Learning in 3D: Adding a New Dimension to Enterprise Learning and Collaboration / Edition 1

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Understanding the impact that 3D environments, virtual worlds, and immersive learning spaces will have on society, business, and learning is a challenge. Corporations, academic institutions, and government agencies must develop a clear understanding of how virtual immersive environments will impact global interactions, knowledge transfer, work transactions, and existing learning paradigms.

Learning in 3D empowers forward-thinking executives, managers, faculty members, and training professionals to design, develop, and collaborate in the rapidly emerging field of 3D immersive environments.

The authors, through case studies, conceptual models, and input from dozens of industry experts, provide practical, research-based recommendations and techniques for integrating existing training, business, and computer systems into productive 3D virtual work environments. This thoughtful book contains insights into innovative methods already being used in a variety of settings by early adopters and provides a road map for creating your own successful virtual immersive environment to promote learning and collaboration.

With this indispensable resource, leaders will have the information needed to position themselves and their organizations for the up and coming technological innovation of virtual immersive environments.

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Product Details

  • ISBN-13: 9780470504734
  • Publisher: Wiley
  • Publication date: 2/2/2010
  • Edition description: New Edition
  • Edition number: 1
  • Pages: 416
  • Sales rank: 1,426,707
  • Product dimensions: 7.20 (w) x 9.30 (h) x 1.20 (d)

Meet the Author

Karl M. Kapp, Ed.D., is a professor of instructional technology in Bloomsburg University's Instructional Technology Department and is the assistant director of the Institute for Interactive Technologies. He is a frequent speaker, consultant, scholar, and expert on the convergence of learning, technology, and business operations. He has published hundreds of articles, whitepapers, and industry reports on the topics of organizational learning, instructional technologies, and virtual worlds. He has written several books, including Winning e-Learning Proposals and Gadgets, Games, and Gizmos for Learning and is regularly interviewed by magazine, television, and radio outlets.

Tony O'Driscoll, Ed.D.,is a professor of the practice at Duke University's Fuqua School of Business where he also serves as executive director of Fuqua's Center for IT and Media; a research center dedicated to understanding the strategic, structural, and business model issues emerging from these vibrant and volatile industry sectors. His research has been published in leading academic journals such as Management Information Sciences Quarterly, the Journal of Management Information Systems, and the Journal of Product Innovation Management. He has also written for respected professional journals such as Harvard Business Review, Strategy and Business, Supply Chain Management Review and Chief Learning Officer magazine.

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Table of Contents




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.


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.


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.


Moving from 2D to 3D.

3D Learning Maturity Model.


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.


Convergence of Existing Technologies.

Defining Virtual Worlds.





About the Authors.

About the Contributors.

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