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ISAGA 2018
Next Generation Games-based Learning with
Virtual Reality and 360 Camera Technologies
Three Inter-Related Topics
Gamification
Storytelling
360 Degree Imaging
Objectives
To demonstrate why these 3 skills are so important for 21st
century learning
To equip you with useful and inexpensive tools and techniques
to support learning and development
To entertain you with stories that inspired my passion for
lifelong learning
To challenge you to think about the future of education and the
world we are creating
4
What is Gamification?
Every Human Activity can be Viewed as a Game !!
Gamification is a Life Skill
Gamification and the ability/motivation to Gamify is
embedded in the genetic make up of every living creature.
We are born to develop through games
6
Games are part of Everyday Vocabulary
7
The Gamification Lens
Strategist
Tactician
Motivator
Coach
Skill
Ability
Motivation
Self-Esteem
Loyal
Passionate
Engaged
Supportive
Interested
Aware
Knowledgeable
Uninterested
Independent
Self-sufficient
Growing Influence
and Ability to
Influence Outcomes
8
The Gamification Cycle
8
Challenge Mechanism
Response
Mechanism
Measurement Mechanism
Feedback
Mechanism
The Big Question
If every human activity can be viewed as a
game, how is it possible to Gamify an activity?
Gamifying a Game!!!!!!!!
Injecting Gamification Elements
Games become more effective learning environments
1
2
Gamification Elements
Scenarios/Narratives
Challenges
Rules
Chance/Uncertainty
Risks
Rewards/Incentives
Penalties
Competition
Exploration
Success/Achievement
Failure
Discovery
Leaderboards
Learning
Development
Skill/Ability
Action/Reaction
Measurement
Feedback
Reflection
Gamification introduces some or all of these elements into everyday situations
1
3
Everybody is Different
13
Every Individual responds to different influencers in making
decisions or choices
1
4
Why Gamification?
14
1
5
Learner Engagement
Next Generation Learners have very different expectations
Why Humans Need Games
Human Beings need to believe that they have
some control over their (uncertain) destiny and
an opportunity to develop those abilities
Why Humans Need Games
To travel hopefully is a better thing than to
arrive and the true success is to labour
“Robert Louis Stevenson”
Learn More about Gamification
https://www.slideshare.net/dwortley/gamification-and-enabling-technologies-white-paper
Storytelling
Places, People & Experiences
Immersive Technologies & Stories
21st Century Skills for Professionals
Subject Matter Knowledge
Judgement
Ability to analyse data
Experience
Sensitivity and Awareness
Self-Motivation & Pride
Creativity
Teamwork
Demands years of training, dedication and skills development
My Dream Job as a Schoolboy
Subject Matter Knowledge
Responsibility for human lives
Judgement
Ability to analyse data
Experience
Sensitivity and Awareness
Customer Centric
Teamwork
Demands years of training, dedication and skills development
2018 Rail Transport
Kuala Lumpur MRT – where is the driver?
Cars before Data Technology
We used our human skills to get the best from our vehicles supported
by knowledge professionals
Breakdowns and Repair
The consequence of this lack of technology in older cars was
more breakdowns and a reliance on garages and mechanics to
diagnose problems, maintain and repair
Data Measurement and Visualisation
Modern cars tell us oil pressure,
temperature, speed, range of petrol
tank, warn us of any impending
problems, tell us where we are and
how to get to our destination and
compute new routes if we go off track
Disruptive Technologies changing Training & Education
Disruptive and embedded technologies change the dynamics of our
employment and skills development needs
Disruptive Digital Technologies
Medical Applications
Why is Learning Teaching Different Today?
Human beings have a desire to learn and develop from the moment they are born.
Exploration, trial and error, testing the world around us, being in control are in our DNA
We used to rely on teachers to provide knowledge and understanding but today we have technology
Teaching used to be standard for everyone to prepare us for a job for life
Today teaching has to be personalised, student-centred to prepare us for a rapidly changing world
Many jobs that need human skills today will not exist in a few years
Creativity & Story Telling
The ability to communicate through stories and engage others is a
vital life skill which requires creativity and innovation
Technology has Changed Everything
The teacher is a guide / coach / mentor
Learning is self-directed, 24/7 anytime, anywhere activity
The flipped classroom idea (students as teachers)
Education as a preparation for life challenges (not for
remembering facts)
Gamification used as a strategy to engage and motivate –
Play with Purpose
Experiential Learning by Doing
What are Most Popular/significant
Technologies for Learning Today?
Laptops / Computers (portable, accessible)
Mobile phones (portable, accessible, easy to access)
Internet (Google, social media)
Video Games (test and develop skills, fun to use)
Cloud computing and artificial intelligence (24/7, personal)
Virtual Reality and 360 Degree Imaging
Virtual Reality is as significant as the internet in terms of its
potential to change the nature of training & education at all levels
360 Degree Imaging
360 Degree Imaging is arguably as disruptive as the internet in terms of its
potential to change the nature of training & education at all levels
Why Virtual Reality and 360 Imaging?
Total Immersion (like
being there)
Chance to explore and
discover
Puts learner in control
Fun experience
Foundation for
storytelling and games-
based learning
The Impact of VR Experience
Latest Generation Camera Technologies
Smartphones and Cheap VR Headsets
make 360 degree worlds accessible
The Oculus GO Headset
360 Degree Immersive Video and Sound
Seven Examples of Virtual Learning
Second Life virtual worlds hosting meetings and simulations
Fieldscapes virtual field trips using Unity platform
Google Expeditions for group trips using 360 photos
360 photos and videos for shared experiences
Marzipano Tool for self-created 360 degree infographics
Kuula Tool for Customised Immersive Learning
360 Video for Debriefing
Virtual Reality and Immersive Learning
Five Examples of Virtual/Real Worlds in Education
1 2
3 4
5
Second Life
Real Meetings and Simulations in Artificial Worlds
Minecraft is another example
1
Fieldscapes
Mixing Real and Virtual Worlds
2
Google Expeditions
Group Visits and Lessons in 360 Degree Photos
3
360 Degree Shared Experiences
360 Photos and Videos to share stories
Marzipano Tool for 360 Photos
Create your own gamified learning experience
5
The Technologies Needed
Example Application created with 360 pics
http://www.davidwortley.com/thaisimchallenge/index.html#
Kuula Demonstration
360 Degree Video for Debriefing
The Marshmallow Team Building Game
360 Degree Video for Debriefing
The TIGA Ice Breaker Game
Conclusions
Human qualities will be vital for success in a world
dominated by AI and robotics – vocational education is
the new priority
Building relationships, communicating, collaborating and
influencing require the development of key skills that
cannot be replicated yet by machines
Gamification, storytelling and creative use of technology
will be vital attributes
360 degree imaging applications can play a major role in
learning and development for gamification, storytelling
and debriefing
Thank You
David Wortley
360in360 Immersive Experiences
david@360in360ix.co.uk

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Next generation games based learning with virtual reality and 360 camera technologies