Learning in 3D
Learning in 3D: Adding a New Dimension to Enterprise Learning and Collaboration

Learning in 3D: Adding a New Dimension to Enterprise Learning and Collaboration


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About the Book

Table of 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 andMeasure Success, by Erica Driver and Sam Driver, Co-Founders andPrincipals, 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 andWorkspace, by Chuck Hamilton, Virtual Learning Strategy, IBM Centerfor 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.

About the Author :
Karl M. Kapp, Ed.D., is a professor of instructional technologyin Bloomsburg University's Instructional Technology Department andis the assistant director of the Institute for InteractiveTechnologies. He is a frequent speaker, consultant, scholar, andexpert on the convergence of learning, technology, and businessoperations. He has published hundreds of articles, whitepapers, andindustry reports on the topics of organizational learning,instructional technologies, and virtual worlds. He has writtenseveral books, including Winning e-Learning Proposals and Gadgets,Games, and Gizmos for Learning and is regularly interviewed bymagazine, television, and radio outlets. Tony O'Driscoll, Ed.D.,is a professor of the practice at DukeUniversity's Fuqua School of Business where he also serves asexecutive director of Fuqua's Center for IT and Media; a researchcenter dedicated to understanding the strategic, structural, andbusiness model issues emerging from these vibrant and volatileindustry sectors. His research has been published in leadingacademic journals such as Management Information SciencesQuarterly, the Journal of Management Information Systems, and theJournal of Product Innovation Management. He has also written forrespected professional journals such as Harvard Business Review,Strategy and Business, Supply Chain Management Review and ChiefLearning Officer magazine.


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Product Details
  • ISBN-13: 9780470567739
  • Publisher: John Wiley & Sons Inc
  • Publisher Imprint: Pfeiffer & Co ,U.S.
  • Language: English
  • Sub Title: Adding a New Dimension to Enterprise Learning and Collaboration
  • ISBN-10: 0470567732
  • Publisher Date: 30 Dec 2009
  • Binding: Digital (delivered electronically)
  • No of Pages: 300


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