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Friday, October 16, 2009

Innovation Brainstorming Session for Virtual Worlds

One of the great things about what I do is that I get to interact with wonderful people working on innovative projects. So the other day I got together with John, Gina Schreck of Synapse3Di, Abby, Michelle and Brian who is author of the Cognitive Technologies blog (all pictured below).


We discussed how to use a virtual world for the development of a course about innovation, what are the right instructional strategies for virtual worlds and how can they be leveraged so they are useful and not simply a distraction. We have a great session and came up with some awesome ideas.

Here are the slides I presented on the topic of 3D Learning archetypes.






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Thursday, October 15, 2009

Shout Out: Jessica and Rachel


Dr. Kapp stands by as Jessica and Rachel present to the PACT.

Today, I had the opportunity and pleasure of presenting with two of our graduate students to the Pennsylvania Association of Council of Trustees (PACT). The students did a fantastic job!

Jessica and Rachel were poised, professional and presented the best face of the program. The PACT group included the president of Bloomsburg University and Trustees from across the state of PA.

The students presented on the topics of their graduate assistant projects (one with the PA Coalition Against Domestic Violence and one with Del Monte). They also presented information about their Advanced ID projects which were both for Geisinger.

Great job and a shout out to Jessica and Rachel!

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Wednesday, October 14, 2009

Tuesday, October 13, 2009

Sample Presentations

Here are a couple of samples of presentations about Games, Gadgets and Gizmos.





Here is my appearance on CBS station WYOU





And here you can listen to a radio interview on public radio station WITF. Titled Educating through video games



Here I am speaking at Penn State University on the Topic of Virtual Worlds














Here is the presentation done at Penn State
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Social Network = Social Class?

Anna Owens says "MySpace has one population, Facebook has another."

Is your socio-economic status reflected in your favorite social networking software? A recent study seems to indicate a resounding YES. Check out the full article Does your social class determine your online social network?

Here are some highlights (or lowlights depending on how you look at it.)

A study by market research firm Nielsen Claritas found that people in more affluent demographics are 25 percent more likely to be found friending on Facebook, while the less affluent are 37 percent more likely to connect on MySpace.

Almost 23 percent of Facebook users earn more than $100,000 a year, compared to slightly more than 16 percent of MySpace users. And 37 percent of MySpace members earn less than $50,000 annually, compared with about 28 percent of Facebook users.

Even more affluent are users of Twitter, the microblogging site, and LinkedIn, a networking site geared to white-collar professionals. Almost 38 percent of LinkedIn users earn more than $100,000 a year.

An interesting quote by danah boyd(who does not capitalize the name) indicated the divide will continue. "The Internet is not this great equalizer that rids us of the problems of the physical world -- the Internet mirrors and magnifies them. The divisions that we have in everyday life are going to manifest themselves online."

This research also tracks with some research I found about virtual worlds, you can read about it in You are Your Avatar: Your Avatar is You.

Given this research, one has to ask about the implications for the use of social networks for learning.
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Monday, October 12, 2009

Visual Display of Virtual Worlds

Dipity Flipbook view of virtual worlds timeline.

Here is a nifty resource for looking at the development of virtual worlds over time. It is created at the website Dipity which is an aggregator of content with a twist, the twist is that the content can have meta-data added to it to add meaning and to display it visually within a timeline, a list or a flipbook.

So one can gather data from all over the web and place it into a neat timeline or even a visual flipbook.(as has been done on a number of topics including virtual worlds and H1N1).

Here is an interactive widget showing virtual worlds time line from Dipity.


It is a great resource, the only thing I might add to the timeline is some corporate-based virtual news such as:

Qwaq Changing It's Name to Teleplace (Here is the Teleplace web site)and other corporate 3D Happenings.

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Wednesday, October 07, 2009

Resources for Researching Virtual Worlds

Recently, a number of individuals have inquired about resources for virtual world research. Here are some valuable links. Please add your own resources in the comments.

Journal of Virtual World Research--Great resource. This journal has freely available PDF articles describing the vast amount of work being done in virtual worlds. Recently, the journal featured a number of articles on using virtual worlds in the field of Healthcare.


Articles

The Effects of Gaming on Socializing, Social Behavior, and Making Friends

EMERGING Technologies Center Nursing Education 2.0: A Second Look at Second Life

Virtual Reality Welding Trainer

Seven Things You Should Know About Virtual Worlds

Recipe for Success with Enterprise Virtual Worlds

Virtual Worlds and Unified Communications Provide a Collaboration Platform for the US Intelligence Community

Real Life Teaching in a Virtual World


Industry Research

ThinkBalm Immersive Internet Business Value Study, Q2 2009 by Erica and Sam Driver

3D Learning and Virtual Worlds

Second Life: Virtual Worlds and the Enterprise

Serious Virtual Worlds: A Scoping Study by Sara de Freitas


Papers:

Virtual Worlds Research: A Conceptual Primerby Marc Fetscherin, Christoph Lattemann and Guido Lang.

Worlds for Study: Invitation - Virtual Worlds for Studying Real-World Business (and Law, and Politics, and Sociology, and....)by Robert J. Bloomfield

Situated Learning in Virtual Worlds: The Learning Ecology of Second Lifeby Elisabeth R. Hayes of University of Wisconsin-Madison.

Virtual Worlds: A First-Hand Account of Market and Society on the Cyberian Frontier
by Edward Castronova, well-known author on the topic of virtual worlds.

Learning Archetypes as tools of Cybergogy for a 3D Educational Landscape by Lesley Scopes (who also contributed to the book, great detailed use of the learning archetypes.)

Canadian border simulation at Loyalist CollegeBy Ken Hudson and Kathryn Degast-Kennedy, Loyalist College, Canada (Ken contributed this case study to the book, Learning in 3D)

Teaching in Virtual Worlds: Opportunities and Challenges by Stacy Kluge and Liz Riley.

The relationship and differences between physical- and virtual-world personality by
James T. Doodson

“Alone Together?” Exploring the Social Dynamics of Massively Multiplayer Online Games by Nicolas Ducheneaut, Nicholas Yee, Eric Nickell and Robert J. Moore

Real-Time Prosody-Driven Synthesis of Body Language by Sergey Levine, Christian Theobalt and Vladlen Koltun of Stanford.

Extending the ‘Serious Game’ Boundary: Virtual Instructors in Mobile Mixed Reality Learning Games by Jayfus Doswell and Kathleen Harmeyer

Establishing Virtual Learning Worlds: The Impact of Virtual Worlds and Online Gaming on Education and Training by Barton K. Pursel and Keith D. Bailey

Massively multiplayer online games (MMOs) in the new media classroom by Aaron Delwiche

Learning in the Virtual World: the Pedagogical Potentials of Massively Multiplayer Online Role Playing Games

MMORPG: A Review of Social Studies by Marco Chiuppesi


Wiki's, Web Sites and Blogs

Second Life for Education Wiki

CC International

Second Life Grid

ProtonMedia Blog

ThinkBalm

Virtual Worlds @ Work

New Media Consortium


Books:

Select books from a number of good resources.




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Learning in 3D: Book Contributor's Interview

Here is an interesting interview between two contributors to Learning in 3D: Adding a New Dimension to Enterprise Learning and Collaboration. One is Ron Burns of ProtonMedia who wrote the forward to the book and Chuck Hamilton who is head of Virtual Learning Strategy at IBM's Center for Advanced Learning. Chuck worked on the Seven Sensibilities with Tony, provided advice on the 3DLE architecture to writing an essay about upgrading the campfire in Chapter 10. He was a great resource for the project. Thanks Chuck and Ron.

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Tuesday, October 06, 2009

Video Games, Education and Entertainment Statistics

Here is a recap of some facts assembled by the Entertainment Software Association:
  • A total of 254 universities and other institutions of higher learning in 37 states and the District of Columbia now offer courses and degrees in computer and video game design, programming, and art.

  • California is home to 46 institutions of higher learning offering such courses or degrees. Other states in the top 10 are: New York (21); Texas (20); Florida (19); Illinois (16); Pennsylvania (12); Massachusetts (11); Washington (9); Georgia (8); Arizona, Michigan, and Colorado (7).

  • According to a study conducted by Peter D. Hart Research Associates, more than a third (35 percent) of parents play computer and video games and 93 percent of these parents have children who also play them.

  • According to the ESA’s 2009 Essential Facts about Computer and Video Games booklet, 68 percent of American households now play video games and 42 percent of American homes have a video game console.

  • A study conducted last year by KRC Research revealed that 70 percent of major employers utilize interactive software, including games, to train employees. And 75 percent of these businesses plan to expand their usage within the next three to five years.

  • Over the past 12 years, annual computer and video game software sales have more than quadrupled to $11.7 billion with overall computer and video game industry sales climbing to a record $22 billion in 2008.

  • Among parents who play computer and video games, Peter D. Hart Research Associates reports that 80 percent play with their children and two-thirds of gamer parents feel that playing games has brought their families closer.

  • Forty percent of all game players are women. In fact, women over the age of 18 represent a significantly greater portion of the game-playing population (34 percent) than boys age 17 or younger (18 percent).

  • In 2009, 25 percent of Americans over the age of 50 play video games, an increase from nine percent in 1999.

  • By 2009, it is projected that the entertainment software industry will support over a quarter of a million American jobs. The average salary for direct employees is $92,300, resulting in total national compensation of $2.2 billion.

  • California, Washington, Texas, New York and Massachusetts currently have the highest concentration of video game jobs. Collectively, these areas directly employ 16,604 workers and post 70 percent of the industry's total indirect employment.

A few more industry facts:
  • Electronic Arts, in fiscal 2009, had 31 titles that sold more than one million copies, and three titles that each sold more than five million copies including FIFA 09, Madden NFL 09 and Need for Speed Undercover and the company employs over 9000).(from EA Web site)

  • Why do parents play games? 72% (It’s Fun For The Entire Family), 71% (Because They’re Asked To), 66% (It’s A Good Opportunity To Socialize With The Child), 50% (It’s A Good Opportunity To Monitor Game Content)from GrabStats.

  • Type of Online Game Played Most Often: 11% (Persistent Multi-Player Universe), 14% (Downloadable games such as Bejewled), 16% (Action/Sports/Strategy/Role Play), 47% (Puzzle/Board/GameShow/Trivia/Card), 12% (Other) from GrabStats.

  • U.S. video game sales were up 13% in January 2009, to $1.33 billion from GrabStats.


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Monday, October 05, 2009

New Resources by Clark Aldrich

I've done a lot of work these past years with Clark Aldrich, we've worked on a project together for a large pharma client and we both sit on a governmental Training and Educational advisory board so we've been spending some time together.

I actually first met Clark in the back of a van leaving a training conference on a Friday afternoon to fly home. The conference was pretty much a bust except for meeting Clark. He told me he was working on a book called "Simulations and the Future of E-Learning." He asked me if I would mind reading over it. I said "sure." He said he was sending it to the publisher on Monday...

We'll in spite of the short deadline, I read the book over the weekend (loved it) and even made a few comments that eventually made it into the book. So then Clark contributed to "Gadgets, Games and Gizmos for Learning" concerning some research he had done with simulations.

Now Clark has another book out "Learning Online with Games, Simulations and Virtual Worlds." The book is a great overview of the use of games, simulations and virtual worlds for education. It is divided in to four parts. The first is an overview of the many reasons for thinking about using these technologies and it outlines the drivers moving education in that direction. The second part details how to use a game, simulation or virtual world for your educational needs and how to access the outcomes. The third part covers the issues of using a games, simulation or virtual world in your instruction, including advice on how to politically build a case (always important). Finally the book suggests that distributed education may drive the growth of games, simulations and virtual worlds more than face-to-face classroom instruction. Look for a few cameos by me in this book as well.

Clark always provides a fun read and causes you to stop and think. If you have some time or interest in these subjects, pick up the book it will be educational and even, I dare say, entertaining.

Also, Clark has recently published his third book (his trilogy is complete) called The Complete Guide to Simulations and Serious Games: How the Most Valuable Content Will be Created in the Age Beyond Gutenberg to Google. He calls this the "big book" and it is big, 576 pages. But it is designed as a reference book, primer and encyclopedia all rolled into one. It has great information, ideas and concepts that help help you design interactivity into your e-learning programs (something that is sorely needed.)

Here are Clark's new books:


Here are Clark's older works:


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Friday, October 02, 2009

Upcoming, Online Presentations

Here are a couple of upcoming online presentations I am doing in the December and January time frame.

In December:

Reaching and Teaching Across Generations at 10:00 a.m. MST on Friday, December 11, 2009.

Here is the description of the webinar.
Today's classrooms can contain up to four different generations of students - each generation having unique motivators, learning styles, and technology preferences. Examine generational differences, as well as pedagogical strategies and techniques to best engage your entire classroom
You can register here.


In January:

Learning in 3D: Adding a New Dimension to Enterprise Learning and Collaboration at 10:30 AM PST on Tuesday January 19, 2010 as part of the eLearning Guild's Thought Leader Series.

Here is a description of the webinar:

Virtual Immersive Environments (VIEs) are gaining attention but are they effective or a fad? Unfortunately, there are few guidelines to inform the development and creation of effective 3D Learning Events. In this session, we will examine a model for effectively thinking about and deploying 3D learning and collaboration spaces within your organization, explore how different design principles and learning archetypes lead to success and analyze case studies of organizations that have successfully combined formal and informal learning within these virtual spaces. This session provides educators, corporate trainers and others with valuable information on how 3D worlds foster and promote informal and formal learning and collaboration within and across organizations
This presentation is based on the publication of the new book "Learning in 3D" due out in January 2010.




You must be a member of the Guild to register, but, if you are not a member, you should become one. Here is the information you need to register.
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Thursday, October 01, 2009

Facebook--Good for Your Memory: Twitter--Not So Much

A study recently released by Dr. Tracy Alloway of Scotland’s University of Stirling found that using Facebook stretches a person's “working memory” (short-term or recent memory), while Twitter, YouTube and text messaging tend to weaken it. Bad news for all you Twanker's in a Twance.*


She states in the article, Facebook 'enhances intelligence' but Twitter 'diminishes it', claims psychologist
The ''instant'' nature of texting, Twitter and YouTube was not healthy for working memory. ''On Twitter you receive an endless stream of information, but it's also very succinct,'' said Dr Alloway. ''You don't have to process that information. ''Your attention span is being reduced and you're not engaging your brain and improving nerve connections.''


In another article, Study: How Twitter is hurting students, Alloway found that:
  • Keeping up-to-date with Facebook improved children’s IQ scores
  • Playing video games – especially those that require planning and strategy – and Sudoku also were beneficial
  • Using Twitter, YouTube and text messaging does not engage enough of the brain to be helpful, and actually reduce attention span.
  • Facebook requires you to keep track of past actions and then plan future actions, which stretches the working memory.



*Check out Twictionary for more great Twitter Jargon.



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Wednesday, September 30, 2009

Do they die in real life?

The other day I was giving a keynote address on games and simulations in a medical environment and one of the participants said that she was told that in a simulation, the virtual patient should never die because that would be too traumatic for the learner. I asked her if patients ever died for real in the hospital where she worked--because if they didn't I wanted to go to that hospital. She said that "yes, unfortunately patient do sometimes die in the hospital." Then, I said, they have to die in the simulation.

In a related tangent, on a consulting phone call, someone asked me to weigh in on whether or not the final assessment should be a multiple choice test or an exercise using a realistic simulation of the actual software. I asked "does the actual job require the person to complete a multiple choice test?" The answer was a giggle and then a resounding "no".

The assessment for a learning event must be as realistic as possible.

It must be as close to the real working condition as it can possibly be. If it is too far removed from the actual situation in which the learning is needed, then the transfer from the learning event to the actual event will be minimal at best. (think about the transfer from classroom to performance...not so great.)

Too often, we don't want to make the learning too hard for the learner or we don't want to "trick" the learner but, you know what, real life is hard and tricks us. Complications arise, people get hurt and, yes, sometimes they die. The learning events we create must realistically emulate those situations (if appropriate to the learning event we are delivering).

If we soft petal the learning event, we short change the learner. Let them complain about difficult training, it is better than having them totally "blow it" on the job because it was so much more difficult than the learning event.

Here are some ideas I have on creating software scenarios for learning. Creating a Scenario to Teach Software Procedures

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Tuesday, September 29, 2009

Want to Write an Electronic Book? Check Out Sony

Over at Wired I found a great article on the ability of authors to self-publish their own books directly to the Sony eReader.

The article, titled Sony Opens Up eBook Platform to Self-Publishers discusses how it is now possible for any author to upload virtually any content desired and make it available to the masses regardless of whether it was created by a major publisher or someone in their basement hacking away in an Apple IIe MouseWrite program.

You can check out Sony's eReader web site and see all the offerings they have in terms of books, newspaper and magazines.

As the article states:
To Sony, the reason for the deal is obvious — since digital shelf space is infinite, for practical purposes, there simply isn’t much of a downside. “We’re committed to providing our customers access to the broadest range of eBook content available and believe these collaborations will allow us to expand the store selection with a host of compelling works from independent sources,” said Sony eBook Store director Chris Smythe. “Additionally, we recognize that it is important to provide independent authors and publishers the opportunity to quickly and easily bring their ideas and content to a wide audience of readers.”

So an interesting development and puts it in greater competition with the Kindle.

Speaking of the Kindle, here is an interesting article about the Kindle and the eReader, Sony's E-Reader vs. Kindle: 5 Reasons Amazon Should Worry.

For me, the most value is the ability that these ebooks are going to have to alter training as we know it! The elimination of huge, cumbersome manuals, the easy access via key word searches, instantly downloadable Standard Operating Procedures (SOPs) and the ability to download updates and new material as needed are all awesome features of ebooks for learning. And the ability to have a lighter backpack for my sons! This morning my wife lifted my sons backpack and almost fell over.

Check them out:





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Monday, September 28, 2009

3D Happenings

At the 3DTLC a couple of vendors announced some new, really cool features. Here is an update.

ProtonMedia
Having a chat in the world of ProtoSphere which now integrates with SharePoint.



ProtonMedia announced the integration of Microsoft Office SharePoint Server 2007 with the company’s ProtoSphere virtual teaming and collaboration platform. This is the first time Microsoft SharePoint services and content have been combined with a 3D virtual collaboration platform.

By adding ProtonMedia’s SharePoint Media Carousel to their ProtoSphere environment, companies extend their SharePoint investment and processes while they cut travel costs, raise productivity, improve engagement, and speed learning with ProtoSphere.

ProtoSphere’s SharePoint Media Carousel makes it easy for users to share and use any media stored in or managed by Microsoft Office SharePoint Server. They can securely bring live content from their company’s SharePoint infrastructure into ProtoSphere’s 3D world. Once there, the virtual teams can edit, modify, change, and write the content back to their SharePoint infrastructure. This includes content and metadata subject to workflow, process, and compliance rules defined in and enforced by SharePoint. This is exciting news especially since most of the large pharma companies I work with all use SharePoint.

Learn more and get a demo version of the software.



Forterra Systems

Forterra Systems announced that they will ship the 2.3 release of their OLIVE TM (On-Line Interactive Virtual Environment) software platform early in October

Among the new features are
  • Offers a small download install that is embedded into web-based user registration processes so a new user can participate in a 3D virtual meeting within 5 minutes of an invitation.

  • The audio tuning wizard enables new users to quickly talk and listen with a headset using the spatially accurate 3D audio in OLIVE.

  • Web-based Content Management System (CMS) integration that supports web processes for registration of new users, client download, user authentication, and joining OLIVE meetings. These web processes can be implemented with any CMS through the PHP-based APIs provided.

  • Media Dashboards that enable mixing a variety of media like streaming videos, MS PowerPoint slides, desktop or web-based applications onto many 3D screens within an overall dashboard framework. A specific media source can be selected for display on larger screens.

  • A Scenario Editor that collects all of the elements needed in OLIVE to practice a set of repeatable training procedures. The Scenario Editor assembles the 3D scenes, props, interactive objects, and camera positions for recordings needed to play out a scenario with the roles and outfits of supporting cast members.

  • An Artificial Intelligence (AI) API for non-player character development. Now 3rd party AI middleware vendors can be integrated to OLIVE to create and control computer generated avatars inserted into training scenario.


You can read the entire press release OLIVE 2.3 Release.

ProtonMedia



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Sunday, September 27, 2009

3DTLC Conference Recap and 3D Book Overview

So while I was galavanting around England, my co-author Tony O'Driscoll was hard at work running the 3D Training, Learning and Collaboration Conference.

My presentation schedule, the time difference and other obligations kept me from connecting with him but he does an awesome job all by himself so I wasn't really needed at the conference, although I really wish I could have attended.

Tony did a great recap of day one of the event at 3DTLC Day Update. In his recap, he included the slides of his presentation which discuss how the book was conceptualized and created. I included the slides below. Check them out, they do a great job of outlining the framework of the book.

Friday, September 25, 2009

Smashing Good Time

Summarizing the ADDIE Model.

Presented on the ADDIE model and instructional strategies to a great group yesterday in the UK for the Kaplan-EduNeering Knowledge Summit. We had audience members from all over Europe. I even managed to work in a discussion of 3D virtual worlds. We visited a hospital in Second Life which is modeled from the 4th floor of St. Mary's hospital in London. I met a gentleman online while I was prepping for the presentation who told me about the hospital and its relationship to St. Mary's.

After the presentation we took a river cruise on the Thames to see the sites. It was a great trip up and down the river.

Parliament from the Thames.


Big Ben from the river.


The London Eye from the river.

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Wednesday, September 23, 2009

Off to See the Queen

Tower Bridge in London which is right outside of our hotel here in London.

I am in London this week to present at a client summit for Kaplan EduNeering. My keynote/workshop is titled Connecting Content with Your End Users which focuses on instructional strategies for learning development. The presentation will cover different types of content and the appropriate instructional strategies for each type of content.

The basis for the presentation is this diagram which shows the different types of content that can be learned and the appropriate strategies.



I'll include examples and samples and a few interactive exercises to see if the learners can match content to strategy. Today is prep and tomorrow's the big day.

Here are a couple of blog entries related to instructional design.

What are the Results of Following an Instructional Design Process?

Definitions: Alternatives to the ADDIE Instructional Design Model

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Monday, September 21, 2009

Learning in 3D--A Little About the Upcoming Book

Some more information about Learning in 3D--The Book written with my friend Tony O'Driscoll.
Final Book Cover

Immersive learning environments are gaining more and more attention but there are few guidelines to inform the development and encouragement of productive learning (formal or informal) within these environments. Questions like how should these environments be designed to encourage collaboration? What is the right approach with a large number of learners? How can you encourage learners to interact with each other?

This book provides information from corporate and academic perspectives giving you insights into how Virtual Immersive Environments are being used and how organizations are encouraging collaboration through design, working with multiple learners and encouraging learners to interact with each other and the instruction. Case studies will be reviewed as well as providing a list of guiding principles for establishing a 3D learning environment.

As more and more organization begin to focus on 3D environments and their use for education and training, educators, learning professionals and corporate supervisors and managers are going to need to make decisions related to using these environments. Learning in 3D provides information to make informed and thoughtful decisions based on the experience of those who have already worked in the 3D environment.

Some links associated with Learning in 3D and its evolution into a book.

Metanomics: Book Overview and 3DTLC

Learning in 3D Book is Done

Tentative 3D Book Outline

Book on 3D Learning Environments--What do you want from it?

Why Today's Learners are Attracted to Virtual Worlds

Learning in 3D Book Information

Applying ADDIE to 3D Worlds

Please: Book Permission Requests Underway

Learning in 3D Available for Pre-Order

Also,shortly we'll be announcing our plans for a Blog Book tour. To see an example of my last blog book tour--click here.
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Friday, September 18, 2009

Resource for Presentations

I conducted a class the other day "Wow!That's PowerPoint:Avoiding Death by PowerPoint" and told the attendees I would post some helpful resources on my blog so here are the resources. Some are free and some for fee.

Here are some resources that can be of assistance.

Books:


So, Interactivity by Design is an older book and not specifically geared toward a slide show (it is focused on designing visually appealing e-learning). But it is well written with wonderful examples. I strongly recommend it if you are creating PowerPoint, Keynote or e-learning presentations/training.

Links:
Garr Reynolds Top Ten Slide Tips

Four Ways to Improve a Presentation

How Cognitive Science Can Improve Your PowerPoint Presentation


Presentations:

Convert Bullets to SmartArt in PowerPoint 2007

Avoiding Death by PowerPoint

And a new series I am starting called Wow!That Presentation was Awesome!(This is for fee, $50. The first three slides are teaser but contain valuable information and then you hit the "toll booth.")



For Some Examples:
Go over to Slide Share and search for "worlds best presentation" examples.

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Wednesday, September 16, 2009

Mini-Course Project

Working on a number of projects (including the newest book) but am also creating a mini-course with my good friends at Kaplan EduNeering. I've written a number of whitepapers and done a number of projects with their Chief Learning Officer and now she and I have teamed up with the folks from the 8:45 Club to create a course which is broken into 10 segments and delivered to your desk top every morning to start your day.

The idea is that you can get up and start to learn at 8:45 and then be done by 9:00, I love the concept of the mini-course. Starting the day with a short learning event is a great way to get going. We are doing our course on Designing instruction, with an overview and then a deeper dive into the ADDIE model of instructional design.

Here is a smuggled screen shot of part of the course. Look for an announcement soon at this blog of how you can register for the course at Kaplan EduNeering and start your day with a mini-lesson on instructional design.

Karl discussing the ADDIE model of instructional design in less than 15 minutes.



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Monday, September 14, 2009

I Want My MTV--Virtual MTV

I want my MTV...Virtual MTV.

So I was around and in the "prime music age" (read teen) when MTV launched. I remember staying up all night to watch awesome music videos. We thought it was just awesome. And now in its alpha version you can check out a "sorta" 3D virtual MTV as the station moves to create an online venue for fans of the cable network to hangout when they are not watching music videos.

Virtual MTV music awards.


You can do a bunch of neat things, including visiting a lounge, a design studio and decking out your crib. Perhaps this virtual world is set to give Second Life a run for its money. Check out the alpha version of Virtual MTV.

However, with the financial crisis still clearly upon us, shouldn't that age group be hanging out in a more financially educational venue like Stage Coach Island?


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Friday, September 11, 2009

Common Craft, Quick Educational Videos for Sale

I've always enjoyed Common Craft videos and as of a few months ago, they've created a new business model in which educators (and others) can purchase a high quality versions of the videos and either post them on the web or download for use in classroom or training room.

Seems like a great business model for making quick, short but educational videos available to explain complicated or difficult concepts and to set expectations for a training session. Great use of simple media to get across complex ideas.

Here are two samples explaining the increasingly popular Twitter (these are the free versions available on YouTube). The ones that are available for purchase have no advertising - The free versions often have advertising, the Common Craft watermark and promotional sections. Additionally, the downloadable versions are of a higher quality.

So check these out and see if a Common Craft video might be something you want to add to your training toolkit.




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Thursday, September 10, 2009

Virtual Learning Possiblities

Image from introductory video.

If you want to find out some possibilities of virtual worlds for interactive learning, check out the introductory video by Virtual Learning Curve. It gives a good overview of some of the possibilities of Virtual Immersive Environments (VIEs).

For even more interesting and engaging videos go to the Scenes to Watch and checkout some samples and trailers that really point to the power of 3D virtual environments.

Check out the company at Virtual Learning Curve.
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Catalog of Recommended Books, Games and Gadgets
Recommended Games and Gadgets
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Wednesday, September 09, 2009

Learning in 3D Available for Pre-Orders

Well, even as I secure the last of permissions and put the finishing touches on the accompanying instructor guide, Learning in 3D can now be pre-ordered.

So, if you want to be one of the first to read the book that Tony O'Driscoll and I have put together on the subject, check the link below:


You can read about the book and its contents at Tony's entry about the book, Learning in 3D Book is DONE!

Or if you want the publisher's page and a great discount on Gadgets, Games and Gizmos and Learning in 3D visit the publishers web page.

PS: If you go to Amazon, click on the Link "Tell the Publisher you want to read this book on a Kindle" because that'd be an awesome platform for just this kind of book!
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Catalog of Recommended Books, Games and Gadgets
Recommended Games and Gadgets
Recommended Books
Content Guide

Tuesday, September 08, 2009

Teach Students to Teach--So they become better learners


Are students the only ones who ever learn in the classroom? Most teachers will say that they didn’t really know the material until they teach it. Therefore, instructors, trainers and teachers should encourage a "Teaching to Learn" atmosphere in their virtual or face-to-face classrooms.

This method asks learners to teach what they are learning to each other. Therefore, it is critical to the success of each learner that he or she not only go through course content, but also really think about how to teach the material to his or her colleagues. The most challenging aspect of this approach is that the learners will need to anticipate questions from their colleagues, and be prepared with answers.

This is when true learning takes root. Once a person is put in a position to have to teach and explain content to someone else, he or she will never forget it. The result will be increase retention and understanding.

Unlike traditional lecture-based training in which the facilitator teaches a group of learners by reviewing content in a monologue format, the "each one, teach one" methodology generates discussion of key points by the learners, facilitated by the trainer’s skilled use of initial and follow-up questions. The methodology assumes learners enter the training having mastered and synthesized the content, needing only clarification or refinement in their knowledge.

This instructional method or strategy sets different expectations for, and requires different skills from the trainer and the learner. The trainer is expected to keep track of the progress of the discussion, noting which key points are reviewed and to what degree of clarity and completeness. The trainer needs to be able to think on his/her feet, ready to formulate a new question or circle back to an earlier part of the discussion to reinforce a key point. The trainer must listen to what is said – and listen for what is not said.

Based on the flow of the discussion and the dynamics of the particular group of learners, the trainer needs to be ready to shift gears and change tempo to ensure all key points are addressed and less critical points do not receive an overabundance of time and attention. These skills are, of course, much different than the competency of presenting a prescribed set of information.

The "each one, teach one" method also requires a much higher level of involvement and engagement for the learner. Rather than acting as passive recipients of knowledge, This method asks learners to study and synthesize key knowledge before even showing up to the “training.” In the actual moment of “teach-back” e.g. presenting and clarifying key information to peers, learners are quickly able to identify their own level of comprehension of material.

in addition, the opportunity to participate in this way reinforces key skills and forces the learners to develop an ability to concisely and intelligently synthesize information and engage in substantive conversation within the context of how the learning will be used on the job.

Give it a try in your classroom or your training session.

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Catalog of Recommended Books, Games and Gadgets
Recommended Games and Gadgets
Recommended Books
Content Guide

Friday, September 04, 2009

The Darkerside of Social Media and Parents? Parody

It's Friday, you've been scratching your head all week to think of how to get the boss to adopt social media. He or she isn't using it at home and doesn't see the value at work either.

Well, perhaps you are not positioning the use of social media correctly, try using the argument presented in the video below...if they have kids. This argument may convince them to join social media sites in a jiffy...and then soon they'll not only be virtually stalking their kids but their employees as well.


Facebook, Twitter Revolutionizing How Parents Stalk Their College-Aged Kids

And speaking of virtual stalking with Web 2.0 technology...you may have noticed I've added a TWEET THIS button to the bottom of my posts (Per requested comment from Rani). So, give it a try and Tweet this post.

Have a great weekend....
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Catalog of Recommended Books, Games and Gadgets
Recommended Games and Gadgets
Recommended Books
Content Guide

Thursday, September 03, 2009

Teacher...Stepping Stone to Rock Star?

It appears that one way to become a rock star is to spend some time in the classroom honing your skills. I think teachers are rock stars anyway (several changed my life and provided inspiration without evening knowing it)...but here are a few teachers who become real rock stars (they sold out.)

Did you know that Gene Simmons taught sixth grade in Harlem before he became the world's most famous bass-playing demon.

Or that Sting taught English, music, and soccer at St. Catherine's Convent School.


Or that Art Garfunkel taught math at the Litchfield Preparatory School in Connecticut when "Bridge Over Troubled Water" soared to the top of the charts.




Check out other famous people who gave up teaching life for other careers.

This just shows the creativity, enthusiasm and "out side of the box" thinking that many teachers have. Check out School House Rock, School of Rock where I discuss the virtues of learning to play music and creativity in a school setting. Teachers are a great resource and need to be treated as such. We should all keep this in mind as out kids head back to school.



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Catalog of Recommended Books, Games and Gadgets
Recommended Games and Gadgets
Recommended Books
Content Guide

Wednesday, September 02, 2009

Web Resources for Teachers


Over at the Online Degree web site, I recently was pointed to couple of interesting items.

The first is a list of 100 Essential Web 2.0 Tools for Teachers. A good list of some great web sites and technologies (for teachers and others.)

Also is a list of online universities and brief descriptions on the universities. You can also click to send for more information. I was hoping for more of a "review" as the title indicated (like, uses adjunct faculty or has full-time faculty or has both land-based classes and online)but it is still a list of online schools that you can find all in one place.

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Catalog of Recommended Books, Games and Gadgets
Recommended Games and Gadgets
Recommended Books
Content Guide

Tuesday, September 01, 2009

Presentation Resources

Thinking of converting your Slide Presentation from drab to fab (I always wanted to write that.) Well here are some resources that can be of assistance.




So, Interactivity by Design is an older book and not specifically geared toward a slide show (it is focused on designing visually appealing e-learning). But it is well written with wonderful examples. I strongly recommend it if you are creating PowerPoint, Keynote or e-learning presentations/training.

Also, here are some great online resources;

Garr Reynolds Top Ten Slide Tips

Avoiding Death by PowerPoint

Four Ways to Improve a Presentation

How Cognitive Science Can Improve Your PowerPoint Presentation

Go over to Slide Share and search for "worlds best presentation" examples.

Here is one:


What resources do you use to improve your presentations and visual for e-learning?


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Catalog of Recommended Books, Games and Gadgets
Recommended Games and Gadgets
Recommended Books
Content Guide