austin 2009
DESCRIPTION
Keynote Presentation at UT Austin Virtual Worlds ConferenceTRANSCRIPT
Dr. Tony O’DriscollFuqua School of Business, Duke University
Avoiding the Routinization Trap Enabling the Immernet to change how we live work and play
Slide: 2
Red Pill or Blue?
Slide: 3
My Vision
Educator Perspective
My Reality
Slide: 4
Enterprise Perspective
A fundamental disconnect...
Slide: 5
Happy 16th Birthday !
April 22, 1993
Slide: 6
Webvolution
Connect“TO”
Connect“THROUGH”
Connect“WITHIN”
Web 2.0 = UGX
You Tube = User Generated CONTENT
Digg = User Generated FILTERING
del.icio.us = User Generated ORGANIZATION
Blogs = User Generated COMMENTARY
Technorati = User Generated PRIORITIZATION
RSS = User Generated DISTRIBUTION
Web 2.0 = Connecting THROUGH
Slide: 8
Here Comes Everybody
Slide: 9
CrowdSoothing
From blogging to cellphone video, technology has forever changed the way we process and communicate about tragedy — in good ways,
and perhaps bad.
Since Monday, there has been a non-stop flood of postings on the popular Facebook student site, on MySpace and LiveJournal,
and on personal blogs — expressing everything from grief to anger to confusion.
"What better place to mourn someone than a place that they themselves built to express
who they are, and a place where the deceased and his or her friends may have spent a great
deal of time interacting?”
On My Mind
Slide: 11
Getting things done requires good connections, both the human kind and the Internet kind.
Schooling has confused us into thinking that learning was equivalent to pouring content into people’s heads. It’s more practical to think of learning as optimizing our networks.
Learning=NetWORKing
Slide: 12
Digital Native
Slide: 13
Annagram
CHEAT
TEACH
Slide: 14
From/To
STOCKS FLOWS
Slide: 15
New Value ChainInformation = Currency People = Transport
Conversation = TransferInsight = Outcome
Slide: 16
Immernet?
3Di = Connecting WITHIN
Slide: 17
Life Imitates Art
Slide: 18
Quick Poll
Slide: 19
DeborahWince-Smith
President, Council onCompetitiveness
MMORPGs
Slide: 20
DeborahWince-Smith
President, Council onCompetitiveness
Video Game Stats
Slide: 21Sources: Business Week April 2006, The Economist. Living a Second Life, Sept. 28, 2006
Virtual Worlds
Second Life Stats
Source: Joe Miller. Linden Lab
All Data: (Industry, Job Level, Company Size, # Learners Impacted)
16 Million Members
1.1 Million Active Residents
350,000 Hours of Use Per Day
87,500 Hours Development Time/Day
$1.6 B worth of Free Work per Year
200+ Virtual Square Miles (6X Boston)
520,000 Unique Items traded/Month
Slide: 23
Unbounded Space
Social Interaction
Communities
User Created Content
Business
VSW MMORPG
Avatar-Mediated
Persistent World
Reputation
Immersive
Interactive
Real-Time Communication
Virtual Economy
Assets
Unbounded Space
Social Interaction
Communities
User Created Content
Business Opportunity
Bound by a Narrative
Defined Roles
NPCs
Rules
Tokens
Ranks and Levels
Kin or Twins?
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Are we There YET?
Slide: 25
Gutenberg LumiereWatt
Routinization
1785 – Invented
1807 – Steam Boat
1829 – Locomotive
1450 – Invented
1500 – German Bible
1520 – Literature
1895 – Invented
1903 – Great Train Robbery
Paving Cow Paths
137 Miles___ Hours
Slide: 27
The Sense of Self
The Death of Distance
The Power of Presence
The Sense of Space
The Capability to Co-Create
The Pervasiveness of Practice
The Enrichment of Experience
Differentiation
Slide: 28
Source: e-Learning Guild 360 Report – Synchronous Learning Systems. June 2007.
Difference
Slide: 29
I*I=E
Source: e-Learning Guild 360 Report – Synchronous Learning Systems. June 2007.
Engagement
Slide: 30
John Seely-Brown
Education is going through a large-scale transformation toward a more participatory form of learning.
Rather than treat pedagogy as the transfer of knowledge from teachers who are experts to students who are receptacles, educators should consider more hands-on and informal types of learning. These methods are closer to an apprenticeship, a farther-reaching, more multilayered approach than traditional formal education.
We are learning in and through our interactions with others while doing real things. I'm not saying that knowledge is socially constructed, but our understanding of that knowledge is socially constructed. It is in participation with others that we come into "being" and internalize our own understandings of the world.
Edumersion 2.0
Slide: 31
Source: With some help from Roger Shank’s use of same Mnemonic for Scenario Based learning
Flow
Repetition
Experimentation
Engagement
Doing
Observing
Motivation
FREEDOM!
Slide: 32
Source: Kapp and O’Driscoll
3D ClassroomReplication
PracticeAuthenticActivities
EmergentLearning
Constructs
DoRealWork
Facts
Concepts
Procedure& Rules
Principles
ProblemSolving
Group Forum
Breakout
Scavenger Hunt
Guided Tour
Role Play
Conceptual Orienteering
Social Netw
orking
Operational Application
Co-Creation
3DLA Model
Slide: 33
Enterprise to the Rescue?
Slide: 34
History Lesson
1585-1587
Slide: 35
Mind the TRAP!
Now that we are moving from factory work to anytime, anyplace work, we need an anytime anyplace educational parallel.
1650 1940 1995 2008
Slide: 36
Personal Story
April 15, 1995April 16, 2007
Slide: 37
Personal StoryMy name is Arie (Lionel) Librescu and I am Liviu's younger son.
I am writing to you regarding the "Virginia Tech Second Life Memorial" Video tribute you have posted on YouTube.com.
My family and I would like to thank you very much for the kind and beautiful gesture. Personally, your video has moved me very much and I would like to thank you very much for it.
I wish you all the continued luck and success in life.
Arie Librescu
Slide: 38
Get Fired Up!
Get a Social World AVATAR Play MMORPGs
Experiment Wildly
Bring EVIDENCE to worldso we can CHANGE THE
GAME in LEARNING,KM & COLLABORATION
while avoiding ROUTINIZATION TRAP
Slide: 39
Red Pill or Blue?
Slide: 40
Questions
Slide: 41
Connect
http://wadatripp.wordpress.com