Training and Collaboration with Virtual Worlds


Book Description

Team Building and Leadership Coaching with Virtual Worlds New collaborative technologies to keep your company competitive, productive, and efficient With the business landscape changing every day, companies need training solutions that are not only cost-efficient, but engaging, quantifiable and global. Learn how virtual worlds can help you create training and recruitment programs that attract quality talent, build great teams, and connect a global workforce - all for less than your current training budget. Training and Collaboration with Virtual Worlds walks you through the available technologies, helps you match virtual tools to your organizational needs, and shows why these programs have already taken off at leading companies. Learn why leading companies like IBM, TMP Worldwide, Michelin, Intel, Microsoft and others are going virtual: Revitalize recruitment and new hire orientation to improve employee quality, productivity and retention Conduct worldwide training in real time, minimizing costs and time Reduce travel while efficiently managing geographically dispersed teams Break down dangerous or complex training procedures into manageable simulations Experts agree that within five years, the 3D Internet will become as important to companies as the Web is today. Training and Collaboration with Virtual Worlds will put your company ahead of that curve - with great results. Access the latest information and resources on www.TheVirtualWorldsBook.com




Higher Education in Virtual Worlds


Book Description

Targeted at educators and researchers wishing to use virtual environments in their teaching practice, this work provides practical advice specifically for educators in higher education. It focuses on the use of Second Life - a free, readily-accessible virtual world which is increasingly being used for both formal and informal learning.




Handbook of Research on Practices and Outcomes in Virtual Worlds and Environments


Book Description

Handbook of Research on Practices and Outcomes in Virtual Worlds and Environments not only presents experienced professionals with the most recent and advanced developments in the field, but it also provides clear and comprehensive information for novice readers. The handbook introduces theoretical aspects of virtual worlds, disseminates cutting-edge research, and presents first-hand practices in virtual world development and use. The balance of research, theory, and applications includes exploration of design innovations, new virtual reality technologies, virtual communities, pedagogical design, and the future of virtual worlds and environments.




Transforming Virtual World Learning


Book Description

A practical guide on how to transform your ideas from virtual world course ware to virtual world learning experiences. It argues that setting up learning in 3D virtual worlds requires a transformative approach.




Learning in Virtual Worlds


Book Description

Three-dimensional (3D) immersive virtual worlds have been touted as being capable of facilitating highly interactive, engaging, multimodal learning experiences. Much of the evidence gathered to support these claims has been anecdotal but the potential that these environments hold to solve traditional problems in online and technology-mediated education—primarily learner isolation and student disengagement—has resulted in considerable investments in virtual world platforms like Second Life, OpenSimulator, and Open Wonderland by both professors and institutions. To justify this ongoing and sustained investment, institutions and proponents of simulated learning environments must assemble a robust body of evidence that illustrates the most effective use of this powerful learning tool. In this authoritative collection, a team of international experts outline the emerging trends and developments in the use of 3D virtual worlds for teaching and learning. They explore aspec ts of learner interaction with virtual worlds, such as user wayfinding in Second Life, communication modes and perceived presence, and accessibility issues for elderly or disabled learners. They also examine advanced technologies that hold potential for the enhancement of learner immersion and discuss best practices in the design and implementation of virtual world-based learning interventions and tasks. By evaluating and documenting different methods, approaches, and strategies, the contributors to Learning in Virtual Worlds offer important information and insight to both scholars and practitioners in the field.




Cases on Collaboration in Virtual Learning Environments: Processes and Interactions


Book Description

"Using a case study analysis, this book provides a unifying perspective for discussing the viability of collaborative virtual spaces as training programs for insurance brokers, forums to support at-risk university students, simulations of historical places, means to aid autistic children learn social skills, repositories for digital libraries, collaborative spaces designing new university programs and emergency response training"--Provided by publisher.







Learning in Metaverses: Co-Existing in Real Virtuality


Book Description

The potential of virtual world technologies to improve teaching and learning has been recognized in recent years, creating new possibilities for teaching and learning processes, with virtual environments impacting the achievement of student learning and collaboration. Learning in Metaverses: Co-Existing in Real Virtuality discusses a better way to understand this new learning universe, exploring the possibilities of new social organization through the use of avatars in virtual worlds. Examining platforms such as Web 3D, metaverse, MDV3D, ECODI, hybrid living and sharing spaces, gamification, alternate reality, mingled reality, and augmented reality to evaluate the possibilities for their implementation in education, this reference book will be of use to academics, educators, students, researchers, gamers, and professionals.




Multi-user Virtual Environments for the Classroom


Book Description

"This book highlights cutting-edge teaching ideas using theoretical discussions, case studies, and experiments pertaining to virtual environments, including learning foreign languages in virtual environments and examples that encourage educators to design and develop new worlds of learning inside and outside the university"--Provided by publisher.




Identity, Learning and Support in Virtual Environments


Book Description

Virtual worlds and other virtual environments offer an adaptable context for applied and situated learning experiences. In this book, educators, instructional designers, librarians, administrators and scholars reflect on how to leverage constructivist, authentic, collaborative and complex interactive educational experiences through the use of these multisensory environments.