21st Century Renaissance The STEM+ARTS Movement, How the future works today. STEMtech, Indianapolis, IN, October 5, 2011
JIM BRAZELL jimbrazell@ventureramp.com
2011, STEAM - STEM+ARTS - 21st Century Renaissance The STEM+ARTS Movement
1. 21st Century Renaissance
The STEM+ARTS Movement
How the future works today.
STEMtech, Indianapolis, IN
October 5, 2011
JIM BRAZELL
jimbrazell@ventureramp.com
2.
3. National Endowment for
Science Technology and
the Arts
K-12 Schools
Bring computer science into the
National Curriculum as an
essential discipline.
Use video games and visual
effects at school to draw greater
numbers of young people into
STEM and computer science.
Encourage art-tech crossover
and work-based learning
through school clubs.
http://www.nesta.org.uk/home1/assets/features/next_gen
5. Base:
All
Parents
of
Child
in
Grades
K–12
(n=854)
Q1020:
Which
of
the
following
careers,
if
any,
would
you
like
your
child
to
pursue?
Which
of
the
following,
if
any,
do
you
think
your
child
will
want
to
pursue?
Among careers tested, the two careers parents most want their child to pursue are
scientist and engineer; overall, half of parents say they would like their child to pursue
a STEM career. On the other hand, parents think their kids are more interested in arts.
Parent
and
Child
Career
Hopes
Reported
by
parents;
top
responses
shown
Teacher
Entrepreneur
Business
ExecuDve
Lawyer
ArDst
or
Designer
Actor/
Musician/
Performer
Financial
Professional
Military
Personnel
Professional
Athlete
No
Preferences
/
Don t
Know
Dads
are
more
likely
to
want
their
child
to
pursue
a
STEM
career
(57%
vs.
44%
moms).
5
6. According to the Bureau of Labor
Statistics, 6% of jobs in USA are STEM
and 52% of STEM jobs are NIT.
As a group, these jobs are forecast to grow
more than twice as fast as the average for
all occupations in the economy.
http://www.whitehouse.gov/sites/default/files/microsites/ostp/pcast-nitrd-report-2010.pdf
10. Of the two million U.S. arts jobs requiring
significant technology proficiency:
• 10% architects
• 11% artists, art directors and animators
• 7% producers and directors and
• 7% photographers
The products of these disciplines
represent 6.4% of the U.S. economy and
over $126 billion annually in revenue from
foreign trade. Read more at Arts in the
Workforce. http://www.nea.gov/research/ArtistsInWorkforce.pdf
47. $7.5 million project that immerses students in the hectic environment of a hospital's intensive
care unit and places them in a first-person role as a health-care professional. Funded by the
U.S. Office of Naval Research, Pulse!! is being developed by Texas A&M-Corpus Christi,
which in turn hired Hunt Valley (Md.)-based BreakAway to produce and design the platform. –
Business Week http://www.businessweek.com/innovate/content/apr2006/id20060410_051875.htm
MS&GModeling, Simulation & Gaming (MS&G)
52. Colleges should consider the experience of the MOVES
(Modeling, Virtual Environments, and Simulation) Institute and
other related game programs:
“…people sought [for game design, programming, and
modeling] are not just engineers and computer scientists.
They are programmers and content developers with
crossdisciplinary skills. Such skills enhance the quality of
virtual world development and the
implementation of such cutting-edge technologies.
[...]
“Computer Science alone was not sufficient to build our
future modeling and simulation
systems.” (Zyda)
70. Recommendation #1: Increase emphasis on evaluating the effectiveness of new learning technologies and
approaches to designing and implementing such systems. Use an adaptive learning approach that integrates real world
problems, data, processes and systems; empirical research and human performance; and instructional design and
delivery. The key is to integrate empirical research into the design and implementation of new modes of learning in order
to inform future selection and variation of learning systems. This requirement is also shared by the US Department of
Education (DOE) and the National Science Foundation (NSF) in its efforts toward educational reform especially
in Science, Technology, Engineering and Mathematics (Brazell, et al., Digital Warrior, Fort Hood Battle
Command Training Center, University XXI, 2004).
79. Mass Casualty Triage
Rapid physical assessment of key physiologic conditions
Provides objective & systematic method for determining patient acuity
Simulation-Based Triage Training, Games for Health:
Mass Casualty Care Panel , RTI International
84. USC ISI and Tactical Language Training
(ITSEC 2005)
85. Case study: Emergency Response
Training, Pjotr van Schothorst
VSTEP BV, Rotterdam, The
Netherlands
86. $7.5 million project that immerses students in the hectic environment of a hospital's
intensive care unit and places them in a first-person role as a health-care professional.
Funded by the U.S. Office of Naval Research, Pulse!! is being developed by Texas
A&M-Corpus Christi, which in turn hired Hunt Valley (Md.)-based BreakAway to
produce and design the platform. –Business Week
http://www.businessweek.com/innovate/content/apr2006/id20060410_051875.htm
Pulse!!
100. Teaching form
Teacher
talks
Play
Game
Plenum
Group
discussions
§ Read topic overview
§ Overview of theme
§ Explore perspectives
§ Experience issues
§ Discuss experiences
§ Write article
§ Debriefing
§ Evaluation
How to use the series
§ Teacher manual
§ Topic overview
§ Other curriculum
§ Mission sheets § Work sheets
§ Online resources
Serious Games Interactive | www.seriousgames.dk | info@seriousgames.dk
101. Different rooms for learning styles
Group work
Reflective
observation
Active
experimentation
GC: Palestine
Lecture Abstract
concepts
Concrete
experiences
• Kolb’s cycle covered with
different teaching forms in
the course.
• The teacher is crucial to
facilitate a full learning
experience.
Pedagogy
102.
103. 3D Square and LITE, Arts, STEM & IT Digital
Workforce Initiative, Lafayette, Louisiana
104. 3D Square Arts, STEM & IT Digital Workforce
Initiative, Lafayette, Louisiana
105. 3D Square and LITE, Arts, STEM & IT Digital
Workforce Initiative, Lafayette, Louisiana
106. 3D Square and
LITE where STEM
intersects with the
ARTS and
Research,
Development &
Commercialization
(RD&C)
118. STEM, IT, Arts Integration Leaders
US Digital Convergence
Centers
• New York City
• Washington DC MSA
• Central Florida
• San Francisco/Silicon
Valley
• Los Angeles
• San Diego MSA
• Phoenix
• Denver
• Las Vegas
• Austin-San Antonio-
Waco
Global Digital
Convergence Centers
• South Korea
• Finland
• China
• Taiwan
• Sweden
• Denmark
• Germany
• UK
• Israel
• Malaysia
• Japan
Evans, Eliza, Michael Sekora, Alexander Cavalli,
Kinman Chan, Jeeyoung Heo Kenneth Kan,
Yue Kuang, Prakash Mohandas, Xiaoxiang Zhang,
and Jim Brazell. Digital Convergence Initiative:
Creating Sustainable Competitive Advantage in
Texas. San Marcos, Texas: Greater Austin-
San Antonio Corridor Council, 2005.
Full Report: http://www.dcitexas.org/DCI_report.pdf
121. Today, Finland’s progressive strategy includes: multi-
disciplinary and multi-industry collaboration to integrate
nano science-, bio science-, information science- and
cognitive science-based research and development (
Tieke, 2005, p.9); converging design, art and science in
the contexts of education and human development
(Tahkokallio and Koivusilta, 2004, p.1); national R&D
policy and urban-rural development establishing
connected regional centers of innovation; partnering with
global high tech markets and industries (Embassy of
Switzerland, Beijing, 2005, p.12); and leading the world in
“Public-Private Partnership” (with efforts dating back to
the year of their independence, 1917) (Tieke, 2005, p.
12-15).
132. “techCAMP” Introduces CFL Teachers to
Simulation Industry
Tuesday, 11 December 2007
Through presentations from academic, industrial and military simulation experts, 43 teachers were introduced
to the world of simulation and its related technologies. As part of the program, the teachers visited the
Interservice/Industry Training, Simulation & Education Conference at the Orange County Convention Center,
were given physics simulation
software to use in their classrooms, and had the opportunity to experience hands-on lessons about the
Modeling, Simulation & Training (MS&T) industry.
Program arms educators with tools to interest students in high tech
careers
http://www.simulationinformation.com/cms/index2.php?option=com_content&do_pdf=1&id=957
147. Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth.
Gaming: A Technology Forecast, Implications for Texas Community and Technical Colleges
Austin, Texas: Texas State Technical College System and IC2 Institute, University of Texas Austin,
2004. ISBN 0978677358
Table of Contents: http://www.system.tstc.edu/forecasting/reports/dgames.asp
158. $7.5 million project that immerses students in the hectic environment of a hospital's
intensive care unit and places them in a first-person role as a health-care professional.
Funded by the U.S. Office of Naval Research, Pulse!! is being developed by Texas
A&M-Corpus Christi, which in turn hired Hunt Valley (Md.)-based BreakAway to
produce and design the platform. –Business Week
http://www.businessweek.com/innovate/content/apr2006/id20060410_051875.htm
Pulse!!
161. Learning,
problem solving
and production
in one act
resulting in
creation of new
knowledge,
processes,
systems, and
language.
Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth.
Gaming: A Technology Forecast, Implications for Texas Community and Technical Colleges
Austin, Texas: Texas State Technical College System and IC2 Institute, University of Texas Austin,
2004. ISBN 0978677358
Table of Contents: http://www.system.tstc.edu/forecasting/reports/dgames.asp
163. 21st Century Renaissance
The STEM+ARTS Movement
How the future works today.
STEMtech, Indianapolis, IN
October 5, 2011
JIM BRAZELL
jimbrazell@ventureramp.com