us teams economic development, s&t r&d, workforce and education strategy for stem, it and...
DESCRIPTION
SIGN BRAZELL's PETITION TO RE-ESTABLISH CTE-TECH-PREP-RPOS FUNDING OF $100M to $380M, IN THE PROPOSED 2015 STEM BUDGET CAPTURED BY OSTP, RELEGATING CTE TO THE FRINGE OF ED REFORM https://petitions.whitehouse.gov/petition/re-establish-discreet-tech-prep-budget-amount-100m-380m-ostp-stem-budget-38b/y6MQQFLz MARCH 29, 2014, SAN ANTONIO, TX: A SPUTNIK MOMENT FOR U.S. STEM. EDUCATION AND WHITE HOUSE OFFICE OF SCIENCE AND TECHNOLOGY POLICY - Robin hood movement seeks equity and adequacy in funding from White house for CTE-TECH PREP Rigorous Programs of Study (R-POS) for the Nation’s P-20 education students & adults from White House. At issue, contrary to OSTP’s Open Government Plan, public comments and specifically supporting enclosures related to the role of Career and Technical Education (formally, vocational education) in science, technology, engineering, and mathematics (STEM) were ignored and not appropriately incorporated into the public record by the White House Office of Science and Technology Policy (OSTP), President’s Council of Advisors on Science and Technology (PCAST). Although delivered as parcel to the OSTP call for public comments, RE: PCAST STEM Meeting 10.22-23, 2009, Two Minute Public Comment Letter, the following items submitted by Brazell, et. al., were not included by OSTP-PCAST in the public record: 1) Co-author’s were redacted from the letter sent to PCAST; 2) The white paper delivered in the same document as the three minute testimony letter was redacted, while other’s giving testimony reflect their white papers and related research references in the PCAST public record; 3) 570 pages of powerpoint slides including research on select TECH PREP model CTE programs were not appropriately submitted to the public record including a) From STEM to TEAMS a US educational innovation strategy which unifies the houses of academia, vocational learning and the arts and b) US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communications Clusters; and, 4) Jim white paper is not reflected in the record, What is next long term growth strategy to face the financial crisis? Transdisciplinary places, industries, technologies, work and education. The public record includes letters submitted to PCAST including Jim’s redacted response. By comparison, Jim’s original letter includes a list of supporters and editors, a draft white paper written for the committee in one (1) week with academic references, and the items above referenced within the Public Comments submitted to PCAST. Full Explanation: https://dl.dropboxusercontent.com/u/32034593/Sputnik_Moment_OSTP_STEM_TECHPREP.docxTRANSCRIPT
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communications Clusters
Jim Brazell, [email protected]
October 4, 1957
S&T
Demography
Our Sputnik
Diversity
InnovationGlobalizationIntegration
“If the U.S. is to maintain its economic leadership and compete in the new global
economy, the nation must prepare today’s K-12 students better to be tomorrow’s
productive workers and citizens. Changing workforce requirements mean that new
workers will need ever more sophisticated skills in science, mathematics, engineering
and technology ...
http://www.nsf.gov/nsb/documents/2006/0502/testimony.pdf
China
Percentage of the population scoring at IALS literacy level 3 or higher on the document scale, 1994-95
5356
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767780
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35
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49
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51
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16-25 yrs of age 46-55 yrs of age
Source: Centre for Educational Research and Innovation, Organization for Economic Cooperation and Development, Education at a Glance OECD Indicators 1998
U.S. Older Adults Have Stronger Skills Than Young AdultsU.S. Older Adults Have Stronger Skills Than Young Adults
Why Games and MS&T?
Modeling, Simulation, Training & Games (MST&G)
http://www.uwsp.edu/news/photos/Classroom.jpghttp://www.eva-eu.org/images/classroom.jpg
NECC 2004
U.S. education market is $750 billion (Credit Suisse First Boston, 2003). More money is spent in the United States on education than in any other industry with the exception of health care. Annual expenditures are more than Social Security and defense combined. (Glakas, National Council of Higher Education Loan Programs, 2003)
Millennial Classroom
21st Century Digital Teacher
Digital Natives
Digital Immigrants
3D Square and LITE where STEM intersects with the
ARTS and Research,
Development & Commercialization
(RD&C)
LITEhttp://www.lite3d.com/
Modeling, Simulation, Gaming and Training (MSG&T): Science, Engineering, Medicine, Defense, Aerospace, Health, Arts, Energy
LITEhttp://www.lite3d.com/
Modeling, Simulation, Gaming and Training (MSG&T): Science, Engineering, Medicine, Defense, Aerospace, Health, Arts, Energy
LITEhttp://www.lite3d.com/
Modeling, Simulation, Gaming and Training (MSG&T): Science, Engineering, Medicine, Defense, Aerospace, Health, Arts, Energy
LITEhttp://www.lite3d.com/
Modeling, Simulation, Gaming and Training (MSG&T): Science, Engineering, Medicine, Defense, Aerospace, Health, Arts, Energy
Math Engineering
TechScience
ARTS
MSG&T
LITE is one of the world's leading 3D immersive
visualization and high-performance computing resource
centers hosting clients in commercial industry,
government, and university sectors. LITE features a
comprehensive set of advanced visualization systems including
the world's largest 3D immersive visualization theatre and one of the world's first six-sided digital 3D total immersive space (TIS)
based on CAVE® technologies. LITE visualization, super
computing and high speed networks enable MST&G
capabilities to be applied across STEM disciplines and research
areas while enabling critical next generation digital learning
environments globally.
21st Century Learning Capability
3D Square and LITE, Arts, STEM & IT Digital Workforce Initiative, Lafayette, Louisiana
3D Square Arts, STEM & IT Digital Workforce Initiative, Lafayette, Louisiana
3D Square and LITE, Arts, STEM & IT Digital Workforce Initiative, Lafayette, Louisiana
Math Engineering
TechScience
What are they learning?
?
Math Engineering
TechScience
TEAMS
What are they learning?
Game Builders
Big Sesh Studios Austin, TX
defenselink.mil/news/Jul2004/n07272004_2004072705.html
Engineering Design
Engineering Design:
Georgia-Michigan-Texas
Dassault Systems
$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)
© n
um
ed
eon
, inc. 2
00
4
Virtual Worlds
E-Learning
WHYville.net
Scientist
Engineer
Technologist
Technician
Artist
Architect
Industrial Designer
Electronic Artist
http://www.philisoft.com/personal/misc/davinci/davinci-1600x1200.jpg
Innovation is a function of moving beyond the disciplines, solving real
world problems and integrating theory and applied techniques to
create new knowledge, tools, processes, systems, environments,
etc.
In a word transdisciplinarity.
Games?
Global STEM, IT & Arts, A/V Technology and Communications Clusters
National CTE Transformation Leadership Strategies
Model TEAMS Schools and Outcomes*
Cluster Networking TEAMS Strategy for STEM, IT and Arts Clusters
http://www.wheels.org/spacewar/
First Joy Stick
First Winner,
Intergalactic Spacewar Olympics
Stephen "Slug" Russell at MIT. Other major
contributors include Peter Samson, Martin Graetz,
Wayne Witanen, Alan Kotok and Dan Edwards.
.
DEC PDP-1 assembler
http://www3.sympatico.ca/maury/games/space/spacewar.html
19621972
http://www.pong-story.com/odyssey.htm#P1
1972
“Ready or not, computers are coming to the people.”
Stewart Brand, Rolling Stone December, 1972
“The medium is
the message”
What is the Message?
Vienna University of Technology Players operate track switches and adjusting the speed of virtual trains to prevent virtual trains from colliding. Researchers Daniel Wagner, Thomas Pintaric and Dieter Schmalstieg
Vienna University of Technology Players operate track switches and adjusting the speed of virtual trains to prevent virtual trains from colliding. Researchers Daniel Wagner, Thomas Pintaric and Dieter Schmalstieg
http://geeklit.blogspot.com/2007_03_01_archive.html
Nokia Research Center, Helsinki Finland in MIT Technology Review
NOKIA
Through mixing realities, research is
expanding the potential of embedded training
in the field and in battle labs to provide
integrated training anytime, anywhere. Advancements are
being transferred across industries
from business prototypes to
hospitality training.Integrated research in tracking, registration,
rendering, display, and scenario delivery are
expanding the possibilities of
CONSTRUCTIVE simulation as well as
after action review, and command and control
visualizations.
Games represent the emergence of new realities…
First Person & Fidelity
Evolution of Human Computer Interaction
Improved Target Acquisition System Trainer
First Person & Fidelity
First Person & Fidelity
A new relationship between humans and machines.
Min
dBal
l
Video games are leading us to new affective, cognitive and psychomotor domains of HSI…
67
After Action Review (Real Time)
Randy [email protected]
Virtual Heroes Inc.http://www.virtualheroes.com
Diffusion of Technology Arts, STEM and IT cross cluster strategy.
Defense, Homeland Security, Education, Health, Manufacturing, Energy.
Games and game technologies are migrating across domains beyond entertainment.
Games for…
Games for Health
Serious Games
Games for Change
Learning Games
$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!!
USC ISI and Tactical Language Training
(ITSEC 2005)
Case study: Emergency Response Training, Pjotr van Schothorst
VSTEP BV, Rotterdam, The Netherlands
Simulation-Based Triage Training, Games for Health: Mass Casualty Care Panel , RTI International
Simulation-Based Triage Training, Games for Health: Mass Casualty Care Panel , RTI International
http://www.hopelab.org/remission.html
seriousgames.dk
Whyville.net a Pasadena, CA and San Antonio, TX Based Company
Game-based simulations are the
new e-learning paradigm.
Source: Brazell, IC2 Institute, 2004
Yang Cai, Ingo Snel, Betty Chenga, Suman Bharathi, Clementine Klein d, Judith Klein-Seetharaman; Carnegie Mellon University, University of Frankfurt, Research Institute, University of Pittsburgh School of Medicine.
www.andrew.cmu.edu/~ycai/biogame.pdf
BIOSIM 1.0
Educational institutions need to transform organizational systems andinstructional practices to take greater advantage of new technology, includingeducational games.
Apr 11, 2023
Games?
STEM, IT & Arts, A/V Technology and Communications Clusters
National CTE Transformation Leadership Strategies
Model TEAMS Schools and Outcomes*
Cluster Networking TEAMS Strategy for STEM, IT and Arts Clusters
US Arts, A/V Technology and Communications
The Current and Potential Economic and Fiscal Impacts of
Texas’ Moving Media Industry, 12.1.2008,
Prepared forTexas Comptroller of Public Accounts, Prepared by Bernard L. Weinstein, Ph.D., Terry L.
Clower, Ph.D., Michael Seman, M.S, Center for Economic Development and ResearchUniversity of North Texas
http://www.window.state.tx.us/specialrpt/mmedia/96-1357_Media_Industry.pdf
The Current and Potential Economic and Fiscal Impacts of
Texas’ Moving Media Industry, 12.1.2008,
Prepared forTexas Comptroller of Public Accounts, Prepared by Bernard L. Weinstein, Ph.D., Terry L.
Clower, Ph.D., Michael Seman, M.S, Center for Economic Development and ResearchUniversity of North Texas
http://www.window.state.tx.us/specialrpt/mmedia/96-1357_Media_Industry.pdf
http://www.window.state.tx.us/specialrpt/mmedia/
The Current and Potential Economic and Fiscal Impacts of Texas’ Moving Media Industry, December 1, 2008, Prepared for
Texas Comptroller of Public Accounts, Prepared by Bernard L. Weinstein, Ph.D., Terry L. Clower, Ph.D., Michael Seman, M.S, Center for Economic Development and Research
University of North Texashttp://www.window.state.tx.us/specialrpt/mmedia/96-1357_Media_Industry.pdf
Global “Emerging” Leaders: Arts, STEM and IT
City-State-Region-Country Networks
Engineering Mathematics
TechnologyScience
Digital Convergence Technopolei
Arts
Digital Convergence 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
Brazell, Adapted from NSFNEURO CHEM
BIOINFO
Science & Technology Convergence Technopolei
Arts
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
Structure of Digital Convergence Technologies Scientific Research map for STEM, IT and Arts Integration
Dr. Mike Sekora and Dr. Eliza Evans, Ic2.org
Aerospace,Defense &
Security
Electronics &
Telecom
Medical Tech-Life Science
Optics/Photonics
Edtech &MS&T
Film/ New Media
Central Florida
DCIMST&G
FOR IMMEDIATE RELEASE MARCH 2, 2009 CONTACT: GOVERNOR’S OFFICE OF FILM & ENTERTAINMENT (850) 410-4765
Study Shows $29.2 Billion Economic Impact for Film and Entertainment Industry in Florida
~ Florida Productions Generate Jobs, Stimulate Local Economies
Source: The Film and Entertainment Industry in Florida Part II ‐ Statewide Economic and Fiscal Impact, Sep 29, 2008, Haas Center for Business Research and Economic Development The University of West Florida
Source: The Film and Entertainment Industry in Florida Part II ‐ Statewide Economic and Fiscal Impact, Sep 29, 2008, Haas Center for Business Research and Economic Development The University of West Florida
Aerospace,Defense &
Security
Electronics &
Telecom
Medical Tech-Life Science
Optics/Photonics
Edtech &MS&T
Film/ New Media
San Diego County
DCIMST&G
RD&C
Art CHEM BIO INFO NEURO
Calit2
First Flight 3 of 6
Dave Kenny
Aerospace,Defense &
Security
Electronics &
Telecom
Medical Tech-Life Science
Optics/Photonics
Edtech &MS&T
Instrumentation
DC MSA
GAMES
military-industrial-academic-life science-entertainment spurred by
K-16/Adult Career Development:A Systematic Process for Educating the
Workforce of the 21st CenturyKatharine M. Oliver
Maryland State Department of EducationDivision of Career Technology and Adult Learning
AI&
Visualization
Microelectronics &
Instrumentation
Biotech-Health-Medical
Telecom-Optics-
Photonics
Art-New Media-
Design
Semiconductors
Finland
DCIMST&G
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).
Aerospace,Defense &
Security
Electronics &
Telecom
BroadcastEquipment
Optics/Photonics
New Media/Animation
Semiconductors
South Korea
DCIMST&G
transitioning from a manufacturing to an innovation economy http://mit.edu/cre/research/ncc/proceedings/ncc-casestudies.pdf
e-Korea Vision 2006 also set the following basic directions:
· From Quantitative Expansion to Qualitative Accomplishments such as the increase in productivity through legal and institutional reforms and innovations in business processes throughout society…Social transformation not just technical.
· From Creation of new industries led by the government to Foundation for new industries. The government’s new role is to focus on the enabling environment and the private sector will be developing new independent and creative industries… Bottom up and top down organization for innovation.
· From Catch-up Strategy to Leading Strategy - To strengthen competitiveness in IT, the government will increase leading investments in core technologies and strategic services which have the potential to produce significant added value in the future. Innovation leader….
http://www.apdip.net/projects/2003/asian-forum/docs/papers/comparative.pdf
INFO UP
BIO
NANO
COGNO
SCIENCE
ARTS
“Roughly 100 million jobs… cross-disciplinary fields.” NII, Business Week, 10.11.2004
UTSA & UTHSC
“Latin Rennisance”George Cisneros
“$83M Integrated Sciences and Engineering Facility”
First Aero Squadron, Old # 1
1910
• 1910 First military man to teach himself to fly
• Only person to ever learn to fly by mail • First and only military test
pilot flying Old No. 1• First to invent seat belt and wheels• 1911 First to fly more than 100 miles non-stop• First on an operational
reconnaissance flight• First to test use of radio in
flight
Benjamin D. Foulois
SwRI, Training, Simulation and Performance
Improvement
AETC Holodeck
Northrop Grumman
2005
Star Film Ranch
1910 Georges Méliès
"Viaje a la luna"
Star Wars: Episode 2, Harry Potter and the Prisoner of Azkaban, Lord of the Rings, The Passion of the Christ, Spider-Man 2, The Matrix, Pirates of the Caribbean, Black Hawk Down, Star Trek Nemesis, AI, Jimmy Neutron, Jurassic Park III, Spy Kids, Charlie’s Angels, The Gladiator, Red Planet, Titanic
Tim Jenison
1985
SFBR
Future Work Queue – July 2009: Science, Technology and Knowledge Networks – long term growth strategies to face the financial crisis by leveraging digital ARTS, STEM and IT
12th International Conference on Technology Policy and Innovation (ICTPI), which will be held in Porto, on 13 and 14 July 2009.
The recent financial crisis is having important repercussions on world economies and will certainly impact in most areas of economic policy. Governments in OECD and in major non-OECD countries are currently setting up economic stimulus packages to address the economic crisis.
In such a scenario, concerns grow that these actions should not only be limited to producing short-term gains or alleviating distress situations: they should also help restore favorable conditions for innovation-based long term growth. Sharing of country-specific experiences and practices is certainly the way to move policy thinking in this area forward at these crucial times.
The theme and motto of the 12th ICTPI Conference - Science, Technology and Knowledge Networks – long term growth strategies to face the financial crisis – is due to challenge us in developing strategic responses to the crisis that integrate long-term concerns, by involving research and development, higher-education and science-based innovation.
July 2009 July 2009
The role of the arts in innovation across STEM, IT and Arts, A/V Technology and Communications Clusters in the context of
Dr. David Gibson, IC2 Institute, University Technology Enterprise Network
Games?
Global STEM, IT & Arts, A/V Technology and Communications Clusters
National CTE Transformation Leadership Strategies
Model TEAMS Schools and Outcomes*
Cluster Networking TEAMS Strategy for STEM, IT and Arts Clusters
California
“The line separating CTE and academics must be erased.”
Key Messages• Career Education will be a primary feature of a transformed high school system.
• The line separating CTE and academics must be erased.
• The public and policy makers expect the the K-12 and Higher Education systems to work together.
• It is imperative that we abandon parochial and isolationist traditions and deliberately align/design our systems at all levels to increase student outcomes.
CTE in the Future, 20th Annual CALCP/CAROCP Conference, Patrick Ainsworth Ed.D., Assistant Superintendent, Director Secondary Postsecondary and Adult Leadership Division,
November 20, 2008http://www.carocp.org/pdf/CALCP-CAROCPAinsworth11-08.ppt
Shell Test Track
1,000 MPG eq. Fuel Cell Car
“Like many school systems, Maryland's Charles County Public Schools had
different tracks for high school students who were going on to college and those pursuing vocational training. This outdated model ultimately reduced the status of voc ed to a lower level than academic programs. James Richmond, our district superintendent, championed the idea of a 21st- century school that would bring
vocational and academic students
together in one facility.”
Maryland
eSchool News: Creating a '21st-century school' for learning and working together By Peter Cevenini Sun, Oct 01, 2006
http://www.eschoolnews.com/news/top-news/news-by-subject/international/index.cfm?i=41342
K-16/Adult Career Development:A Systematic Process for Educating the
Workforce of the 21st CenturyKatharine M. Oliver
Maryland State Department of EducationDivision of Career Technology and Adult Learning
Skills From: To:Management Functions Centralized
SeparatedDecentralized Shared
Professional/TechnicalKnowledge
Centralized and SpecializedSome Workers
DecentralizedIntegratedAll Workers
Work Design Jobs Functional/Cross-functional Teams
Organizational Structure VerticalHierarchies
Customer-SupplierNetworks
Employee Responsibility Job TaskPerformance
Work Unit PerformanceBusiness Process
ManagementCareer Progression
VerticalLimited Range
Vertical and HorizontalFull Range
K-16/Adult Career Development:A Systematic Process for Educating the
Workforce of the 21st CenturyKatharine M. Oliver
Maryland State Department of EducationDivision of Career Technology and Adult LearningChanging Workplace
Equipped For the Future (EFF) Standards for Adult Learning
K-16/Adult Career Development:A Systematic Process for Educating the
Workforce of the 21st CenturyKatharine M. Oliver
Maryland State Department of EducationDivision of Career Technology and Adult Learning
Orlando and Central FL High Tech Corridor Model and Emerging FL
State Model: Arts, STEM & IT
153
TodayToday’’s Students, Tomorrows Students, Tomorrow’’s Workforces WorkforceEnterprise Florida Targeted Sectors for Economic DevelopmentEnterprise Florida Targeted Sectors for Economic Development
Life Sciences Life Sciences • Nursing (CNA, LPN, RN)Nursing (CNA, LPN, RN)• Emergency Medical Emergency Medical
TechnicianTechnician• ParamedicParamedic• Dental HygieneDental Hygiene• Respiratory CareRespiratory Care• Surgical TechnologySurgical Technology• Patient Care TechnicianPatient Care Technician• Nursing Assistant/Long-Nursing Assistant/Long-
Term CareTerm Care• Biotechnology Laboratory Biotechnology Laboratory
TechnicianTechnician
ManufacturingManufacturing• Drafting & Design Drafting & Design
TechnologyTechnology• Manufacturing Manufacturing
TechnologyTechnology• Computer Electronics Computer Electronics
TechnologyTechnology• MachiningMachining• Sheet Metal Fabrication Sheet Metal Fabrication
TechnologyTechnology
Information Technology Information Technology • Computer Information Computer Information
AdministratorAdministrator• Computer Programming & Computer Programming &
AnalysisAnalysis• Network AdministratorNetwork Administrator• Computer ProgrammingComputer Programming• Internet Services Internet Services
TechnologyTechnology• Web Development Web Development
SpecialistSpecialist• Multimedia Design Multimedia Design
TechnologyTechnology
Homeland Defense/SecurityHomeland Defense/Security• Criminal Justice Criminal Justice
TechnologyTechnology• Law Enforcement OfficerLaw Enforcement Officer• Correctional OfficerCorrectional Officer• Fire Science TechnologyFire Science Technology• Civil Engineering Civil Engineering
TechnologyTechnology
Financial/Professional Financial/Professional ServicesServices
Accounting TechnologyAccounting Technology
Business AdministrationBusiness Administration
Office AdministrationOffice Administration
Administrative AssistantAdministrative Assistant
Medical and Legal Medical and Legal Administrative SpecialistAdministrative Specialist
Court Reporting/Voice Court Reporting/Voice Writing TechnologyWriting Technology
Aviation/Aerospace Aviation/Aerospace
Aviation AdministrationAviation Administration
Aerospace TechnologyAerospace Technology
Aircraft Airframe Aircraft Airframe MechanicsMechanics
Aircraft Power Plant Aircraft Power Plant MechanicsMechanics
AvionicsAvionics
“techCAMP” Introduces CFL Teachers to Simulation IndustryTuesday, 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 simulationsoftware 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
Ocoee Demonstration Middle School
Orlando Tech – High School Program
Orlando Tech – High School Program
Orlando Tech – High School Program
Orlando FIEA University Program
NYC: Next Generation CTE
The challenges for CTE in New York City schools include:
Tradition and negative perception in the City; Uneven performance across the City’s CTE schools; Limited access & opportunity to enroll in innovative programs; Insufficient preparation for postsecondary success; Inadequate integration in classroom instruction; Seat time versus competency-based pathways to graduation; Definitions of student success; Disjointed management of industry engagement; Disproportionate distribution of resources; and Limited opportunity for CTE innovation.
Games?
Global STEM, IT & Arts, A/V Technology and Communications Clusters
National CTE Transformation Leadership Strategies
Model TEAMS Schools and Outcomes*
Cluster Networking TEAMS Strategy for STEM, IT and Arts Clusters
http://www.uwsp.edu/news/photos/Classroom.jpghttp://www.eva-eu.org/images/classroom.jpg
NECC 2004
U.S. education market is $750 billion (Credit Suisse First Boston, 2003). More money is spent in the United States on education than in any other industry with the exception of health care. Annual expenditures are more than Social Security and defense combined. (Glakas, National Council of Higher Education Loan Programs, 2003)
Indian River State College: Transdiscplinary Action
CTE-Academic-Arts Integration
Indian River State College Current and
Emerging Pattern Languages
Entrepreneurship, Innovation & Leadership
Humanities-Law-Human Development
Engineering-Design-*C.S.
Medical-Bio-Life Sciences
Architecture, Media & Arts
Entrepreneurship, Innovation & Leadership
FLOW: A Pattern for Play, Learning, Cooperation and
Invention
*C.S. - Computer science
Faculty
Students
World
Community
Indian River State College Current and
Emerging Pattern Languages
Theory
Action
Real world tools, environments, systems & simulations
Transdisciplinarity: Unification of theory, action and real world opportunities and/or problems. Connecting andragogy and pedagogy into a single learning strategy which unifies cross-generational-action, -learning and -impact on the world.
Indian River State College Current and
Emerging Pattern Languages
Theory
Action
Real world tools, environments, systems &
simulations
Transdisciplinarity: Unification of theory, action and real world opportunities and/or problems. Connecting andragogy and pedagogy into a single learning strategy which unifies cross-generational-action, -learning and -impact on the world.
Engineering
Science
Arts
Mathematics
Humanities
Technology
Indian River State College Current and Emerging Pattern Languages
Act 1 - Humanities Vision, Creativity &
Criticism
Humanities
• Literature
• Philosophy
• Economics
• History
• Sociology
Why are we here? What is the human condition? How does science and technology relate to our current condition? What are our challenges and opportunities in health, education, energy, defense, security, etc? What are our future prospects? Are we losing our ability to communicate and relate in the physical world when we spend so much time in technology worlds? How are we different now than we were in 1990 in terms of technology, culture, values and beliefs? Will we ever discover intelligent life in the universe?
Asimov’s Last Question
Humanities & Sciences
Cultural & Technical Arts
Indian River State College Current and Emerging Pattern Languages
Act 3 – FUSION: Quantitative and
qualitative rearticulation of the
Whole
Indian River State College Current and
Emerging Pattern Languages
Research Cove at Treasure Coast FL : Entrepreneurship, Employment, Education and Economic Development Coordination
Entrepreneurship
Employment
Education
Economic Development
Indian River State College Current & Emerging Pattern Languages
P-20 Integration: Networking the Points and Institutional Silos
Primary Ed
Secondary Ed
College
University
Pre-K & K
Denton ISD, Texas: High School Advanced Technology Hub Serving
5 high Schools
Outcomes* - CTE is defined as Texas CTE 2 and 3. Non-CTE is defined as CTE 0 and 1.
Outcomes* - CTE is defined as Texas CTE 2 and 3. Non-CTE is defined as CTE 0 and 1.
Outcomes* - CTE is defined as Texas CTE 2 and 3. Non-CTE is defined as CTE 0 and 1.
Outcomes* - CTE is defined as Texas CTE 2 and 3. Non-CTE is defined as CTE 0 and 1.
Outcomes* - CTE is defined as Texas CTE 2 and 3. Non-CTE is defined as CTE 0 and 1.
TechnologyEngineeringArts (Liberal & Fine)
MathematicsScience
TEAMS Model SchoolsSystems of Systems
• High degree of faculty interaction across disciplines and grades (systems)
• Integrating CTE, Arts and Academics (systems)• Learning laboratories and worldly experience with
industry-standard tools, processes and problems (systems)
• Emerging P-20 systems (P-20) -- Sequenced, integrated and transferable courses HS to CTC to University (systems)
• Transdisciplinary culture (systems) Context and frame for learning is real world, purpose driven and action oriented.
Pre Architecture
Pre Med
Pre Law
Pre Engineering
Welding Tech
CISCO Network Tech
CSI & Crime Scene Tech
911 and Emergency Operations
Arts, A/V Tech & Communications
Arts, A/V Tech & Communications
Maryland Model State Outcomes
Outcomes** - Note Maryland consider only coherent sequence CTE students as CTE as opposed to Texas who counts students with one CTE class as a CTE student.
Maryland Classroom: CTE: Educating Tomorrow’s Workforce Today, April 2008
Maryland Classroom: CTE: Educating Tomorrow’s Workforce Today, April 2008
Maryland Classroom: CTE: Educating Tomorrow’s Workforce Today, April 2008
Maryland Classroom: CTE: Educating Tomorrow’s Workforce Today, April 2008
“…newer programs like Pre-engineering, Biomedical Sciences, Manufacturing Engineering Technologies, and Homeland Security and Emergency Preparedness [and gaming] are attracting more and more students.”
Maryland Classroom: CTE: Educating Tomorrow’s Workforce Today, April 2008
Homeland Security and Emergency Preparedness
Geospatial Application Project
Advanced Skill-Based Training for Geographic Information Systems
and Remote SensingAdministration of Justice II
Homeland Security Science Research Methods and
Applications
Skill-Based Training for Geographic Information Systems
and Remote Sensing
Introduction to Geographic Information Systems and Remote
Sensing
Administration of Justice IHomeland Security Science
Information/ Communications Technology Pathway
Criminal Justice/Law Enforcement Pathway
Homeland Security Sciences Pathway
Foundations of Homeland Security and Emergency Preparedness
Internship/Capstone Experience
Governor Rick Perry
Texas Competitiveness Council and Industry Cluster Initiative
National Indicators
Growing evidence shows that pathways hold promise for reducing high school
dropout rates, increasing academic achievement and learning, and increasing
students’ earning power when they graduate. Equally compelling, studies
show that students enrolled in pathways perform as well as their traditionally
educated counterparts on key measures.”http://www.connectedcalifornia.org/advance_copy/
policy_paper.pdf
“Those who complete both a strong academic curriculum and a vocational
program of study (dual concentrators) may have better outcomes than those who pursue one or the other (Silverberg,
Warner, Fong, & Goodwin, 2004; Plank, 2001; Stone & Aliaga, 2003)” (National Alliance for Secondary Education and Transition, 2005, Career Preparatory
Experiences, ¶ 3).
Games?
Global STEM, IT & Arts, A/V Technology and Communications Clusters
National CTE Transformation Leadership Strategies
Model TEAMS Schools and Outcomes*
Cluster Networking TEAMS Strategy for STEM, IT and Arts Clusters
Economic Development, Workforce and Education Strategy:
TEAMS Gateway Strategy STEM, IT & Arts,
A/V Technology and Communications Cluster Integration
Modeling, Simulation, Games, & Training is the
Gateway
Todd Burgassani
National STEM GAMES Grand Challenge
STEM, IT & Arts Position
Todd Burgassani
National STEM GAMES Grand Challenge
3D Square and LITE where STEM intersects with the
ARTS and Research,
Development & Commercialization
(RD&C)
Training
$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
MSG&T
Engineering Design:
Georgia-Michigan-Texas
Dassault Systems
Big Sesh Studios Austin, TX
defenselink.mil/news/Jul2004/n07272004_2004072705.html
Engineering Design
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E-Learning
Games for play
Video Game Shift
MSG&T systems, processes and knowledge driving 21st Century invention, design, concept, engineering, marketing, learning & work.
Economic Development, Workforce and Education Strategy:
TEAMS Gateway Strategy
Understanding jobs in the game industry
For
ecas
ting
.TS
TC
.edu
Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth.Gaming: A Technology Forecast, Implications for Texas Community and Technical CollegesAustin, Texas: Texas State Technical College System and IC2 Institute, University of Texas Austin,2004. ISBN 0978677358Table of Contents: http://www.system.tstc.edu/forecasting/reports/dgames.asp
Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth.Gaming: A Technology Forecast, Implications for Texas Community and Technical CollegesAustin, Texas: Texas State Technical College System and IC2 Institute, University of Texas Austin,2004. ISBN 0978677358Table of Contents: http://www.system.tstc.edu/forecasting/reports/dgames.asp
Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth.Gaming: A Technology Forecast, Implications for Texas Community and Technical CollegesAustin, Texas: Texas State Technical College System and IC2 Institute, University of Texas Austin,2004. ISBN 0978677358Table of Contents: http://www.system.tstc.edu/forecasting/reports/dgames.asp
Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth.Gaming: A Technology Forecast, Implications for Texas Community and Technical CollegesAustin, Texas: Texas State Technical College System and IC2 Institute, University of Texas Austin,2004. ISBN 0978677358Table of Contents: http://www.system.tstc.edu/forecasting/reports/dgames.asp
Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth.Gaming: A Technology Forecast, Implications for Texas Community and Technical CollegesAustin, Texas: Texas State Technical College System and IC2 Institute, University of Texas Austin,2004. ISBN 0978677358Table of Contents: http://www.system.tstc.edu/forecasting/reports/dgames.asp
VIDEO GAME BUILDER KSAO
• Integrate artistic design and problem solving with STEM disciplines
• Design Object-Oriented systems, write computer code and use computer design tools
• Use systems theory to design, learn and problem solve • Innovate using story, game theory and simulation • Integrate two or more academic disciplines within a field
of practice • Work and learn in synchronous and asynchronous
network environments • Create systems across physical, virtual and imaginary
worlds • Communicate and collaborate in multidisciplinary teams
Arts, A/V Tech and Communications NAICS Employers334612 Prerecorded CD (except software), tape, & record reproducing 51211 Motion picture & video production 51212 Motion picture & video distribution512191 Teleproduction & other postproduction services 512199 Other motion picture & video industries51221 Record production 51224 Sound recording studios51229 Other sound recording industries51512 Television broadcasting5152 Cable & other subscription programming54181 Advertising agencies541922 Commercial photography71113 Musical groups & artists7114 Agents/managers for artists, athletes, & other public figures7115 Independent artists, writers, & performers
Arts, A/V Tech and Communications NAICS Employers334612 Prerecorded CD (except software), tape, & record reproducing 51211 Motion picture & video production51212 Motion picture & video distribution 512191 Teleproduction & other postproduction services 512199 Other motion picture & video industries51221 Record production51224 Sound recording studios51229 Other sound recording industries 51512 Television broadcasting5152 Cable & other subscription programming54181 Advertising agencies541922 Commercial photography71113 Musical groups & artists7114 Agents/managers for artists, athletes, & other public figures 7115 Independent artists, writers, & performers
PLUS STEM & IT Cross Over
Economic Development, Workforce and Education Strategy:
TEAMS Gateway Strategy
Understanding the culture of innovation in the Game Industry
For
ecas
ting
.TS
TC
.edu
Self Organized Innovation Networks – Cross appropriation of game
technology to other human endeavors.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
Creation of new knowledge, processes, systems, and languages.
Game Building is TransdisciplinarySource: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans,
and Michael Bettersworth.Gaming: A Technology Forecast, Implications for Texas
Community and Technical CollegesAustin, 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
AppliedLearning
Real world or simulated
problems and opportunities
TheoreticalKnowledge
TransdisciplinarityBeyond the disciplines
Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth.Gaming: A Technology Forecast, Implications for Texas Community and Technical CollegesAustin, Texas: Texas State Technical College System and IC2 Institute, University of Texas Austin,2004. ISBN 0978677358Table of Contents: http://www.system.tstc.edu/forecasting/reports/dgames.asp
Dr. David Thornburg, Center for Professional Development
Dr. David Thornburg, Center for Professional Development and Jim Brazell, VentureRAMP, Inc.
DIGITAL ARTS
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 CollegesAustin, Texas: Texas State Technical College System and IC2 Institute, University of Texas Austin,2004. ISBN 0978677358Table of Contents: http://www.system.tstc.edu/forecasting/reports/dgames.asp
Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth.Gaming: A Technology Forecast, Implications for Texas Community and Technical CollegesAustin, Texas: Texas State Technical College System and IC2 Institute, University of Texas Austin,2004. ISBN 0978677358Table of Contents: http://www.system.tstc.edu/forecasting/reports/dgames.asp
Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth.Gaming: A Technology Forecast, Implications for Texas Community and Technical CollegesAustin, Texas: Texas State Technical College System and IC2 Institute, University of Texas Austin,2004. ISBN 0978677358Table of Contents: http://www.system.tstc.edu/forecasting/reports/dgames.asp
Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth.Gaming: A Technology Forecast, Implications for Texas Community and Technical CollegesAustin, Texas: Texas State Technical College System and IC2 Institute, University of Texas Austin,2004. ISBN 0978677358Table of Contents: http://www.system.tstc.edu/forecasting/reports/dgames.asp
Specialized Knowledge &
Skills
Systems Knowledge &
Skills
Next Gen Jobs
Economic Development, Workforce and Education Strategy:
TEAMS Gateway Strategy
“Head end” pipeline strategy for growing P-20 Human Capital and
Intellectual Capital
Math Engineering
TechScience
TEAMS
Math Engineering
TechScience
ARTS
Math Engineering
TechScience
TEAMS
http://www.philisoft.com/personal/misc/davinci/davinci-1600x1200.jpg
Da Vinci Minds
Gaming Robotics
Liberal Arts
IT-ART
University
Mechatronics-ENG
K-12 Informal Feeders
CTC
K-12 Formal Pathways
TEAMS
Economic Development, Workforce and Education Strategy:
TEAMS Gateway Strategy
Move robots from informal to formal education
Robot Math SystemsDonna McKethanWISD, TSTC & Baylor
Post Algebra II
Georgia-Detroit-Texas
Digital Engineering Program using $500,000 per seat
M&S Tools
280DASSAULT SYSTEMES –
DELMIA USER CONFERENCE – Oct – Nov 2007
Product Development
Process Planning
Manufacturing ConceptLayout planning Standard Time
Measurement Workstation LayoutErgonomics
RobotSimulation
Manufacturing SimulationQuality Control
Material FlowSimulation
ProductionPlanning
3D WorkInstructions
DELMIA Digital Manufacturing Solutions Texas-Georgia-Michigan
Engineering and Math Courses
ControlEngineering
Process Planning
Girls?And Young
Women
ACCD San Antonio, TX
ACCD San Antonio, TX
Space Teams
ACCD San Antonio, TX
ACCD San Antonio, TX
Space Teams
ACCD, San Antonio, TX
Space Teams
Champions 2 Years in a Row!
ACCD, San Antonio, TX
Spa
ce T
eam
s
Economic Development, Workforce and Education Strategy:
TEAMS Gateway Strategy
Start MSG&T game programs in both informal and formal education
MSG&T = Modeling, Simulation, Gaming and Training (MSG&T)
Females MalesDesigner/Decorator Professional athlete
Doctor Video Game Designer
Cosmetologist Business Owner
Lawyer Engineer
Teacher Lawyer
Business Owner Military Service
Musician/Singer Auto Mechanic
Cook/Chef Computer Programmer
A. Gold, IC2 Institute, UT Austin
This study was funded by the State Farm Companies Foundation and by Dr. George Kozmetsky (1917-2003), founder of the IC² Institute. The study was designed and analyzed, and the report was written by a team at The University of Texas at Austin:
Aliza Gold, Senior Producer and Researcher at the Digital Media Collaboratory, part of the IC² Institute
Emily Durden, PhD candidate in Sociology Marjorie L. Kase, M.A. in Communication
Shane Alluah, PhD candidate in Educational Psychology
Ana Boa-Ventura, PhD candidate in Communication
The research team would like to thank the participating schools and their administrators:
Elgin Middle School Goodnight Middle schoolMiller Junior High Fleming Middle School
Boys?And
Young Men
Game Camp
What are they learning?
Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth.Gaming: A Technology Forecast, Implications for Texas Community and Technical CollegesAustin, Texas: Texas State Technical College System and IC2 Institute, University of Texas Austin,2004. ISBN 0978677358Table of Contents: http://www.system.tstc.edu/forecasting/reports/dgames.asp
What do you want to be when you graduate college?
22
48
0
10
20
30
40
50
60
Graduate HS Graduate CC or TC Graduate University
Plans for education
Computer Science 20
Video Game Design 9
Design/Art 8
Write in to survey
What do you want to be when you graduate college?
A Judge.
Girls?Anime (art and storytelling), social games and girl game
camps are a key to attracting girls to Arts, STEM and IT
3D Square and LITE, Arts, STEM & IT Digital Workforce Initiative, Lafayette, Louisiana
Whyville.net a Pasadena, CA and San Antonio, TX Based Company
The other unique thing about Whyville is its popularity. There are over 90,000 registered users at the site (not counting guests). On a typical day last summer about 4000 different users visit the site each day. Most visits to the site are short (media logon time: 18 minutes, mean 50 minutes) but over 1000 users stay on for over an hour at a time. This amount of time is longer than most school science classes! The population ranges from young children (7-8 years old) to college age users, but the vast majority are in the range of 11-14 years old. Most surprising is the very high percentage of girls (~60% of users) on a science focused website. This age (middle school) is particularly important for girls’ interest in science because middle school is when a gender gap in science often appears (Jones, Howe & Rua, 2000). The appeal of the site to young girls suggests that the design and features of the Whyville site may have important implications for how to get girls interested in science and technology.
Why Girls: Gender Differences in the Perception and Use of an Informal Science Learning Web Site, Funded by NSF, Program for Gender Equity in Science, Math, Engineering and Technology
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Economic Development, Workforce and Education Strategy:
TEAMS Gateway Strategy
Use history as a platform for arts, STEM and IT integration. Create a documentary and online project to
capture the past and present history of the “art of innovation” for the state. Have CTE Arts, STEM and IT students designs the next 100 year vision for the State.
San Antonio 2010100 Years of Innovation
Texas
BUS TOUR
Students designing the future and learning past and current history
Artist - Carlos Lucio, University of the Incarnate; Art Director - Adam Watkins,
University of the Incarnate Word
Concept for Institute of Texas Science, Technology and Culture
Economic Development, Workforce and Education Strategy:
Stand up systemic CTE-academic-arts integration project to be a
High School Teacher Academy
for the State
Dentonxt Generation Learning
http://www.howard.k12.md.us/cte/programs/academies/documents/TeacherAcad.pdf
Economic Development, Workforce and Education Strategy:
TEAMS Gateway Strategy
Marketing, awareness and perception shifting are the number one issues
mentioned across ed, workforce and economic development
California Best Practice CTE Marketing
CTE-College bound, life-long and medium to high value
CTE-Not for college bound students, terminal and low
value
CTE Position
Best Practice: Game-based Career Simulation
Texas
WhyvillePlaneworks
Games?
Global STEM, IT & Arts, A/V Technology and Communications Clusters
National CTE Transformation Leadership Strategies
Model TEAMS Schools and Outcomes*
Cluster Networking TEAMS Strategy for STEM, IT and Arts Clusters
October 4, 1957
My last story for you. A story of courage…
I do not know how to do that, but I can figure it out. Give me a minute.
My last story for you. A story of courage…
“Nobelist Herbert A. Simon has written that the availability of technologies to youth is its own instructor.”
Dr. George Kozmetsky
The Future is Here
US TEAMS Economic Development, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communications Clusters Jim Brazell, [email protected]
Jim Brazell’s speech, research and consulting experience include shaping community competitiveness, developing educational innovation,
commercializing emerging technology and studying emerging jobs. In education, Jim is a model of learning that connects science, technology, engineering and mathematics (STEM) to all subjects and disciplines to give rise to innovation and a modern Renaissance. For workforce and
industry, Jim shares model community initiatives and strategies to increase civil and workforce readiness. In the world of economic
development, Jim’s work at the IC2 Institute has paved the way for current thinking and research on the role of innovation, the arts and high
technology in community development.
Jim’s recent work includes technology forecasting for the Texas State Technical College System, learning strategies projects with the Texas
Workforce Commission, cultural and technical arts workforce and education strategies for the State of Florida and 3D Square in Louisiana, technology assessment for the country of Portugal in concert with the the
Innovation, Creativity and Capital (IC2.org) Institute.
Jim's mentor is Dr. Francis Kane, a principal member of "Project Forecast" undertaken just after the launch of Sputnik. While in college, Jim was a George Gilder Fellow in High Technology, Entrepreneurship and Public Policy and a distinguished member of the Bradley University
speech team. Today, Jim is an advisory board member to P-20 educational initiatives spaceTEAMS, Gamecamp.org and the National
Science Foundation’s Mechatronics program.
Jim Brazell, [email protected]
Vanston, John H., Henry Elliott, James Irwin, Jim Brazell, and Michael Bettersworth.Mechatronics Forecast: Implications for Texas Community and Technical Colleges.Austin, Texas: Texas State Technical College System, 2007.Table of Contents: http://system.tstc.edu/forecasting/reports/mechatronics.asp
Brazell, Jim, Laurel Donoho, John Dexheimer, Robert Hanneman, George Langdon, andEliza Evans M2M: The Wireless Revolution. A Technology Forecast, Implications for Community and Technical Colleges in the State of Texas. Austin, Texas: Texas State Technical College System and IC2 Institute, University of Texas Austin, 2005. ISBN 0976850346Table of Contents: http://www.system.tstc.edu/forecasting/reports/m2m.asp
Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth.Gaming: A Technology Forecast, Implications for Texas Community and Technical CollegesAustin, Texas: Texas State Technical College System and IC2 Institute, University of Texas Austin,2004. ISBN 0978677358Table of Contents: http://www.system.tstc.edu/forecasting/reports/dgames.asp
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
Research Informing this Strategy