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Library | Item Barcode | Call Number | Material Type | Item Category 1 | Status |
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Searching... | 30000010252403 | HF5549.5.T7 H45 2010 | Open Access Book | Book | Searching... |
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Summary
Summary
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 simulationsExperts 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
Author Notes
Alex Heiphetz, Ph.D., is founder and president of AHG, Inc., a software solution company. His work has appeared in T+D magazine, Distance Learning magazine, and Training magazine. He resides in Pennsylvania.
Gary Woodill, Ed.D., is director of research and analysis at Brandon Hall Research, a leading research firm, where he tracks emerging learning technologies. He lives in Ontario.
Table of Contents
Preface | p. ix |
Acknowledgments | p. xi |
Introduction | p. xv |
1 Virtual Worlds: What's in It for the Corporate World? | p. 1 |
The Use of Simulations | p. 2 |
Human Behavior in a Virtual World | p. 4 |
Virtual Collaboration | p. 5 |
Corporate Training in Virtual Worlds | p. 6 |
Using Virtual Worlds for Marketing and Branding | p. 7 |
Making Virtual Worlds Employee-Friendly | p. 8 |
Implementing Virtual World Projects | p. 9 |
2 Enterprise Applications of Virtual Worlds | p. 11 |
Experiential Learning | p. 12 |
Enterprise Applications of Virtual Worlds | p. 18 |
The Competitive Advantages of Virtual Worlds | p. 26 |
Problems and Issues with Virtual Worlds | p. 29 |
The Challenges Ahead | p. 32 |
3 Virtual Worlds: Selecting the Best | p. 35 |
Virtual Worlds-a General Picture | p. 36 |
Virtual World Selection Criteria | p. 40 |
Enterprise-Friendly Virtual Worlds | p. 45 |
Conclusions | p. 57 |
4 Linden Lab and Second Life in Their Own Words: Enterprise-Related Developments and Future Plans | p. 59 |
Enterprise and Consumer Segments | p. 59 |
Enterprise Technology | p. 61 |
Hosted Solution | p. 62 |
Customer Education | p. 63 |
5 Deploying a Corporate Training Program in Second Life | p. 65 |
Defining the Goal | p. 65 |
What Works and What Does Not in the New Medium | p. 67 |
What Is a Second Life Island? | p. 70 |
Building Environment and Instructional Design Considerations | p. 72 |
Making Virtual Worlds Interactive: Basic Scripting | p. 75 |
Are They Ready? A Case for Instructional Design | p. 75 |
Synchronous vs. Asynchronous Training | p. 77 |
Security Considerations | p. 79 |
New Worlds, New Tools | p. 84 |
6 First Steps in a Virtual World: Synchronous Training and Lectures | p. 91 |
Intel Software Network Expands in Second Life: A Case Study | p. 93 |
Self-Directed Developer Community: A Case Study of Microsoft's Experience in Second Life | p. 98 |
Conclusions and Best Practices | p. 102 |
7 Teaching Complex Concepts in a New Way: The Michelin Group Case Study | p. 105 |
Training Delivery | p. 107 |
User Feedback | p. 112 |
Hardware and Security Issues | p. 114 |
Lessons Learned | p. 115 |
What Could Have Been Done Differently? | p. 116 |
Conclusions and Best Practices | p. 116 |
8 Teamwork and Leadership in Virtual Worlds | p. 123 |
Teamwork Training in Virtual Worlds | p. 123 |
Virtual Worlds as a Teamwork Collaboration Tool | p. 131 |
Conclusions and Best Practices | p. 138 |
9 Doing It Asynchronously: Training Simulations in Second Life | p. 141 |
Person-to-Object Simulations | p. 143 |
Person-to-Person Simulations | p. 147 |
Saving and Retrieving Simulation Data | p. 160 |
Virtual Worlds vs. the Web: Much in Common, Lots of Differences | p. 161 |
Conclusions and Best Practices | p. 164 |
10 Procedural Training in Second Life: University of Kansas Medical Center Case Study | p. 165 |
Simulation of induction Procedure | p. 167 |
Simulation Development Process | p. 169 |
Conclusions and Best Practices | p. 171 |
11 Recruiting and New-Hire Orientation: TMP Worldwide, EMC Corporation, and IBM Case Studies | p. 173 |
Case Study: TMP Worldwide Uses Second Life to Expand Its Clients' Recruiting Efforts and Branding | p. 175 |
Case Study: EMC Corporation Uses Second Life to Boost Company Brand as an Employer of Choice | p. 180 |
Case Study: IBM China Successfully Moves New-Hire Orientation to Virtual Worlds | p. 184 |
Conclusions and Best Practices | p. 186 |
12 Enterprise Collaboration: The Virtual World Application | p. 191 |
Expanding Enterprise Collaboration: Cisco Live in the Second Life TechChat Series | p. 194 |
Marketing as a Collaborative Activity | p. 197 |
Case Study: World Bank Uses Second Life to Advance "Doing Business" Report | p. 199 |
Conclusions and Best Practices | p. 203 |
13 The Future of Employee Training in Virtual Worlds | p. 207 |
Trends in the Corporate Use of Virtual Worlds | p. 208 |
Predicting Change with Technology Innovation Life Cycles | p. 212 |
Innovations in Virtual World Technologies | p. 214 |
Improved Tools for Creating Customized Virtual Worlds | p. 216 |
New Multimodal Input Devices | p. 218 |
Increased Use of Virtual Agents | p. 220 |
Integration and Convergence of Virtual Worlds with Other Learning Technologies | p. 221 |
Changes in Human Responses and Acuities in virtual Worlds | p. 223 |
Impact on Business | p. 226 |
Implications for the Future of Training | p. 227 |
References | p. 231 |
Index | p. 241 |