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Visualization, Simulation, and Gaming as Effective Educational Tools

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Title: Visualization, Simulation, and Gaming as Effective Educational Tools


1
Visualization, Simulation, and Gaming as
Effective Educational Tools
Applied Visualization Symposium Asheville,
NC November 10th, 2006
David McConville id_at_elumenati.com Director of
Noospheric Research The Elumenati
2
Preferred State
A community that understands and utilizes
the interconnections and synergies between
individuals, communities, and the planet to
maximize wealth, health, and innovation.
3
Current Problem State
  • Global warming
  • Biosphere degradation
  • Mass extinctions
  • Wars over resources
  • Lack of access to basic needs (water, food,
    shelter)
  • Destruction of cultures, cities, countries with
    criminally negligent governmental response
  • Rise of fundamentalism and lack of cultural
    understanding, empathy, and compassion

4
The Problem Disconnection
  • There is a disconnect between our values
  • and our behavior.

5
The Problem Disengagement
  • 40 to 60 of students from all economic
    backgrounds are chronically disengaged from
    learning.
  • 47 of dropouts left school because classes
    weren't interesting.

6
The Problem Denial
7
Current Educational Model
8
Solution Awareness
  • There is no energy shortage.
  • There is no energy crisis.
  • There is a crisis of ignorance.
  • R. Buckminster Fuller

9
Solution Inspiration
  • Inspiration and genius
  • are one in the same.
  • Victor Hugo

10
Solution Cooperation
  • The whole is greater
  • than the sum of its parts.
  • Aristotle, in Metaphysics

11
Obtain a global perspective from experiential
learning
AirOcean Dymaxion Map
12
Obtain a global perspective from experiential
learning
AirOcean Dymaxion Map
13
Use innovative tools for more intuitive learning
14
Make better decisions by understanding
interconnected systems
2004 Biltmore Flood Visualization
15
Make better decisions by understanding
interconnected systems
2004 Biltmore Flood Visualization
16
Components of Engaging Educational Vis/Sim
Gaming
  • Accurate data incorporation
  • Graphical interface design
  • Temporal/spatial simulation/visualization
  • Game engine design
  • Gameplay design
  • Narrative (interactive linear)
  • Audio/Video production design
  • Appropriate input devices
  • Immersion

17
Serious Games Learn By Doing
  • Drill deep in subject matter
  • Self-directed learning
  • Explore choice and consequence
  • Play with complex variables
  • Simulate real-world processes
  • Create peer-to-peer teaching opportunities
  • Create immersive and highly motivated learning
    environment
  • Dr. Henry Jenkins, Director, Comparative Media
    Studies, MIT
  • http//cms.mit.edu/

18
Benefits of Virtual Environments
  • Assist in learning complex spatial concepts
  • Increase student engagement
  • Ability to view 3D models from multiple spatial
    temporal perspectives
  • Increased motivation from interactions in a
    well-designed environment

Ka Chun Yus Digital Full-Domes The Future of
Virtual Astronomy Education, Planetarian
magazine, Sept. 2005
19
Benefits of Immersion
  • Perceptualizing complex datasets in immersive
    environments can be more effective than the same
    visualization in non-immersive virtual
    environments
  • Virtual environments offer better task
    performance
  • Virtual environments provide higher satisfaction
    levels for users

Raja, D., Bowman, D.A., Lucas, J., North, C.
2004, Exploring the Benefits of Immersion in
Abstract Information Visualization, Proceedings
of the Immersive Projection Technology Workshop
20
Benefits of Large-Scale Displays
  • Increased sense of presence (called
    telepresence by Marvin Minsky)
  • A sense of being there
  • Users respond psychologically to a mediated
    environments as if it were local, not remote
  • Increased attention
  • Increased persuasiveness of the message
  • Improvements in memory and retention
  • Enhancements in tasks performance and navigation
  • An increase in presence can potentially increase
    the effectiveness of teaching any material

Ka Chun Yus Digital Full-Domes The Future of
Virtual Astronomy Education, Planetarian
magazine, Sept. 2005
21
Trends Tipping Points
  • International networking, dialogue, collaboration
    resource development
  • Massive multiplayer online gaming, open source
    applications, Wikipedia
  • Availability of Data at Every Scale
  • Molecular
  • Geospatial
  • Astronomical
  • Social (http//www.gapminder.org)
  • Increasingly available and effective virtual
    environment technologies
  • Video gaming engines
  • GPUs
  • Displays
  • Games for Learning (Serious Gaming)
  • http//www.seriousgames.org

22
Visualization for Education Outreach
  • Astronomy
  • Archaeology/World Heritage
  • Architecture
  • Atmospheric Science
  • Biology/Biotechnology
  • Chemistry
  • Computation Fluid Dynamics
  • Earth Sciences
  • Engineering
  • Geographical Information Systems
  • Mathematics
  • Marine Biology
  • Material Science/Nanotechnology
  • Municipal Planning
  • Physics
  • Rapid Prototyping
  • Urban Visualization/Simulation
  • Any dataset (!)

Visualization of an F3 Tornado Within a Supercell
Simulation Donna Cox, NCSA
Galaxies Forming on Filamentary Sturctures Donna
Cox, NCSA/SDSC
23
Educational Outcomes
  • Develop understanding of systems thinking and
    cause/effect to better predict outcomes of our
    decisions actions
  • Provide informal and self-directed educational
    systems for both linear and visual/spatial
    learners
  • Develop understanding of and connections between
    numerous disciplines to move beyond extreme
    specialization to more comprehensive,
    anticipatory perspectives
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