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Thursday, March 11, 2010

20,000 US Hackers Wanted...Creating the Computer Elite (or Failing at it)


In the future, experts predict that wars will be fought both in physical places, like Afghanistan and Iraq and in cyberspace such as the recent attacks that have allegedly originated in China on NATO and the European Union computers searching for secret intelligence material. In fact, Edward Castronova, in his book, Synthetic Worlds: The Business and Culture of Online Gamespredicts in the future battles may occur between virtual armies for virtual territory and that countries must begin to train "soldiers" how to fight as avatars. And interactive role-play games like America's Army certainly blend the 3D-cyber world and physical world training-type activities. There have already been stories of terrorist armies attacking residents in Second Life and of terrorists using these spaces for practice of physical world attacks.

So the need for hackers is not trivial. Unfortunately, the rate at which the US creates elite hackers is, at best, anemic. Back in 2007, I attended a keynote address by Dr. Peter Joyce of Cisco Systems who predicted a shortage of Information Technology workers. He provided statistics like an "estimated 1.5 million new computer and IT related jobs will be needed between 2002 and 2012" and concluded that there will "be intense competition for top talent in the field. He was spot on.

Recently Newsweek ran an article titled Educating Elite Hackers. In the article, the stated that "the number of elite cybersecurity experts needed to protect and traffic this area for the government and the private sector is dangerously inadequate" and estimated that only about 1,000 elite hackers exist in US and that 20,000 are actually needed.

What is an elite hacker? Someone who can think outside of the box and who has "wicked" computer skills. The article gives an example:

In a cybersecurity simulation (called "Netwars"), the 240 contestants were required to hack into 12 servers. Each server was worth points and whoever had the highest tally at the end of the game would be declared the winner. But instead of going from server to server,one young hacker named Michael Coppola decided to hack the scoreboard and give himself the most points. Naturally, he won. "It wasn't part of the initial plan," he says. "I just happened to come across the vulnerability and decided to focus my time on that."

Contrast that need for out-of-the-box thinking about programs and computers with two stories.

One from a blog entry I wrote in 2007 called Hire That Kid! where a kid had placed cheat sheets, answers to test questions and even a clip from "School House Rocks" on his own MP3 player to cheat on an exam...clever use of the MP3 player and, as a result of the major infraction, the school immediately banned MP3 players disciplined the kid. They disciplined him for the very behavior and thinking that would make him an elite hacker. In fact, In fact, the kid who is clever enough to understand the value of the information contained in the School House Rock songs, download them from the internet and put them on an MP3 player for a test is EXACTLY the kind of person we need...opportunity lost.

And now, so called "enlighten professors" at universities like at George Washington University, American University, the College of William and Mary and the University of Virginia are banning evil laptops from classes because they lead to a "world wide web of distraction"...hey professor...maybe your class is just BORING. Or, more realistically, the laptops are not integrated into the lessons effectively. If you are going to insist on lecturing on and on from notes or PowerPoints created years ago...guess what? Kids are going to tune out because they use computers EVERYWHERE else, integration, not banning is the solution.

How we are going to create elite hackers when the use of laptops is looked down upon and is actually banned (and the trend, incredibly, is growing).

The Newsweek article states that part of the problems is that we have academic programs that don't produce the kind of people we need.  Part of the problem is that the U.S. stopped funding computer sciences for about 10 years and a part of the problem is that until recently we really didn't understand just what kind of people we needed. Read "THE PROBLEM IS THAT EDUCATIONAL INSTITUTIONS HAVE NOT KEPT UP"

Now enter the huge de-valuation and de-prioritization of education in the United States and we now are incurring serious national security threats. Brilliant programmers --who should be defending cyber space--are, instead,  creating ridiculous and ultimately flawed financial models that did nothing but rob money from unsuspecting marks (yes, we are not investors, we are marks).

So when the economy tanked, the US jobless rate soared to over 30% in some areas and the need to educate our citizens increased dramatically, huge systemic problems in the educational industry were revealed.

We have a flawed educational system on many levels. Examples? A Rhode Island school fires all its teachers for inadequate peformance and in Kansas City 26 of 59 schools are shut down because of economic problems and costs keep going up with no corresponding results. Students are graduating with increasingly high debt and without needed skills. See Huffington Post's continuing story Majoring In Debt. And see the mini-protests across the country because of cuts in education (I call them "mini" because the anger that should be generated at the robbing of educational opportunities in this country and the education bubble we are now experiencing should be causing riots, car flipping and broken glass (you know...they type of behavior exhibited after a big sports event), not sit-ins, rallies and marches).

So what do we do to create the computer elite.
  • Stop banning computers and electronics in the classroom
  • Create computer schools where students come everyday and learn to hack
  • Sponsor hacking contests
  • Support ethical hacking computer program (update our current computer programming courses)
  • Create learning environment that are unconventional (returning to the past does not move us to the future.)
  • Bridge the "haves" and "have nots" in education, give every child a laptop for goodness sake...you never know where the next genius is coming from.
  • Get really UPSET over the dis-investment in education in the United States.
Support programs like:
The Information and Communication Technologies National Center in Springfield, MA (sponsored by NSF) The Mid-Pacific Information and Communication Technologies Center in San Francisco, CA (sponsored by NSF) The Convergence Technology Center in Collin County, Texas.

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Wednesday, March 10, 2010

Three Lessons Learned from a 3D Virtual Immersive Environment Implementation

Here are three "lessons learned" in from an actual 3D virtual world implementation. And for tips on piloting a virtual world implementation see blog entries Diffusions of Innovations and Implementing New Learning Technology? Choose the Right Pilot Group.

Lessons

Lesson 1:Understand the client’s learning needs, participant volume requirements, technology access and security requirements, and participant appetite for working with new technologies. Use all of this information to select the right platform to meet the client’s needs at that point in time. As clients mature in their use of and experience with Virtual Immersvie Environments, you can move them from less sophisticated platforms to more elaborate ones.

Lesson 2: Whatever platform you choose, it is critical to provide participants with an On-Ramp to help them become comfortable with the technology. Time must be allocated in advance of the program to provide basic instruction on platform navigation and mentoring must be made available. It is important to separate the learning associated with coming up to speed on the platform from the learning that will be delivered within the program. If participants have to learn both at the same time, it usually results in frustration.

Lesson 3: Don’t assume that what works in the classroom or in traditional events translates to the virtual environment. Learning in virtual worlds is more experiential, action oriented and social. Focus must be placed on function and interactivity when designing 3D learning environments. Also be sure to allow plenty of time for unstructured interaction. Create purposeful space and time for informal and serendipitous interactivity in your design

These lessons excerpted from;


See Eight 3D Virtual World Design Principles for ideas on designing your own 3D learning event.
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Tuesday, March 09, 2010

Why Open Content is Not Yet Adopted in the Workplace

ASTD's Big Question for March is How do we leverage open content in workplace learning?

The concept seems straightforward--a no brainer, take content that is used by many different organizations, and share it with others so that the overall cost is extremely low or free. Many organizations are involved with such initiatives. One of the best known is MIT's Open Courseware project. But they are not the only initiative,   there is the  Open High School of Utah and the Flat World Knowledge project that is focusing on creating open, low cost books and Yale Open courses offers select introductory courses online.

And the concept seems to be gaining momentum. A recently posted blog at the Huffington Post titled Are Open Educational Resources at the Tipping Point or the Tripping Point? discusses the possibility that open content can address a number of issues involved with improving (read "reducing the cost") of education. It might just be that the current economic climate is doing something that good will couldn't do...push the "open content movement" further.

A quick definition from the article:
The term "open educational resources" was first adopted at UNESCO's 2002 Forum on the Impact of Open Courseware for Higher Education in Developing Countries funded by the William and Flora Hewlett Foundation. UNESCO helped to define OER as educational materials and resources "offered freely and openly for anyone to use and under some licenses to re-mix, improve and redistribute." OERs include learning content as well as tools to create and share the content.
Unfortunately, there seems to be some compelling reasons open initiatives have not taken off:

1) Corporations suffer an acute case of "Not Invented Here Syndrome." I've witnessed this with something as simple as off-the-shelf e-learning courses. I've been told by presidents of companies that they need to have "custom" training for universal topics like ethics or diversity training because their organization is "different" or because their employees won't "get it" unless they see images of their own company or the references are exactly matched to their organization. This constantly astonishes me, humans can generalize very effectively and we can learn from a variety of types of content, even if it is not totally customized to our situation. Humans are adaptable and able to focus on what is important regardless of the "trimmings." Yet, organizations and individuals continue to hold onto the notion that "Not Invented Here" means "No Learning Here." This is not the case but is an impediment to the adoption of an open courseware within the organization.

2) The second reason, which is more compelling, is that learning and education is more than just course outlines and materials. The MIT initiative for example, lacks the extra element of the actual MIT professor adding the instructional strategies to the content as she delivers it. Content devoid of instructional strategies is not effective for many learners (some can leverage the materials, many cannot). Since it is expensive and time consuming to have a person take stand up materials and design them for online delivery, that step is often not funded and the result is a library of information related to a course but not a course. Can learning occur without instructional strategies?...of course but it takes a lot more effort on the part of the learner. Effort that, in a corporate setting, that is often not undertaken due to time constraints.
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Monday, March 08, 2010

Contest: Test Your 3D Instructional Design Skills and Win Some Free Software

Here is a contest where you can put your design skills to use and win some nifty software:

Caspian Learning today announced their plans to launch a Serious Games Challenge worth £3000 ($4, 514.79 USD) worth of software to the winner.  The competition is free to enter and open to all aspiring instructional designers.  Caspian Learning will also be providing designers with free trial copies of their proprietary 3d engine and authoring tool, Thinking Worlds, to allow them to take part in the challenge.


Caspian Learning, award winning developer of Thinking Worlds, a commercially available software platform that enables the cost-effective, rapid development of engaging 3D immersive learning simulations and serious games, today announced plans to launch their first Serious Games Challenge at the Game Based Learning Conference on 28th March 2010.  The challenge will pit instructional designers of all experience levels against each other in a 30 day Serious Games Challenge to create the most innovative learning simulation using drag and drop Thinking Worlds technology.
Lee Rushworth, Marketing Executive for Caspian Learning, said that he “hoped the challenge would encourage instructional designers who had expressed an interest in 3d simulations but not yet made the jump to develop in 3d to take up the challenge and let their creativity run wild.”
The Serious Games Challenge will be launched from Caspian Learning’s ‘Experience Lounge’ exhibition stand at the Game Based Learning conference on 28th March 2010.  The £3000 Serious Games Challenge will be open to everyone, whether individual or corporate, and will last for 30 days.  Entries will be valid until the 30th April, at which time, Caspian Learning’s industry-leading design team will select a winner from the entries.
The winner will be the designer (or team) that submits the most innovative 3d learning, training or performance simulation by the 30th April 2010.  The winner of the challenge will also receive a licensed copy of Thinking Worlds Standard, worth £2999. 
The challenge marks the first of its kind and Lee Rushworth said that he thought “the challenge would mark an important stage in the lifecycle of browser based 3d simulations that makes the technology available to create them both accessible and affordable and would firmly underline the growing demand for more immersive learning simulations.”
To take part in the 30 Day Serious Games Challenge, all you need to do is download a free trial copy of Thinking Worlds and submit your entries by April 30th, 30 days after the Experience Lounge launch.
Download your free trial at Thinking Worlds web site.


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Eight 3D Virtual World Design Principles

Your competitors are leveraging the power of 3D learning environments to encourage collaboration, exploration and genuine competitive advantage. Are you? To avoid the perception that virtual immersive environments are a fad or inappropriate for corporate learning, make sure you design the virtual immersive experience around these eight principles:

Instructionally Grounded. Ensure the learning intervention is addressing a vetted business need, and that the learning objectives support that need.



Reflectively Synthesized. Self-reflection and group-based synthesis of the experience should be core to the design.

Participant Centered. The participant (not the instructor) should be the center of the learning experience.

Contextually Situated. These environments require the creation of a specific context within which learning occurs.

Discovery Driven. Create an environment that selectively reveals content, information, incentives and learning elements over time.

Action Oriented. Virtual immersive environments are about doing, not about observing.

Consequentially Experienced. Learner experiences need to have realistic and substantial cause and effect as feedback throughout the experience.

Collaboratively Motivated. Learners must work together to achieve the benefits of the collaborative space of a virtual immersive environment.

These lessons taken from:


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Friday, March 05, 2010

Blog Book Tour Recap Week Seven:Continuation

Week Seven was not an official week in the blog book tour but we still had a good amount of buzz concerning the book. Here are some of the links to tour-related activities.


Upcoming Events
  • On March 9, 2010, Tony and Karl will be presenting The Challenges Ahead: How HRD professionals can prepare themselves for the learning, research and workplace challenges brought about by technological changes. The event is sponsored by the Academy of Human Resource Development.
    To register online, click here. Webcasts are free for AHRD members. Nonmembers may attend for $25.

  • On March 13, 2010, Tony and Karl will be presenting at the 2010 Virtual Worlds Best Practices in Education Conference. Over 5,000 avatars are expected to attend. Don't miss this in-world event.

  • On April 6, 2010, Tony and Karl will be presenting at the TrainingMagNetwork event called Learning in 3D: Adding a New Dimension to Enterprise Learning and Collaboration. You can register for this free event here.
If you haven't gotten the book yet, go to Learning in 3D web site and check it out and click on the link to join the book's Facebook Fan page.
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Appearing "Live and in Person" on EdTechTalk Friday--Today

Today at Noon Eastern Standard Time (EST), I will be chatting with Cammy Bean and Robert Squires about Instructional Design at EdTechTalk.

EdTechTalk is a community of educators interested in discussing and learning about the uses of educational technology. The group webcasts several live shows each week. During shows, listeners can use any common media player (i.e. Windows Media Player, Real Player, or iTunes) to listen to the discussion and use the chat room to make comments and ask questions.

Specifically, I will be on the Instructional Design Live show.

Instructional Design Live is an opportunity for instructional designers and professionals engaged in similar work to discuss effective online teaching and learning practices. Each week features guest interviews and participant question and answer sessions. I have to say that I am humbled to be on the show as last week's guest was Charles Reigeluth from Indiana University who's books I studied in graduate school and still reference when teaching and consulting.

In my session, we'll be discussing:

  • The differences in how ID is practiced in academia vs. corporate. Are there different competencies and skills being practiced in these realms?
  • Thinking about ID in the future...what skills will someone need? what will ID look like?

For more details and to join in the live session, go to EdTechTalk Instructional Design live web page click on Participate Live and go from there! Hope to "see you there."

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Thursday, March 04, 2010

Big Virtual World Event on the Horizon

Here is a press release about one big virtual world event where Tony and I will be speaking about
  Learning in 3D.



GLOBAL CONFERENCE IN SECOND LIFE® TO SHOWCASE THE
POWER OF VIRTUAL WORLDS TO TRANSFORM EDUCATION 
2010 Virtual Worlds Best Practices in Education Conference
(March 12-13):
Featured Address by Mark Kingdon, CEO of Linden Lab®
________________________ 
48-Hour Event Expected to Attract 5,000+ Attendees and over
150 Presentations from Around the World 

March 4, 2010 -- Pioneers in the creation of innovative uses of virtual worlds in education, training, business, military and cultural spheres will come together in Second Life® to celebrate “Imagination Around The World” (March 12-13).  The Virtual Worlds Best Practices in Education Conference (VWBPE) will feature more than 150 presentations and a keynote address by Mark Kingdon, the CEO of Linden Lab® creators of Second Life® (SL).  


“From a small grass roots community, we have grown dramatically as a global organization and are becoming a force in transforming education in a very short time,” said Marlene Brooks, Program Chair (SL: Zana Kohime). “We expect more than 5,000 attendees at VWBPE10 (www.vwbpe.org) with participants from every continent,” she continued. 

Presenters at VWBPE10 are at the forefront of capitalizing on advances in new technologies and a broad range of disciplines related to virtual worlds. In addition to Linden Lab® CEO Mark Kingdon, notable keynote presentations and presenters at VWBPE10 will include: 

“Learning in 3D: A New Educational Dimension”

Karl Kapp (SL: Abbott Bundy) and Tony O’Driscoll (SL: Wada Tripp) authors of the hot-selling book Learning in 3D: Adding a New dimension to Enterprise Learning and Collaboration  

“Virtual Worlds, Culture and Change - A Conversation”
Tom Boellstorff (SL: Tom Bukowski) academic, author and editor-in-chief of American Anthropologist and Doug Thompson the (SL: Dusan Writer) CEO of Remedy Communications and owner of Metanomics. 

“The Rise of Avatars in Social Networks for Military Learning Innovations”

Andy Sticker and Marlene Brooks (moderator).   Presentations will showcase what is being done in virtual worlds at universities, colleges, businesses, government agencies, not-for-profit entities and K-12 classrooms. More than one hundred volunteers will assist presenters and attendees at the 48-Hour conference taking place in over twenty SL Sims. The Presentations will be available in five languages: English, German, French, Spanish and Portuguese.  

“What makes this year exciting is that we are becoming more interactive and mainstream, and we are having a growing impact on all forms of education and training based on the values of connection, collaboration and co-creation integral to virtual world learning environments,” said, Kevin Feenan (SL: Phelan Corrimal). 

The Virtual World Best Practices in Education Conference originated from the 2007 Second Life® Best Practices in Education Conference. Educators are one of the largest and most vibrant groups in SL with an outreach to more than 6,000 residents. 
Registration for the conference is Free. To register please visit: www.vwbpe.org  


About Second Life 
Developed and launched by Linden Lab in 2003, Second Life is the world’s leading 3D virtual world environment. It enables its Residents to create content, interact with others, launch businesses, collaborate, educate, and more. Since its inception, Second Life Residents have logged more than one billion user hours and generated more than $1 billion in user-to-user transactions. With a broad user base that includes everyone from consumers and educators to medical researchers and large enterprises, Second Life has become one of the largest repositories of user-generated content and the largest user-generated virtual goods economy in the world.


For additional information, please contact:
E-mail: Marty Keltz: marty.keltz@gmail.com
Phone: 416-587-3381
For information on Second Life, visit: www.secondlife.com
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Using Virtual Worlds in the Conspiracy to Create an ah-ha Moment

Abbott Bundy with his backpack and walking
 stick ready to embark on a story quest with his guides.

Yesterday, I had the privilege of touring a fascinating project in the 3D virtual immersive environment of Second Life. It is called The Virtual Worlds Story Project with the tag line "Weaving the Narrative Threads of Our Lives." If you want to gain a glimpse into an effective and exciting way to provide context, experience and learning, this is the place you should check out. The method used is called a story quest.

My tour guides for the experience were Marty Keltz and Jena Ball who have created a three-dimensional experience engineered to teach about the HIV/AIDS pandemic called The Life and Times of Uncle D.
Exploring Uncle D's cabin and learning about his life.

The goal of the experience is for the learner to gain an understanding and appreciation of the impact of HIV/AIDS through the exploration of one person's life by visiting the everyday places where he lived and by immersing in the experience and letting it touch and move the learner. It is a Constructivist approach to learning and the environment creates opportunities for learning by allowing the learner to interact in the story...ok, so that is the academic definition but that doesn't do the project justice. A better explanation was provided by Marty.

Marty said he was involved in a "conspiracy to create an ah-ha moment."

Wow, what a great concept! Shouldn't all designers of instruction be involved in that conspiracy? Instead we seem to be involved in something a lot less exciting, interesting or even educational. Yesterday I also spoke to a client about ethics training...wouldn't a conspiracy to create an ah-ha moment be an excellent goal for the design of ethics training or diversity training or sales training, etc. Instead we tend to strive for "awareness."

We are all "aware" of things but never act based on that awareness. Many people are aware they should exercise every day...doesn't happen. Others are aware that cigarettes will kill them, and they say so between puffs. Others are aware that texting while driving can be deadly...yet they text away-try texting DOA. Employees are aware of policies, procedures and protocals but take shortcuts to get the job done. Awareness is petty crime compared to a conspiracy.

Conspiracies take coordination, effort, planning and a deep understanding of what needs to be done. These adjectives rarely describe the level of effort dedicated to organizational efforts to change behavior through learning experiences. We need to stop creating awareness and start to create conspiracies. What better place to start than in a 3D Virtual Immersive Environment. Involving learners in a story where they can interact and react is the first step in the conspiracy in which we should all partake. We can hide clues, engineer experiences and force situations that can create cognitive dissonance in learners which will ultimately lead to learning and behavior change as a result of that learning.

To get a better idea of what this kind of conspiracy looks like, check out a trailer for The Uncle D Story Quest:

And check out the interview with Marty Keltz and Jena Ball at the Second Life blog in an interview with Pathfinder Linden.

Today, leave behind petty educational endeavors and get involved with a conspiracy to create an ah-ha moment.
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Wednesday, March 03, 2010

Another 3D Virtual World Shutting Down

There avatars wave good bye as the virtual world closes on March 9, 2010.

Another consumer-based 3D virtual worlds is closing down in a few days. The well-known virtual world called There is closing on March 9, 2010.

According to the press announcement on the closing of There:

Unfortunately, this also meant that There.com's customers were hardest hit by the recession, and, so was There. While our membership numbers and the number of people in the world have continued to grow, there has been a marked decrease in revenue, which, in these economic times, is no surprise.

Throughout the last year and this quarter, we have fought the good fight by churning out new features and revisions as fast as we possibly could. Our hats have to go off to the team, which have in a very short time introduced a whole new suite of casual games, a completely new foundation for our user interface, improved internal efficiencies for the product, real estate, a whole new level of Community Involvement, etc, etc. On top of that, we've revised our first user experience several times, making the whole process for registering and getting into the world (and continued to be amused when the same features appeared in other worlds).

But, at the end of the day, we can't cure the recession, and at some point we have to stop writing checks to keep the world open. There's nothing more we would like to avoid this, but There is a business, and a business that can't support itself doesn't work. Before the recession hit, we were incredibly confident and all indicators were "directionally correct" and we had every reason to believe growth would continue. But, as many of you know personally, the downturn has been prolonged and severe, and ultimately pervasive.

An interesting side note pointed out by Virtual Worlds News: (in the article thy posted on the topic called There.com Shutting Down On March 9th
Forterra and There.com have common ancestry: Forterra was originally founded as There, Inc., and There.com was built on technology codeveloped between Forterra and the Army. There.com was then spun off to Makena Technologies in 2005. The Forterra sale to SAIC, though, did not prompt There.com's closing, according to the company.

"Prior to that sale, Makena acquired from Forterra all of the rights to the software used to run There, and Forterra's interest in Makena Technologies, making the companies completely distinct in every way," explains the Makena FAQ.

So for now, There has closed registration, billing, and member program upgrades. Also, developer submissions are closed and rental processing will be stopped, so no more rent will be collected for neighborhoods, lots, or There homes. And, all purchases of Therebucks and member program updates made between midnight Pacific Standard Time February 1, 2010 and 11:00 AM Pacific Standard Time on March 2, 2010 will be refunded in full.

This is yet another sign of the turbulent times ahead in the volatile world of 3D virtual Worlds.

This follows the Sale of Forterra to SAIC and the closing of Metaplace. See details in It's Not a Good Week for Virtual Worlds.
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Forget Your Keyboard: Turn Your Body into a Touch Screen Computer

Image of a skin-based interface from Huffington Post Article on the subject.

Being someone who is interested in gadgets (see Gadgets, Games and Gizmos for Learning) people are always asking me what is the next big thing. Well I can tell you that one of the next big things (5-10 year horizon) is body acoustics driven interfaces.

What is an acoustics driven interface? It is a new technology created by Microsoft and Carnegie Mellon University that uses human body acoustics to turn a person's skin into an interactive touchscreen. It is called Skinput and the interface enables a person to use the surface of their skin to control gadgets. Researchers have found a way to exploit the way skin, musculature and skeleton combine to make distinctive sounds when tapped on different parts of the arm, palm, fingers and thumb.

Check out this article on the subject: Body acoustics can turn your arm into a touchscreen

Read a research article on subject called Skinput: Appropriating the Body as an Input Surface. As the article states:
Appropriating the human body as an input device is appealing not only because we have roughly two square meters of external surface area, but also because much of it is easily accessible by our hands (e.g., arms, upper legs, torso). Furthermore, proprioception – our sense of how our body is configured in three-dimensional space – allows us to accurately interact with our bodies in an eyes-free manner. For example, we can readily flick each of our fingers, touch the tip of our nose, and clap our hands together without visual assistance. Few external input devices can claim this accurate, eyes-free input characteristic and provide such a large interaction area.

And, check out the YouTube video on the subject.

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Tuesday, March 02, 2010

Nine Information Alternatives to the Now Defunct Training Magazine (now 10 after fix of omision)

Unfortunately, Training Magazine is folding up shop on its web site, print magazine and conferences.

You can read some posts about its closing:
Fortunately, over the past few years a number of information sources have arisen that can provide good, solid information about the industry. Here are some magazine type places you can visit. Not to mention tons of blogs that regularly write about elearning, learning and technology.

***UPDATE AND HUGE OMISSION**** The first time I posted this entry, I forgot a trusted and extensive resource which was number one on my list but, somehow, as I copied and pasted from my Word document and posted today's blog entry, I omitted TrainingIndustry.com.

It's an ironic oversight since I refer to the web site all the time for industry information, insights and innovation, I blog at the site and I have contributed to their learning content network. It is a great site and well respected in the industry as an invaluable information resource.

The omission is embarrassing and I feel horrible as I know Doug Harward and several of the folks involved with TrainingIndustry and have always respected their work and efforts in moving the industry forward. Please take a moment and check them out. They also have the great Learning Content Network that has hundreds of courses on every topic from sales to presentations to time management and business acumen.

  • TrainingIndustry.com Provides insights from experts in the field, links to industry happenings, information on creating effective instruction, the site has cutting-edge information organized and aggregated into several learning communities, this valuable resource spotlights the latest news, articles, case studies, best practices, and product and supplier information from and about the training industry. They also sponsor learning communities and the Learning Content Network with hundreds of courses from time management to presentation skills to business acumen. Plus they have Training Industry Quarterly.
  • ELearning! Magazine Provides articles, news and resources about elearning design, development and the industry.
  • eLearnMagazine Contains articles on technology, business, culture as well as blogs, a rich archive and great opinion pieces. And every year, they publish the much anticipated elearning predications. (Confession, I am on the editorial board of eLearnMagazine.)
  • Chief Learning Officer This resource provides guidance and insight to global enterprise education executives--commonly called Chief Learning Officers (CLO). People who oversee, authorize, fund and support learning and development programs. .
  • eLearning Learning Set up by Tony Karrer, this site aggregates over one hundred blogs and provides access to the topic content on a monthly basis.
  • Training Blogs An aggregator, using PageFlakes, showing some blogs in the training/learning blogosphere that I set up with Steve Woodruff.
  • Stephen Downes publishes OLDaily (Register for the daily news briefs here.) This is a great daily briefing of interesting and thought provoking blog entries from around the globe and the education/training/learning blogosphere. Actually, you should already be reading this.
  • Learning Solutions Magazine This is published by the eLearning Guild. The resource is geared toward anyone involved in the management, design, development, and implementation of e-Learning. The online edition of the magazine was launched in November 2009.
  • Learning Circuits The online publication of ASTD which contains articles written on a variety of topics centered around online learning. And of course ASTD's T&D Magazine contains good information about learning and development as well.
  • Journal of Virtual Worlds Research Provides information about virtual worlds and the impact in a variety of fields including learning and development.
What information sources do you use that are missing? Add them to the comments.
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Monday, March 01, 2010

Random 3D Virtual World Statistics

Sitting at my virtual desk gathering statistics.

Here are some interesting Virtual World Statistics gathered from a number of different sources.
  • In the fourth quarter of 2009, total registered accounts in the virtual worlds sector reached 803 million. This is a 19.7% (132m) quarter on quarter increase, from 671m registered accounts in the third quarter of 2009. From Virtual world registered accounts reach 800m Check out the great chart while you are there.

  • The Virtual Worlds Best Practices in Education conference has received 150 proposals from around the world on best practices for education in virtual worlds. From Virtual Worlds Best Practices in Education Conference - March 12-13  PS. Look for guest appearance by Karl Kapp and Tony O'Driscoll talking about Learning in 3D.

  • Virtual goods such as weapons or digital bottles of champagne traded in the United State could be worth up to $5 Billion in the next five years. From The US virtual economy is set to make billions
  • A total of $1.38 Billion was invested in 87 virtual goods-related companies worldwide in 2009 a huge jump from 2008 when $408 million was invested. From Engage Digital Media
  • The single largest investment in the virtual goods space was $300 million. Invested by game publisher Electronic Arts who paid to acquire social games developer Playfish in November 2009. From Engage Digital Media
  • The virtual world of Whyville, aimed at providing an educational virtual world for kids, turned 11 years old in March 2010. From Whyville
  • Blizzard Entertainment, the company that created and maintains World of Warcraft, donated $1.1 million to The Make-A-Wish Foundation in February 2010. From Blizzard Press Release. 
  • EA, the large games publisher, plans to close several facilities and create a headcount reduction of approximately 1,500 positions. The majority of these actions will be completed by March 31, 2010. This plan will result in annual cost savings of at least $100 million. From Investor Relations Materials.
  • Blending real-world stores and virtual worlds seem profitable. According to Build-A-Bear Workshop's released data from a recent survey, one out of every three guests who visit the virtual world have also recently visited a Build-A-Bear store. The company adds that 40 percent of girls aged 8-12 years old and 50 percent of girls aged 10-11 years old registered their Build-A-Bear stuffed animals at the Build-A-Bearville site. From Build-A-Bearville Shares Stats From Virtual World, Real Store Interactions
To see a great list of virtual worlds and some videos to boot, go to ArianeB's 3D Virtual Worlds.  What statistics or links would you like to add?

Other lists of statistics you may find interesting:

Random Web 2.0 Statistics

Video Games, Education and Entertainment Statistics

Learning Statistics

UPDATE: SEE MORE RANDOM WEB 2.0 Statistics at More Random Web 2.0 Statistics Post
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Friday, February 26, 2010

Creating a "Story" as the Foundation for Virtual World Learning Events

Good stories shouldn't be relegate to only reading
 a novel on the beach, use them to promote learning!

Storytelling is a powerful instructional tool, stories help learners contextualize information and gives them an experience-base from which they can recall techniques and actions when encountering the same situation at work. With virtual worlds, we can expand the use of storytelling. In a 3D virtual world, the learner is not just observing a story or scenario, the learner becomes a character within the story.

To create an effective story within a virtual world, you need to create the following elements:
  • Characters-This would include the learner or learners. Each learner should assume a role or a position similar to what they would be doing on the job or a trainer assumes a role of a client or a supervisor. Each role should have a brief written explanation so the learners know how they should act within their role.

  • Plot (something happens)-Maybe a salesperson is trying to make a sale or a person violates a safety procedure or they must lead a team to accomplish a goal. Something needs to happen to move the story from point A to point B.

  • Tension-Good stories have tension. Something might go wrong or there is conflict between two of the individuals within the story. The context of the situation will impact the story and cause friction among the characters (learners). Conflict isn't a bad thing in learning, it happens on the job and so it needs to be mimicked in learning situations as well.

  • Resolution-The issue must be resolved. This is where the learning comes in. The tension causes a learner to have to take an action, commit to a behavior and, as the story unfolds, feedback is given to the learner describing if the right or incorrect actions were taken. During the resolution phase, the problem can be resolved satisfactorily or in an unsatisfactory manner. Both of those outcomes provide opportunities for feedback and learning.

  • Conclusion-This is the resolution of the story. The learner then finds out what happened to the other "characters" what they should or could have done and learns rules or guidelines of what to do next.
Adding these elements together in a virtual world learning event creates an effective story for learning. An instructional story can unfold with a character encountering a problem or a situation, the problem builds tension in the story as the character may not know what to do or how to react or, worse, may do the wrong thing. Then a solution is offered in the form of a colleague, a moment of inspiration or an idea (or even reading a policy) and then results are presented in a positive manner.

This simple structure can be used for compliance-based story scenarios or sales-based scenarios or manufacturing based scenarios--really any type of learning.

Stories can help learners understand what they must do to be successful in their work environment. It is as if a wise mentor or co-worker is telling them the best method to deal with a situation at work. This type of information sharing is a common form of communication. One worker tells another a “story” about how to do a job or what to avoid. Learners and employees remember stories more effectively than random lists of policies and procedures.

A well crafted story is focused on helping the learner to solve problems and when it is done in a virtual world, the learner is immersed in the context of the situation and the learning becomes meaningful and memorable. 

Other Storytelling entires:
  Storytelling and Instructional Design
  Tell me a story
  A Unique Perspective on Video Games and Storytelling

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Thursday, February 25, 2010

Why an Instructional Design Degree from Bloomsburg University ROCKS our Community!

A while back I wrote an entry called Why an Instructional Design Degree from Bloomsburg University ROCKS! where I discussed all the neat things our students do in the program for the Department of Instructional Technology while earning a Master of Science in Instructional Technology in our program.

As a faculty member and the assistant director of the Institute for Interactive Technologies I am proud of the accomplishments our students have achieved and of the partnerships developed with local organizations, companies and social service groups that I have helped to build over the past 12+ years.

In this entry, I want to talk about what the Department of Instructional Technology and our Institute for Interactive Technologies contributes to the college, our community and the state of Pennsylvania. These accomplishments show that the field of instructional design reaches beyond individuals into the community and touches lives in by helping others learn and understand. It is a great calling.

So, here are some of the things we do to help our students learn the skills needed to be successful in the growing field of instructional design and to help our local community and the state.
  • We have many partnerships with businesses related to science, technology and health. This includes working relationships with major, big-name pharmaceutical firms, smaller pharmaceutical firms, health insurance firms and several hospitals and healthcare facilities. These relationships ensure that our instructional design students are prepared to enter the workforce in the health education field because of their “in-the-field” experience through these partnerships and experience working side-by-side with people in these companies as graduate assistants and interns.

  • Sustained relationships with companies in the field of technology-based learning through our 30 member Corporate Advisory Council (CAC) which meets on campus twice a year to evaluate student performance. The CAC also provides internship opportunities, graduate assistant funding and project work that directly involves students, thus meeting the expressed need of students to integrate their academic learning with real-world experiences. The CAC also provides direct input and feedback for new curriculum directions and innovations.

  • In terms of helping the community, we have applied the knowledge and experience developed at the University to enhance the social well-being of the Pennsylvania citizens through work done with the Pennsylvania Department of Public Welfare (10 year relationship), the PA Coalition Against Domestic Violence, and the PA Coalition Against Rape.

  • We also support the local community through the development of no cost training materials for organizations such as our local hospitals and community colleges, local school districts, Boy and Girl Scout organizations and the local police department.

  • On campus we have helped with the education of fellow faculty members on distance learning techniques and methodologies.

  • In terms of supporting local entrepreneurial and small business development, the department and institute has supported Bloomsburg University alumni in the start up and creation of Pennsylvania located companies (viaAcademies, PinPoint Strategies).  As well as provided support for such local (in Bloomsburg) companies as ASP Platform Services,  Touche EDI, Keystone National High School and SusQ-cyber Charter School. Our department and institute is the hub of the learning technologies cluster within the Greater Susquehanna Keystone Innovation Zone (GSKIZ)

  • Support and involvement in the Bloomsburg Regional Technology Center and the - Greater Susquehanna Keystone Innovation Zone (GSKIZ) by providing resources for web site development, participation in meetings and events and participation in reviewing materials in the annual business plan competition. As well as active participation in grants to fund Technology Transfer efforts and providing interns and expertise as needed.

  • Contributions to Pennsylvania’s Community and Economic Development initiatives through projects with local companies (or local branches of national companies) such as Kellogg’s, Kawneer, PPL and DelMonte in support of Bloomsburg University's office of Corporate and Continuing Education through DCED grants and associated funding. The efforts have helped to up-skill workers and retained local jobs.
When you consider enrolling in an instructional design program, consider its impact not only on you as a student but on the community in which it resides. Active programs develop strong, intelligent, flexible instructional designers who can "hit the ground running" when they graduate and continue to contribute to their company, organization, community and state.

To learn more about the program go HERE!
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Wednesday, February 24, 2010

Training Magazine Closes and Now, it appears, So Do the Conferences

Just got this in an email:

Regrettably, we have some unfortunate news to share with you: The Nielsen Company has made the decision to cease operation of Training magazine and Training magazine Events effective February 26. This will also be our last day with the company.

For those of you scheduled to present at our upcoming Training Leadership Summit, we hope that a buyer will step in to continue the brand and that the Summit will go on as planned. You will be notified as soon as we have word.

It has been a privilege working with you and we wish you continued success. Leah and I have worked on this brand for a combined 41 years and many of you have been like family to us. We’d like to leave you with a line from the final episode of the Mary Tyler Moore Show…"I just wanted you to know that sometimes I get concerned about being a career woman. I get to thinking my job is too important to me, and I tell myself that the people I work with are just the people I work with. And not my family. And last night, I thought, 'what is a family, anyway?' They're just people who make you feel less alone...and really loved. And that's what you've done for me. Thank you for being my family.”

Julie Groshens
Conference Program Director
The Nielsen Company

Leah Nelson
Senior Conference Program Manager
The Nielsen Company

And I would just like to say "THANK YOU" to Leah and Julie who were a pleasure to work with, professional and committed individuals!
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Interview with Cammy Bean at Kineo

As part of the extended Blog Book Tour, Cammy Bean of Learning Visions and I had a discussion about learning in 3D, its impact on instructional designers and how organizations can get started. Check out the interview called Karl Kapp on Learning in 3D. Cammy has great audio in the interview but mine is a little scratch (sorry about that).

Anyway, it was a lot of fun so check it out.

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Tuesday, February 23, 2010

Second Life Making an Announcement Tomorrow (actually today)?

Here is a little email intercept I received from an unnamed source (ok, it's from Snickers' Doodles in her post Linden Lab to announce Viewer 2 beta tomorrow which she received in-world from Pink Linden.

Hello SL Merchants:

We wanted to give you an early heads-up on a big piece of news because we greatly value our relationship with you and this community. Tomorrow, at SL Pro! (http://www.nmc.org/2010-slpro) Tom Hale, our Chief Product Officer will announce the availability of the next generation of Second Life viewers—Viewer 2 Beta. It combines an easy browser-like experience with shared media capabilities--giving all Second Life Residents a new option to choose from among Viewer 1.23 and other approved third-party viewers. We are also going to announce Second Life Shared Media(tm), a standard capability in Viewer 2, that makes sharing standard Web-based media and content in Second Life easy, and enables content creators to place Web pages, video, Flash content, and other web media, on any surface in Second Life.

So, keep your eyes peeled to the Second Life Blog (http://blogs.secondlife.com) and once the news is out—go download the software and let us know what you think in the Viewer 2 Forums. And, if you Twitter, then use the #SLViewer2 hash tag.

Looking forward to a very exciting day tomorrow!

Pink

So tomorrow, you can download the viewer. Interesting in that I think this makes the viewer similar to business-focused virtual worlds which allow for the placing of documents (spreadsheets, MS Word documents, etc) on a surface so that groups of employees can collaborate around a specific media asset. I am assuming that since one can place a web page on any surface, placing a MS Word Document or spreadsheet is as simple (I'll need to check that out.)
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Learning Circuits 3D Article

As part of the blog book tour, Tony and Karl wrote an article for ASTD Learning Circuits called Lessons Learned from Conducting 3D Virtual World Learning Experiences

Here are some of those lessons, go to the article to see more detail and the "missing" lessons.

Lesson 1: Solve a real business need with the implementation of the virtual immersive environment.

Lesson 3: Allow learners time alone with their avatar.

Lesson 5: Don’t approach design with a set of preconceived notions.

Lesson 8: Don’t underestimate the technical challenges associated with getting 3D virtual immersive environment software functional within an organization.

Lesson 11: Logistics should be managed very tightly with a tendency towards over communication

What lessons have you learned implementing a 3D virtual immersive environment for learning?
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Monday, February 22, 2010

Blog Book Tour Recap Week Six::Impressive

This week, the final week of the blog book tour, we had some impressive comments and thoughts about the book and the meaning of 3D in terms of learning and development. Here is a recap of the great posts for this week.

Recap of Blog Stops

Day Twenty-Six Chris Brannigan at Thinking Worlds blog wrote a post titled Learning in 3D - walking the walk #lrn3d. In the post Chris states that the book is in shifting the discourse forward from the ‘what is 3D’ to the ‘why, ‘when’ and ‘how’ to use it. This is what we want to accomplish and we are excited to that the theme is resonating.

Day Twenty-Seven Brian Miller at his blog Cognitive Technologies reviewed the book in this post Book Review: “Learning in 3D”, Kapp & O’Driscoll, 2010 and he commented on some content that he thought could enhance the book especially in the area of where we discuss an equation that states that when interactivity and immersion are multiplied they result in engagement in motivation. Brian is advocating for the addition of Relevance and Challenge which I have to agree enhance the equation. Brian has since written another interesting post related to 3D worlds titled Systems Thinking and Simulations: Part II

Day Twenty-Eight Roland Legrand at Mixed Realities penned a post Learning in 3D: a book as a tool to change enterprise learning – and the corporation itself discusses the changes that are occurring in business and how that change must be reflected in our learning systems.

Day Twenty-Nine 02/18/10 Robyn DeFelice of DishingDesign wrote a post Hosted Event: Learning in 3D Blog Book Tour. In her post she discusses elements of instructional design that relate to 3D worlds and potential areas of research.

Day Thirty Special guest Jay Cross added an entry Learning on the Holodeck. Jay adds that Learning is social, and I think this has something to do with the power of watching your avatar experience something as opposed to simply imagining it in your mind.

Facebook

During this week, the Learning in 3D Facebook page passed 300.

Look for a more extensive wrap up in the near future, a few more Learning in 3D surprise posts and some stats from the tour itself. Also, thanks to everyone who participated, joined Facebook page, lurked, wrote and purchased the book!!!
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