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Cover image for Training and collaboration with virtual worlds : how to create cost-saving, efficient and engaging programs
Title:
Training and collaboration with virtual worlds : how to create cost-saving, efficient and engaging programs
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Publication Information:
New York, NY : McGraw-Hill, 2010
Physical Description:
xxii, 248 p. : ill. ; 24 cm.
ISBN:
9780071628020
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30000010252403 HF5549.5.T7 H45 2010 Open Access Book Book
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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 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


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

Prefacep. ix
Acknowledgmentsp. xi
Introductionp. xv
1 Virtual Worlds: What's in It for the Corporate World?p. 1
The Use of Simulationsp. 2
Human Behavior in a Virtual Worldp. 4
Virtual Collaborationp. 5
Corporate Training in Virtual Worldsp. 6
Using Virtual Worlds for Marketing and Brandingp. 7
Making Virtual Worlds Employee-Friendlyp. 8
Implementing Virtual World Projectsp. 9
2 Enterprise Applications of Virtual Worldsp. 11
Experiential Learningp. 12
Enterprise Applications of Virtual Worldsp. 18
The Competitive Advantages of Virtual Worldsp. 26
Problems and Issues with Virtual Worldsp. 29
The Challenges Aheadp. 32
3 Virtual Worlds: Selecting the Bestp. 35
Virtual Worlds-a General Picturep. 36
Virtual World Selection Criteriap. 40
Enterprise-Friendly Virtual Worldsp. 45
Conclusionsp. 57
4 Linden Lab and Second Life in Their Own Words: Enterprise-Related Developments and Future Plansp. 59
Enterprise and Consumer Segmentsp. 59
Enterprise Technologyp. 61
Hosted Solutionp. 62
Customer Educationp. 63
5 Deploying a Corporate Training Program in Second Lifep. 65
Defining the Goalp. 65
What Works and What Does Not in the New Mediump. 67
What Is a Second Life Island?p. 70
Building Environment and Instructional Design Considerationsp. 72
Making Virtual Worlds Interactive: Basic Scriptingp. 75
Are They Ready? A Case for Instructional Designp. 75
Synchronous vs. Asynchronous Trainingp. 77
Security Considerationsp. 79
New Worlds, New Toolsp. 84
6 First Steps in a Virtual World: Synchronous Training and Lecturesp. 91
Intel Software Network Expands in Second Life: A Case Studyp. 93
Self-Directed Developer Community: A Case Study of Microsoft's Experience in Second Lifep. 98
Conclusions and Best Practicesp. 102
7 Teaching Complex Concepts in a New Way: The Michelin Group Case Studyp. 105
Training Deliveryp. 107
User Feedbackp. 112
Hardware and Security Issuesp. 114
Lessons Learnedp. 115
What Could Have Been Done Differently?p. 116
Conclusions and Best Practicesp. 116
8 Teamwork and Leadership in Virtual Worldsp. 123
Teamwork Training in Virtual Worldsp. 123
Virtual Worlds as a Teamwork Collaboration Toolp. 131
Conclusions and Best Practicesp. 138
9 Doing It Asynchronously: Training Simulations in Second Lifep. 141
Person-to-Object Simulationsp. 143
Person-to-Person Simulationsp. 147
Saving and Retrieving Simulation Datap. 160
Virtual Worlds vs. the Web: Much in Common, Lots of Differencesp. 161
Conclusions and Best Practicesp. 164
10 Procedural Training in Second Life: University of Kansas Medical Center Case Studyp. 165
Simulation of induction Procedurep. 167
Simulation Development Processp. 169
Conclusions and Best Practicesp. 171
11 Recruiting and New-Hire Orientation: TMP Worldwide, EMC Corporation, and IBM Case Studiesp. 173
Case Study: TMP Worldwide Uses Second Life to Expand Its Clients' Recruiting Efforts and Brandingp. 175
Case Study: EMC Corporation Uses Second Life to Boost Company Brand as an Employer of Choicep. 180
Case Study: IBM China Successfully Moves New-Hire Orientation to Virtual Worldsp. 184
Conclusions and Best Practicesp. 186
12 Enterprise Collaboration: The Virtual World Applicationp. 191
Expanding Enterprise Collaboration: Cisco Live in the Second Life TechChat Seriesp. 194
Marketing as a Collaborative Activityp. 197
Case Study: World Bank Uses Second Life to Advance "Doing Business" Reportp. 199
Conclusions and Best Practicesp. 203
13 The Future of Employee Training in Virtual Worldsp. 207
Trends in the Corporate Use of Virtual Worldsp. 208
Predicting Change with Technology Innovation Life Cyclesp. 212
Innovations in Virtual World Technologiesp. 214
Improved Tools for Creating Customized Virtual Worldsp. 216
New Multimodal Input Devicesp. 218
Increased Use of Virtual Agentsp. 220
Integration and Convergence of Virtual Worlds with Other Learning Technologiesp. 221
Changes in Human Responses and Acuities in virtual Worldsp. 223
Impact on Businessp. 226
Implications for the Future of Trainingp. 227
Referencesp. 231
Indexp. 241
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