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Second Life is not a teaching tool

The Learning Circuits

Every week or so I hear about a company looking to Second Life as a teaching environment. First, I have to say that Second Life is a great Web 2.0/massively I respect the ability of people to make money in Second Life. I respect the ability of people to "hang" in Second Life.

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The 6 Hottest Training Technologies That You Can’t Overlook

Gyrus

Newer technologies, tools, increased network bandwidth, and widespread access to the internet is enabling organizations to create an affordable and advanced video- based training programs, which can be used not just in online courses but in traditional and blended settings as well.

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Making A Big Impact: Top Corporate Training Innovations for 2018

Time to Know

On the other hand, there are the business challenges of cost-effectiveness, measuring the return on training, and making sure your organization’s technology stays relevant. These programs are used not just in online courses but also in both traditional and blended settings. Video is the favorable learning medium for the Generation Y.

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

Kapp Notes

In fact, Edward Castronova, in his book, Synthetic Worlds: The Business and Culture of Online Games predicts 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. So the need for hackers is not trivial.

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Why Pay Attention to Games?

Facilitador

The success of “The Legend of Zelda,” “World of Warcraft,” “Second Life” and “Candy Crush” bears witness to this. Games are masters at engaging us. Because of that success, gamification — the strategy of bringing elements of a game to real-world experiences — has become a buzzword in the learning world.

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Making A Big Impact: Top Corporate Training Innovations for 2018

Time to Know

On the other hand, there are the business challenges of cost-effectiveness, measuring the return on training, and making sure your organization’s technology stays relevant. These programs are used not just in online courses but also in both traditional and blended settings. Video is the favorable learning medium for the Generation Y.

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The virtual classroom: the ups and the downs of collaborative learning

Saffron Interactive

But like the true shape shifter it is, the virtual classroom can also take on the form of a self-contained (potentially even self-sufficient) virtual environment such as that of the 3D virtual world Second Life. Following in their wake, the virtual classroom is increasingly discussed and used as a tool for workplace learning.