Think Virtual and Augmented Reality only have a place in the Gaming World? Think Again….
APRIL 8, 2016
The post Think Virtual and Augmented Reality only have a place in the Gaming World? Learning Tech & Trends Virtual Reality (VR/AR Think Again…. appeared first on HT2.
Virtually There: Gamifying Your Virtual Classroom
NOVEMBER 5, 2015
The key is to make sure you never lose sight of your learning objectives. All of your game's prompts or "missions" should be identical to real-world skills/learning objectives. As virtual classroom design techniques evolve, it is natural for organizations to want to include the newest design trends in their programs.
Keynote Resources from Virtual Worlds Best Practices in Education Conference
MARCH 3, 2016
Reaching the Engagement Horizon in Virtual Worlds from Karl Kapp. Here are some additional thoughts when teaching in a virtual world and integrating Gamification into that experience. Immerse the learner in a 3D virtual world where they are part of the case study and “living” the events and actions taking place within that case study. Videos/Class.
Experience is the New Learning
SEPTEMBER 23, 2015
Butter-knife, scissors, and sticky tape are all you need to join the conversation around virtual reality (VR) – is Kellogg’s take. With the world now digital, social, visual, and viral, heavy-duty, power-guzzling, and aesthetically unappealing technology products are a thing of the past. Experience is the new medium of connecting and learning! Puzzled? Curious? MUSIC. MEDIA.
New research explores the common myths and realities around the 70:20:10 learning model
in learning and development and 1,600 learners. new approach to learning that aligns with the. reality of how their people learn and develop. many years: that people learn and retain more. that’s powered by social and informal learning. Moreover, accessibility to digital learning and. 70:20:10 learning model. Learning in the workflow 19.
Games & Learning: Pokemon Go
JULY 10, 2016
I’ve been planning to write a series of blog posts centered on games I play, sharing my thoughts from both a gaming and learning perspective. have a host of games I’d like to write about in the queue, but haven’t allocated the time to get started writing about them yet. The game was only released a few days ago and has already taken the world by storm.
Top 100 Learning Game Resources
JUNE 24, 2009
When writing the whitepaper about Casual games , I did a fair bit of research and looked at several hundred web links. So here they are – a Top 100 Learning Game Resource list. If you are already developing learning games, these links will broaden your horizons, as they did mine. Building Better Learning Games- Learning Visions, April 9, 2009.
Making Learning Games Effective: 5 ways of ensuring that players LEARN
JUNE 20, 2014
With the advent of computers, internet and communication technologies games have become more accessible, less costly, highly engaging and lots of fun for players of all ages. In addition, the worth of games in learning has also been explored in education and corporate training as well. game is often described as having one or all of the following attributes.
Awesome Virtual World Program: Sign Up Today
SEPTEMBER 20, 2012
My friend, Randy Ran Hinrichs, of 2b3d who has a wonderful motto of “Move Photons, Not People” is offering a program that you need to take advantage of if you are involved, interested or curious about 3D virtual worlds. Here is Randy talking about 3D Virtual Worlds with Ron Burns of ProtonMedia. The program offers a Certificate in Virtual Worlds.
Learning Game Design Series, Part 1: Play and Evaluate Games
JUNE 19, 2013
Last week’s post gave an overview of the entire process for getting started in learning game design or creating game-based learning. This post focuses on Step 1, which is to play and evaluate games. If you don’t like playing games, don’t try to design a game because you’re going to hate this step. How do I learn them?
10 Common 3D Virtual World Training Questions and Answers
JUNE 11, 2010
Recently a number of folks have asked me some questions about 3D worlds that I think can be answered in some of my previous posts so here are some of those posts as answers to frequently asked questions about virtual immersive environments: 1) How do I get started in 3D? Five Tips on 3D eLearning and Training Courtesy of VenueGen 2) How do I create the right environment for my organization's 3D learning space? Creating the right 3D learning space environment. 3) How do I overcome the objection "3D environments look too much like a game?"
Personal Learning Networks: For Ongoing Learning in a Connected World
JANUARY 28, 2015
I have recently joined the open section of #MSLOC 430 - a graduate course in the Master''s Program in Learning and Organizational Change at Northwestern University. This is the first week and I am absolutely looking forward to exploring the topics, learning from the other participants and participating in exciting conversations. Networks have a profound impact on how we learn.
The College Tour Right of Passage–Done Virtually
APRIL 4, 2011
company named, Designing Digitally, Inc. , has created a product known as “ 3D Virtual Campus Tours.”. Virtual dorm room, just hit "reset" and it automatically cleans itself. The first tour they created and launched was a 3D virtual campus tour for The United States Air Force Academy (USAFA) utilizing the award-winning Unity development platform for games and interactive 3D.
Finding a MMOLE/Virtual Learning World Vendor
APRIL 27, 2009
Successful projects start by aligning virtual world needs with your organization’s goals. Whether the goal is to reach out to alumni through a shared virtual space or creating a virtual machine shop to teach safety to mechanics, the underlying purpose and business objective must be articulated to the vendor. Visit the virtual space yourself. Know what to expect.
Elements of a Virtual World/Metaverse
JANUARY 29, 2009
Using a virtual world or metaverse for training is not as science-fiction as it sounds. metaverse or virtual world is simply the natural extension and convergence of several technologies currently used for online learning. The first software element that makes up a virtual world is a synchronous learning tool similar to WebEx or Adobe Connect or Saba’s Centra.
Learning Games Should Be Part of a Learning Strategy
MARCH 3, 2014
Include learning games as part of a larger learning strategy for the organization, not as simply a “bolt-on” to existing learning or as something “extra.” ” Games are one piece of the learning puzzle. ” The game is then played. Games should not be an after thought when designing and instructional strategy.
Instructional Games and Narrative
APRIL 1, 2014
Instructional games work best when there is a narrative that provides the learner with the proper context for the learning that needs to take place. In a game, the time frame is usually compressed so that something that typically takes a year might only be 5 minutes of game play. Design Games Next there are characters. Stories then have a plot, something happens.
Gamification, Virtual Worlds and The Gartner Hype Cycle
DECEMBER 15, 2011
Notice, however, that virtual worlds are now right in the middle of the trough of disillusionment which means people are still pretty down on virtual worlds but they are closer to actual productive use. think virtual worlds will quickly leave the trough. If you want to learn more about the hype cycle you can get the book on the topic.
Scripting a Virtual World Learning Event
JANUARY 24, 2008
Building an environment in a metaverse and turning the learners loose to go â€œlearnâ€ without guidance, goals or objectives will not lead to effective learning. One mistake organizations make when first creating a virtual world for learning is failing to script the instruction. They create a space but have vague learning outcomes or even no plan for assessment.
Re-imagining Work & Learning in a Networked World
DECEMBER 28, 2014
thought I''d do the same from an L&D and workplace learning perspective. The former identifies shifts in specific areas that will and already are having a far-reaching impact on the way we work, learn, communicate, and engage with the environment and society. This has wide-ranging implication on learning and the future of work. 2015 future_of_work L&D Workplace Learning
Virtual World Vendor Forterra Systems Purchased by SAIC.
FEBRUARY 3, 2010
A few weeks ago, I wrote a post called Not a Good Week for the Virtual Worlds Space where I reported, based on other reports, that Forterra Systems had laid off some of its workforce. think this sends a signal to both large consultancy firms that they also better get onto the virtual immersive environment opportunity Here is the press release: FORTERRA SYSTEMS ACQUIRED BY SAIC Forterra Systems is pleased to announce that effective today, all assets of the company have been acquired by Science Applications International Corporation (SAIC).
New Year Thoughts about 3D Virtual Worlds for Learning
JANUARY 1, 2010
While creating products, working on deliverables and collaborating across organizations on a large scale in virtual worlds seems like science fiction, the truth is that 3D environments for working, learning and collaborating are the not-too-distant future. Virtual Immersive Environments (VIEs) will soon allow data visualization not previously possible and applications for learning and collaboration not yet considered. To not be left behind, organizations need to evolve and begin working and learning completely within these spaces.
Speaking at Penn State University Park on Virtual Worlds
OCTOBER 18, 2008
This upcoming Tuesday, I will be speaking close to home in State College PA.home of Penn State on the topic of "Why 3D Worlds for Learning?" It promises to be a lot of fun since many alumni from our program are working at Penn State in various departments and capacities. look forward to seeing them all.
Sneak Peak at Virtual World Images for Learning in 3D
DECEMBER 18, 2009
One of the exciting things about working on the Learning in 3D book is that we are going to have a space for the book and some of its content in a 3D world. Overview of areas which will show examples of the 3D archetypes. __ Catalog of Recommended Books, Games and Gadgets Recommended Games and Gadgets Recommended Books Content Guide. Tags: virtual immersive environment Here are some sneak peaks at the concept. It is in its early stages but we are looking forward to the unveiling in January along with the Blog book tour that starts on January 11th.
Gaming In Ten Years
AUGUST 25, 2011
Stumbled on this cool article from IGN earlier today that lists ten trends in gaming ten years from now. It attempts to describe briefly what games we’ll be playing in ten years time. Sony Entertainment (a big publisher of games) invited several leading game-makers to discuss what video game development will look like in a decade. Very interesting, take a look.
Teaching Higher Order Skills in a Virtual World
OCTOBER 28, 2008
Another question about virtual worlds and learning. abstraction; synthesis; evaluation; experimentation; reflection) in a virtual world? Virtual worlds are ideal for placing a learner into a problem solving situation. As mentioned before, another activity is to give students money in a virtual world and let them run a virtual business.
Not a Good Week for the Virtual Worlds Space
DECEMBER 22, 2009
First, Metaplace announced it will be closing its virtual doors on January 1, 2010 at 11:59 pm Pacific Time. This was one of the alternatives I listed for something other than Second Life in my Alternatives to Second Life (continued, again) I described Metaplace as: Is a Flash-based virtual world platform that allows players to buy and sell items, own property and play online games. This means that a user created "portal" into a virtual world can be accessed from web location. Now we are seeing it in the Virtual World space.
Using Virtual Worlds in the Conspiracy to Create an ah-ha Moment
MARCH 4, 2010
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.
3D Simulation/Game Development Tool: Thinking Worlds
AUGUST 18, 2011
In the webinar I conducted the other day, a number of people indicated that they had budgets of less than $1,000 and were wondering if it would be possible to create any kind of 3D learning game on such a meager budget. One solution that they could try that would create a great 3D elearning experience is called Thinking Worlds. Games virtual immersive environment
The future of gaming
Learning with e's
NOVEMBER 12, 2012
Games based learning is one of the most important strategies for 21st Century education. We have enjoyed playing games since time immemorial, and video arcade games such as Asteroids and Space Invaders of the 1970's were just the start of the emergence of digital games. Clearly, digital games have a great deal to offer the future of learning.
Are Game-Based Virtual Simulations the Future of Online Training?
MAY 2, 2016
You hear about a company creating game-based, virtual simulation courses in lieu of traditional in-person training. What do you do? A) Stick with the old training and hope your employees absorb and retain the information or B) Try out the new virtual simulation training course and see if your employees learn better through participation in a world of virtual choices and consequences.
The future of entertainment
JUNE 27, 2016
Billed as an “interactive crime thriller”, this immersive virtual reality experience might best be described as a combination of a film and a game. The virtual reality experience offered by Zero Latency in Melbourne might best be described as laser tag on steroids. Beyond the novelty factor, I was deeply engaged by both the interactive film and the ambulatory game.
A Few Interesting Virtual World Resources
JUNE 1, 2011
Here are a few of virtual world research papers that contain some interesting information: Virtually Face to Face: Enriching Collaborative Learning Through Multiplayer Game by Johanna Bluemin. Promoting motivation with virtual agents and avatars: role of visual presence and appearance by Amy Baylor. Best Practices in Virtual World Teaching: A Guide to Teaching Problem Solving in Second Life by Simon Bignell and Vanessa Parson. Go with the Flow: Engagement and Learning in Second Life by Karen Cooper.
NOAA: Advice for Federal Agencies about Virtual Worlds & a Great Interactive Example
JULY 10, 2009
Check out this article, Living NOAA's Second Life It is about how the National Oceanic and Atmospheric Administration (NOAA)--a government agency--is using a virtual world to reach into the future and it has some great advice on considerations before launching into a virtual world. Tags: Second Life 3D worlds
8 Scary and Uncomfortable Reasons for the Growth of Virtual Worlds
DECEMBER 1, 2009
While I think there are many legitimate reasons why an organization should partake in virtual immersive environments (VIEs) for learning and collaboration, there are also some "less-than-comfortable" reasons organizations are leaning in this direction. They are looking for safer alternatives to meeting face-to-face and virtual worlds is an option. Technology as the Solution In some cases, the learning and development professionals of the organization don't want to take a hard look at the effectiveness of their programs. Enter virtual immersive environments.
World of Learning Conference Review
OCTOBER 6, 2014
Because those who were fortunate to attend the World of Learning Conference, everywhere they looked was a nugget of gold, especially those who used the dynamite technique of e-learning. While I am sure that occurred at WOLC, the ones I gazed at, which were presented by vendors, had no sales pitch whatsoever, rather it was all about a specific subject tied to e-learning. To me that was impressive. Super potential, the show has always been ILT (which is still extremely popular in the UK), but there were LMS vendors there and a couple of e-learning, m-learning tools.
3D Virtual Immersive Environment: Conceptual Orienteering
JUNE 28, 2010
Conceptual Orienteering is a learning archetype where learners are given activities or situations in which they are presented with examples and non-examples of environmental or situational conditions for the purpose of discrimination and creating an understanding of key concepts. Image courtesy of Randy Hinrichs of 2b3d and author of an upcoming handbook about learning in 3D.
Creating a "Story" as the Foundation for Virtual World Learning Events
FEBRUARY 26, 2010
Good stories shouldn't be relegate to only reading a novel on the beach, use them to promote learning! 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. This is where the learning comes in. Tags: 3D worlds Tension -Good stories have tension.
What are Serious Games?
MARCH 1, 2016
In the world of online learning buzzwords, serious games have raised their heads time and again, but what are they? Are they any different from game-based learning and if so, how? couple of Google searches will show you that there are countless definitions of serious games (we last counted 33!) Why do we need Serious Games? Story. Rules.