Monday, January 11, 2010
Thoughts on Learning in 3D- Virtual book Tour
I'm fortunate that this blog is an early stop on the “#Lrn3D” virtual book tour for Learning in 3D: Adding a New Dimension to Enterprise Learning and Collaboration by Karl M. Kapp and Tony O'Driscoll. There is much to come on the tour, from colleagues and friends widely held in high esteem through the learning and training profession. My perspective on virtual worlds may cast me as an outlier, and therefore warrant some explanation. If you can bear with my explanation and thoughts about it, there just may be a book discount in it for you.
Though I am competitive, I'm not a gamer. I'm considered a technologist by myself and others, but I'm not a fan of virtual worlds and Second Life. I've tried them a few times and they have served little purpose for me. I suspect it may be awhile before they do. [Although Stephen Colbert recently said that “…more and more of life is becoming 3D.”]
The previous paragraph is an odd transition into a post about Learning in 3D. However, I believe my post, like the book it is about, will benefit both others like myself, and those at the other end of the spectrum. Personally, I am challenged to understand and find the benefits of these environments. It often seems that training needs can be better served by more widely understood and widely adopted technologies combined with sound instructional design and basic business acumen. Virtual Worlds and 3D for learning are areas that deserve thought and resources whether you find yourself enamored, intrigued or skeptical.
As an avowed skeptic, I found information in the book to expand my understanding of these areas and tools to apply to learning in 3D (as well as simulations and training in general). Two things in particular helped me become more understanding of virtual worlds for learning. First, an alternate view– not thinking of the technology, but the plot or story. As contributor Randy Hinrichs puts it in Chapter 4:
Virtual worlds are about theater, character development, relationships with other characters, plot, conflict, denouement, catharsis, and conclusion. We need to design for the full immersive experience in which the users must adapt to the environment, survive in the environment, and fail if they haven’t learned well enough.
Second, I benefited from frameworks and scaffolding as schemas for concepts and as job aids for design and development. The authors deliver on these with useful tools like a model of design principles for 3D Learning Experiences (also in Chapter 4). There are other useful checklists presented as rhetorical “Key Questions” throughout.
Finally, I found it refreshing to review the case studies both for the successes and the lessons learned about design and implementation. It’s not just pie-in-the-sky, but gets down to brass tacks about what worked, what didn’t and how it can be done better in the future. These are real case studies from major organizations, and there are nine of them. Each has some innovation and some challenges. I really appreciate that they also share the lessons learned about implementation, orientation, design and evaluation.
That just skims a few parts of the book. I’ll leave it to my colleagues to provide broader and deeper analysis— I just touched on a few areas, mostly from Chapters 4 and 6. If you’d like to learn more about the book, stay tuned to the virtual book tour, visit the book web site, book wiki or for awhile buy it from the publisher with a 20% discount using code L3D1.
Labels: elearning, second life, secondlife, simulation, technology
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Friday, July 27, 2007
Second Life and Wii: Are we ready for the Goldrush, Backlash or both
More often than not, you'll hear that "Second Life" boasts millions of users. But the truth of the matter is that no one knows how many people are using the service other than Linden Lab, the company that hosts "Second Life."
According to Clay Shirky, a faculty member in the Interactive Telecommunications Program at New York University who's made a four-month study of Second Life's audience, the number of regular users is well under 200,000.
Virtual worlds may indeed play a big role in the future of the Internet. But for the moment, the talk far exceeds the actual worth of these services-- at least in business terms.
If fewer than 200,000 people are regularly using "Second Life," it's not the best marketing tool. And though virtual worlds are certainly a means of long-distance communication, it's yet to be seen whether this makes sense — in the long term — for anything other than fun and games.
So many companies are entering "Second Life" because it's the thing to do, because the press gives virtual worlds so much attention.Source: Is Corporate Mania for 'Second Life' Just a Lot of Hype? As for the Wii, pretty cool, but then so was the Magnavox Odyssey that Dad brought home in '73 to spoil all 5 of us kids. Does anyone else miss video games that included real dice, poker chips and plastic overlays you had to tape to the screen? We eventually got an Atari 2600, but never bothered with Colecovision, Mattel Intelvision, Sega and the lot that followe-- including the very first PlayStation released about 21 years later. Dang I'm old.
Labels: second life, simulation, technology, virtual worlds
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Saturday, March 24, 2007
ACM / eLearn Magazine on Second Life for Learning
The Association for Computing Machinery (acm) publishes eLearn, an online magazine about Education and Technology. Just a few days ago they published Another Life: Virtual Worlds as Tools for Learning, by Jay Cross, Internet Time Group; Tony O'Driscoll, IBM; and Eilif Trondsen, SRI-Business Intelligence.
Quite a coincidence, since I unknowingly published an entry about that here last month. Given this article and the interest emerging amongst members of the Masie Consortium, I think SL and Virtual Worlds are going to be a big trend this year, and maybe even a big elearning reality. Earlier this week, I learned of a forward thinking bank in Europe that is also looking to Second Life as a means to support its training efforts as it expands. I'll share more on this as it develops.
Labels: second life, simulation, virtual worlds
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Sunday, February 18, 2007
Training Video Gets New Life and a Second One too
On February 16, 2007 I hosted an Adobe eSeminar on Machinima as a tool for developing training videos. Tom Crawford explained how one can co-opt video games or re-purpose them for creating cheap, effective training videos.
Using something like The Movies you can short-circuit the painful process of shooting "real" video. You also skip the painful process of morphing your own SMEs or yourself into 3D artists/animators. Instead you can cast, script and "film" in the virtual sets. It is a great way to spend $20 USD and a few hours to develop mini vignettes to bolster the reality of your elearning and add life. It is a cool idea that text does not do justice to, so I'll link to the seminar recording as soon as I can.
Speaking of adding life to training, I just received a note from Kris Rockwell of Hybrid Learning Systems about using Second Life for learning, including a HUD (heads-up display) add-on that lets learners easily blog about their Second Life experiences with geo-stamps of where they were in Second Life at the time/place of the entry. A quick YouTube demo of the SL Blog HUD is online.
Check out the Sloodle site for more info on use of SecondLife for learning education and training. Sloodle is a sort of mash-up of the Moodle open-source learning environment and the Linden Research Second Life virtual world.
UPDATE: Catching up on my reading, I see that my friend Professor Kapp has posted an entry on taking ESL in SL. It usually takes an AICC meeting to get that many confusing acronyms in a sentence. Anyway, check out his post on the experience as a learner and observer.
Labels: second life
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