A few weeks ago, I posted a request for feedback on a book I am working on with
Tony O'Driscoll tentatively called
Learning in 3D asking what was needed in such a book.
The post called
Book on 3D Learning Environments: What Do You Want From It? got some awesome responses from
Guy W. Wallace, Carol,
Catherine Lombardozzi,
Jacob Everist,
Geeta Bose,
Rachel, and
Dave Ferguson.
I'd like to thank them all for their valuable and thoughtful comments. So, here is the rough outline for the new book. Let me know what I am missing and if the sequence and order make sense? Tony and I look forward to more great feedback!
Chapter One provides definition of terms, the context in which 3D learning is coming to the field and the basic knowledge required to understand 3D worlds for learning. The remainder of the book builds upon this framework demonstrating how learning professionals can utilize the lessons learned from virtual world pioneers to inform their own design, development and delivery of education in 3D.
In
Chapter Two, discusses the need for 3D learning environments and the advantages and value of learning in an immersive environment. The chapter discusses how 3D environments encourage certain types of interactions and engagements not possible with traditional synchronous 2D learning events. It also features information on overcoming typical objections to virtual learning worlds.
In
Chapter Three, the discussion turns toward effective methods of fostering learning within 3D spaces. This is accomplished by designing virtual world learning around certain learning archetypes. The archetypes inform the design, development and instructional interactions that occur within 3D worlds.
Chapter Four outlines the best method for designing a virtual learning experience. The chapter discusses how to determine if a 3D environment is right for the desired learning outcome and highlights the design, development and evaluation processes involved with 3D learning worlds. It provides a step-by-step road map for developing the instruction.
Implementation is the topic covered in
Chapter Five where the concepts of enterprisewide adoption are discussed and methods for choosing a pilot group and gaining organizational buy-in are discussed. It also provides basic steps that are essential for successful implementations of virtual worlds.
In
Chapters Six through Ten, case studies are provided. These case studies each outline how a virtual world implementation has impacted learning within an organization. Additionally, sample lesson plans for virtual world learning will be included.
Chapter Eleven discussed the Return-On-Investment that can be achieved through virtual learning world implementations.
The book concludes in
Chapter Twelve with a discussion of the future of 3D learning worlds and outlines methods of preparing for that future. The book also contains a comprehensive glossary to provide a quick look up of terms and concepts discussed within the chapters.
In each chapter academic and corporate implementations are highlighted. This section describes how the concepts discussed in the chapter can be applied in both academic and corporate settings to be successful and what ideas introduced in the chapter mean when they are applied in a 3D world.
In addition, we are going to create a web site with Machinima examples of 3D learning events and excercises and, in deference to Jacob Everist, we'll try really hard not to have the book suck.
Feedback, as always, is welcome.
__
Catalog of Recommended Books, Games and GadgetsRecommended Games and GadgetsRecommended BooksContent Guide