our Ancient Egypt Park

Experience the throne room and the underground tomb in the pyramid.Feel the scale of the ancient monuments!

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Experience our Solar System Park

Multiple interactive exhibits help you experience the true scale of our solar

system!

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Experience our Underwater Marine Park

Experience diving with our residents of the deep!

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Experience our Underwater Marine Park

Experience diving with our residents of the deep!

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Experience the Shawnee State University Color Theory Lab

Experience six football fields of interactive exhibits that immerse the visitor in many aspects

of color theory. This is actually an entire color theory book built in a

virtual world.

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Technology has the tendency to reduce the barriers between the creative concept and its execution. The middleman, or producer, is slowly declining from the creative process to allow the creator, who best understands the idea, to forge the concept.

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Centuries ago, experience was the only teacher. We now have the means to create and deliver interactive, immersive experiences on demand to classrooms.

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...experience is the best teacher.. go create one

today!