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Kapp, Karl M. / O'Driscoll, Tony
Learning in 3D
Adding a New Dimension to Enterprise Learning and Collaboration

1. Edition - February 2010
55.90 Euro
2010. 416 Pages, Hardcover
ISBN-10: 0-470-50473-0
ISBN-13: 978-0-470-50473-4 - John Wiley & Sons


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Sample Chapter

Short description
This book offers an ideal resource for those responsible for teaching the next generation of learning on the Internet. It describes how learning needs to be adapted to 3D environments and includes the tools learning and development professionals will need in order to advance 3D learning within their organizations. The author also describes how the merger of learning and work will shape future 3D environments. As 3D worlds allow workers to create and collaborate, soon those virtual creations can have serious impact on physical production of goods.

From the contents
Foreword.

Preface.

Acknowledgments.

Part I: Exploring the Possibilities.

Chapter 1: Here Comes the Immersive Internet.

The Invisibly Pervasive Web.

Welcome to the Webvolution.

Social Production Comes of Age.

The Immersive Internet Singularity.

Business Unusual.

Chapter 2: Learning to Change.

Challenging Classroom Captivation.

A Preoccupation with Productivity.

Seven Scary Problems with the Status Quo.

Compounded Marginalization.

Networked Learning.

Learning to Change.

Chapter 3: Escaping Flatland.

A Brave New Learning World.

From Interactivity to Engagement.

The Seven Sensibilities of VIEs.

Synthesizing the Sensibilities.

Implications for Trainers and Educators.

Part II: Building a Blueprint.

Chapter 4: Architecting Learning Experiences.

Avoiding the Buggy-Whip Experience.

3D Learning Experience Design Principles.

Synthesizing the Principles.

From Principles to Macrostructures.

From Macrostructures to Archetypes and Sensibilities.

Achieving Architectural Alignment.

Implications for Learning Professionals.

Insights from Innovators, by Randy Hinrichs, CEO of 2b3d.

Chapter 5: Designing by Archetype.

Introduction.

Creation of the Archetypes.

Defining the Archetypes.

Instructional Goals.

Implications for Learning Professionals.

Chapter 6: Learning from Experience.

Follow the Leaders.

Case-Study Format and Questions.

Case 1: Diversity and Inclusion with Virtual Worlds.

Case 2: Experiencing an Inventory Observation.

Case 3: Re-Creating the Kristallnacht Experience.

Case 4: Virtual First-Responder Learning Experience.

Case 5: Virtual Border Service Officer Training.

Case 6: Teaching Rhetoric in a Virtual Environment.

Case 7: Environmental Science in a Virtual Green Home.

Case 8: Creating a Virtual Challenge for Global Graduates.

Case 9: Hosting Virtual Academy of Technology Events.

Part III: Breaking New Ground.

Chapter 7: Overcoming Being Addled by ADDIE.

Avoiding the Virtual Ghost Town.

Development Team.

Design Points for Virtual Learning Worlds.

Leveraging the ADDIE Model.

Step-by-Step Designing Process.

Working with a Third-Party Virtual World Vendor.

Lessons from the Front Line: How Early Adopters Achieve and Measure Success, by Erica Driver and Sam Driver, Co-Founders and Principals, ThinkBalm.

Implications for Trainers and Educators.

Chapter 8: Steps to Successful Enterprise Adoption.

Introduction.

Diffusion of Innovations.

Crafting the Business of Education Case for VIEs.

Implementation Considerations.

Implications for Learning Professionals.

Chapter 9: Rules from Revolutionaries.

Meet the Revolutionaries.

Essay Format and Questions.

Essay 1, by Steve Mahaley, Duke Corporation Education.

Essay 2, by Karen Keeter, IBM.

Essay 3, by Brian Bauer, Étape.

Essay 4, by John Hengeveld, Intel.

Rules for Revolutionaries.

Part IV: Just Beyond the Horizon.

Chapter 10: Back to the Future.

Introduction.

Moving from 2D to 3D.

3D Learning Maturity Model.

Conclusion.

Campfire 3.0--The Next Generation Collaboration and Workspace, by Chuck Hamilton, Virtual Learning Strategy, IBM Center for Advanced Learning.

Learning to Be 3D in 2020, by Randy J. Hinrichs.

Appendix: Defining Learning in a 3D Virtual Space.

Introduction.

Convergence of Existing Technologies.

Defining Virtual Worlds.

Conclusion.

Glossary.

Notes.

Index.

About the Authors.

About the Contributors.


 
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