Tony O'Driscoll and I have teamed up with Pfeiffer and are writing a book tentatively titled Learning in 3D which will discuss how to create and deliver effective learning through virtual worlds including implementation, design and evaluation.
My questions to you are:
- "What would you like to see in this book?"
- "What questions do you want answered?"
- "What types of case studies would be of interest?"
- "What should be the focus of the book?"
- "What do you want to tell us about a book like this?"
We certainly have ideas but would love any and all input, advice and/or direction you'd be willing to give.
Please leave a comment below.
Three lucky people who comment will be given a free copy of the book and will be mentioned in the preface.
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8 comments:
"What would you like to see in this book?" Typical "objections" and how to overcome them.
"What questions do you want answered?" How to determine the investment costs, the project milestones and schedules, and what skill-sets should developers/ contractors have and how can you test for them?
"What types of case studies would be of interest?" From a variety of industries and functions (HR, Sales, etc.), covering original issue (problem/ opportunity) determining ROI, project planning and management aspects, and some with a focus on some the technical aspects/issues to be aware of.
"What should be the focus of the book?" Recognizing needs best met this way, how to sell this to Clients/stakeholders, how to approach ROI assessments, how to select vendors (and/ or how to develop staff to DIY), implementation issues - such as the prep and learning curve for participants new to this.
"What do you want to tell us about a book like this?" Is needed!
"What would you like to see in this book?"
Practical approach - how to do it - step by step - hand holding
"What questions do you want answered?"
How to - overcome management fears, - pursuade IT team to allow it, - learn how to use it without taking weeks, which environments are best for which type of educational activity, what can you actually do in 3D environments
"What types of case studies would be of interest?"
From different education sectors, how to use in assessment, how to get learners collaborating in 3D environments,
"What should be the focus of the book?"
Practical approach
"What do you want to tell us about a book like this?"
Be practical :)
Sounds like a great project with the right authors!
What I'd like to see... research evidence regarding what kind of learning is improved in 3D or that 3D in general improves learning (helps to justify the investment).
Questions - when is a 3D environment more effective than other, less expensive (time-consuming to develop) delivery modes?
Cases - interpersonal skills development, multi-"player" simulations. Cases that are far more complex than doing a virtual classroom with avatars. I'd also like to hear more about some virtual campuses that have a wide range of engaging learning options available for learners to explore when needed.
Focus - great examples and advice on design and development process/strategies/skills. I don't imagine this can be done driving your grandfather's ADDIE model. :-)
Etc. - If you aren't thinking of this already, consider linking with a web site that demonstrates the cases... 2D screen shots are just not that helpful.
First off, isn't 3D a misnomer? Don't mean you mean virtual worlds? Or maybe situated learning?
I mention this because I am trying to have an elearning virtual interaction, and I'm only using 2D which is actually very appropriate and easier to deliver to customers (web-based Flash, no need to install a custom application).
But it seems that the lessons you describe may be just as applicable to my situation.
# "What would you like to see in this book?"
- What are the benefits for situated learning?
- How do you design instructional material for a highly interactive environment?
- How does situatedness change the learning pattern and how can role-playing be used as a tool for learning?
- I'm not that interested in learning about the project planning, management and selling aspects. I just want to know how things are different and how I can design killer interactions.
# "What questions do you want answered?"
See above.
# "What types of case studies would be of interest?"
No idea. I'm new to the field. However, I'm interested in multi-person interactions. Where both "players" are required to interact with each other to complete the lesson, not just reacting to feedback in the environment.
# "What should be the focus of the book?"
Theoretical issues of instruction design in situated environments.
# "What do you want to tell us about a book like this?"
Don't suck! :)
Jacob Everist
Q. What would you like to see in this book?
A. Since the objective of your book is "how to create and deliver effective learning in 3D" the book must explain clearly the "need" to deliver learning in 3D. As learning professionals, it is learner needs that drive the tools and not the other way round. Therefore, I would really want to see the learning needs or the learning situations that merit the use of 3D for learning.
Q. What questions do you want answered?
A. The first question would be as above. The next set of questions that I'd like the book to answer are:
- What development process can learning professionals follow to design and deliver learning in 3D?
- Will there be a change in the instructional design methodologies (currently used for traditional learning and training scenarios)?
- How will the composition of the development team change while designing for 3D?
- Will instructional designers need to understand the technology?
Q. What types of case studies would be of interest?
A. We have been conducting workshops on how to use Web 2.0 tools for training (http://kernlearningsolutions.wordpress.com/). One of sessions is the workshop is about the use of virtual world for training. While looking for case studies, we could find case studies from universities and K-12. We could not find any case study from the corporate world other than CISCO and IBM (no access to outsiders). I would love to see more case studies of how corporate is using SL (virtual world) for effective training.
Also show me case studies of compelling learning situations that is most effective only in 3D.
Q. What should be the focus of the book?
A. Most of the points are discussed above. The book should focus on providing useful tips and tricks to instructional designers for designing learning in 3D. It should also clearly indicate any new skills/methods/processes that an ID can explore in this situation.
Q. What do you want to tell us about a book like this?
A. This should be a handy book for IDs designing training in the virtual world.
I almost answered this on my own, then thought, why not go the web 2.0 route? So, I posted your questions on our internal blog and asked my team for their input. Below are their responses (I tried to consolidate as much as possible but there may be some repetition):
"What would you like to see in this book?"
1. A review of the different environments that are currently available and comparison of features related to learning.
2. Predictions from futurists like Sam Palmisano, IBM CEO, who is heavily pushing 3D Internet within his own company and investing in the future.
3. Not just case studies, but an examination of successful and not so successful training deployments
"What questions do you want answered?"
1. What type of training thrives in these environments (technical, soft skills, all of the above)?
2. Is success is generation based?
3. What is the extent/scale of usage of them, and which tools are being used with great scale. If a company did one training program with it, that isn't as significant as a company that has adopted virtual worlds as the standard training modality for X kind of training or X populations across the board.
4. How do existing 3DEs stack up against each other, and are any of them more "learning friendly"? What features specifically make them a good match for training applications?
5. What strategies or techniques are organizations using to structure learning experiences in spaces that are effectively and deliberately loosely organized?
6. How can learning effectiveness be measured in a 3DE? What tracking is possible?
7. How do you "sell" 3DE for training in risk adverse organizations?
"What types of case studies would be of interest?"
1. Case study that addresses the same learning need using a traditional approach (Web-based or blended) for one group and then addresses another group with a 3D approach. You could then compare both groups and see the pros and cons of each strategy.
2. Study of 3DE implemented in a corporate environment as well as what types of learning they delivered in the environment.
3. "3DE Autopsies" -- projects that have failed spectacularly and why. Failure is instructive.
4. "3DE Makeovers" -- show us how an existing learning program was converted from its existing medium to 3DE. Why was this program a good choice? What were you able to do specifically in 3DE?
I'll post this on the Alumni Facebook Page and my blog as well. What a great idea for a book and for including us all in it. Look forward to reading it!
Because the non-user's impression of virtual worlds tends to be either confused or negative (World of Warcraft! Elves, furries, and online hobbits!), I think a vital component would be some online examples.
These might be short clips with intros, captions, or both to explain what I'm seeing. I saw a trauma-center demo in Second Life, for example, in which the participant had to diagnose a virtual patient who wasn't too clear on what had happened to him. So the participant needed to choose the right equipment as well as the right questions.
A range of examples like this, from different work environments, could help the newcomer see that not everything in a virtual world is about how to build things in that virtual world.
Hey everybody, these are great ideas. Let me process them and consolidate into a post. Thanks for the great input.
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