Immersive technologies and recruitment assessment and lifelong learning
1. Immersive Technologies for Recruitment, Assessment and Lifelong Learning Moscow Edutech2011 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
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
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