Agenda
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Wednesday,
May 14 |
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| 8:30 - 9:30 am |
Video Game...Learning? Merrilea J. Mayo |
| 9:30 - 10:30 am |
Case Studies of Advanced Learning Technologies, (panel) Moderator: Tony O'Driscoll
Panelists: Nevin Fouts, Ron Burns, Steve Mahaley |
| 10:30 - 10:45 am |
Coffee Break |
| 10:45 - 12:00 pm |
Case Studies from Education (Panel) Moderator: Michael Young
Panelists: Sasha Barab, Len Annetta, Jamie Kirkley |
| 12:00 - 1:00 pm |
Lunch |
| 1:00 - 2:00 pm |
Evolution of Advanced Learning Technologies in Corporate Training (Panel) Moderator: Doug Harward
Panelists: Richard Kristof, David Gardner, Jackson Stenner, Jonathan Kayes |
| 2:00 - 3:00 pm |
Robotics, Haptics, Gizmos, and Gadgets that Will Help Adult Learners, Dr. Karl Kapp |
| 3:00 - 3:15 pm |
Serious Game Contest Review and Award |
| 3:15 - 3:30 pm |
Summary of Lessons Learned for Successful Implementation of Immersive Learning, Tony O'Driscoll |
Session Detail |
Keynote Address: Successes and Challenges in Moving to Advanced Learning Technology Ben Sawyer
Mr. Sawyer will discuss the state of 3D Immersive (3DI) learning today. He will draw on his extensive experience to discuss what different organizations are doing, what has worked well and what hasn't worked. He will illustrate these lessons learned with examples of 3DI in the real world.
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Advanced Learning Technologies for Leadership Development
Tony O'Driscoll
Tony O'Driscoll is an author of a lead article appearing in the current issue of Harvard Business Review entitled "Leadership's Online Labs." He will discuss the content of the article and explain how the dynamics of today's business environment call for a new approach for leadership development using advanced learning technologies like serious 3D games.
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Design to the Margins: Universal Design of Learning for Human Ability and Accessibility
Felicity Spowart, John Kemp, David Rose
Imagine a multimedia curriculum that provides digital, universally designed media that offer diverse options for viewing and manipulating content and expressing knowledge. Within such a flexible curriculum fewer 'students' face barriers – digital text can speak aloud to reduce decoding barriers for persons with dyslexia; digital images or video provide an alternative representation that reduces barriers in comprehension for persons with language-based disabilities while providing descriptions and captions for students who are blind or deaf; keyboard alternatives may reduce barriers in navigation and control for persons with physical disabilities. These UDL solutions have the advantage of enhancing learning for many different kinds of learners, across the entire spectrum of age and abilities.
By designing to the margins we can engage most people in learning, enabling far greater and more meaningful participation in the economic, educational and social mainstream of life in the 21st Century."
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Case Studies from Healthcare
(Panel) Moderator:Jerry Heneghan,
Panelists: Dr.Jeff Taekman,Assistant Dean for Educational Technology,
Duke University Medical Center
Amar Patel,
Bob Blouin,
This panel will explore ways that advanced learning technologies are being used to train healthcare workers and show how some of these concepts can be applied to other fields of training.
Dr. Taekman will discuss how Duke is using medical simulation to improve teamwork among caregivers to provide better patient outcomes.
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Break Out Sessions and Special Interest Groups
This time is set aside to meet with others in your industry or special interest area as well as to get time to interact with instructors and sponsors.
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Case Studies from Business Training (Panel)
Moderator:Tony O'Driscoll,
Panelists: David Karvella, David Lapp
The panel will discuss two real-world projects using Immersive Learning in the corporate world. David Karvella of Hilton Hotels, will present the Hilton Hotels Ultimate Team Play project where people learn customer service skills in a virtual hotel environment.
David Lapp of IBM will present the Innov8 project, an interactive, 3-D business simulator designed to teach the fundamentals of business process management and bridge the gap in understanding between business leaders and IT teams in an organization.
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Making Virtual Spaces Work
David Gardner
Virtual world technology is being hailed as the new paradigm that will dramatically change the way we learn, meet, present and collaborate but what is practical and beneficial today? What are the strengths and weaknesses of the technologies currently available and can they really meet our needs? What are the pitfalls, risks and critical success factors that need to be considered when thinking through any virtual world strategy?
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Serious Game Contest
Two teams of students from Wake Tech Community College will be each be developing a serious game from scratch during the converence. You will be able to view their progress during breaks. We will also check in on them at the end of the first day. At the end of the second day, they will show the results and we will award a prize to the one voted best by the audience. |
Networking Reception with FIRST Robotics Demonstration
Join us for a reception and demonstration of a live robotics contest.
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Video Game...Learning?
Merrilea J. Mayo
The number of active subscribers to a single online video game is approximately equal to the yearly output of scientists and engineers graduated by all colleges and universities in the U.S., across all disciplines. With the right content, this national reach could make video games a “bronze bullet” for solving our nation’s educational crisis. Emerging research shows that the learning paradigms espoused by cognitive scientists are all well represented in the video game genre, and, moreover, the chemical state of the brain while playing video games virtually guarantees superior encoding of learned information. Time on task is huge (for college-bound high school students, the same as homework time), and games can easily be structured to adapt to the specific learning path of the individual. The possibility that games might be a “bronze bullet” for remedying our national education woes is further confirmed by learning outcomes from recently developed games and game-like virtual world experiences. This presentation reviews several such offerings, ranging from cell biology to algebra to numerical methods analysis. The potential for addictive and engaging learning has never been so tantalizingly close, but . . . we have work ahead to do. The presentation concludes with a brief list of tasks for all of us, if we wish to make immersive learning an everyday reality.
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Case Studies of Advanced Learning Technologies (Panel)
Moderator: Tony O'Driscoll
Panelists:
Nevin Fouts: CIO of Fuqua
Ron Burns: CEO of Proton Media
Steve Mahaley: Director of Learning Technologies at Duke CE
Advanced learning technologies are permeating the education landscape at a profound rate. Join us as we discuss the drivers for and applications of advanced learning technologies within education from three perspectives:
The University Perspective, where Nevin Fouts, CIO of Duke's Fuqua School of Business will discuss his view on how the infrastructure for delivering truly global and immersive programs Duke CE's clients are seeking to push the envelope in applying advanced learning technologies. Finally we will hear from Ron Burns, CEO of ProtonMedia as he shares his experience in implementing integrated advanced learning technology solutions for learning organizations from a broad range of industries.
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Case Studies from Education (Panel)
Moderator: Michael Young
Panelists: Sasha Barab, Len Annetta, Sonny Kirkley
Dr. Michael Young will lead an expert panel that will demonstrate different approaches to advancing learning using games, immersive worlds and other technology tools. While the examples come from the field of education, many of the techniques are applicable across the spectrum of corporate or institutional learning.
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Evolution of Advanced Learning Technologies in Corporate Training (Panel)
Moderator: Doug Harward
Panelists: Richard Kristof, David Gardner, Jackson Stenner,
Johnathan Kayes, Chief Learning Officer, CIA
Mr. Doug Harwood, the CEO of Training Industry, Inc. will moderate this discussion that will explain how corporate learning has evolved and where it is going. The panelists will present ways to plan for and execute a sound strategy for implementing advanced technologies into your learning mix.
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Robotics, Haptics, Gizmos, Gadgets and Medical Mannequins that Will Help Adult Learners
Dr. Karl Kapp
Is your training program designed to teach the new breed of learner – the learner raised on a steady diet of video games, electronic gadgets, and the Internet? Do you know the learning expectations of the gamer generation? Have you determined how to transfer the years of experience from your boomer employees into the heads of the gamers? Need help determining what technology is best for delivering what type of learning event? Can’t get management to buy into educational games and simulations? Learn how the incoming gamer generation changes everything and see examples of iTouch iPods teaching basic machine maintenance, simulations teaching basic Spanish, and computer-game interfaces changing online assessments.
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Summary of Lessons Learned for Successful Implementation of Immersive Learning
Tony O'Driscoll
Mr. O'Driscoll will lead us through a review of the lessons learned during the conference. He will summarize the "Do's" and "Don't's" that the presenting organizations have demonstrated. You will leave with a solid roadmap on how to get from here to there based on the experiences of the pioneers who have led the way.
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