Posts Tagged ‘3D Learning’

Welcome to 2b3d 3D Learning Blog Time

January 24, 2010

Welcome to 2b3d 3D Learning Blog Tour

Welcome to the 3D Learning Blog Stop at 2b3d. We’re proud to host the Blog Tour for this amazing book. There has never been an event like this before, and it is showing a new way of marketing and community that incorporates the virtual world and the textual world of blogging.

3D virtual learning is about the experience. When you take your first class in a virtual world, you wonder, what is this technology? How do I move around? What do I do first? The instructions may seem like they are obvious to the designer and the developer, but do you remember the first time you landed in an airport that was in a different city? Do you remember the first time you took a subway? It isn’t easy to interpret all of the 3D images. But, if you sit down for a second, take it all in, and turn on your wayfinding instincts, you’ll start to move around with your arrow keys and you’ll start figuring it all out. You have to figure out how to move your camera, since virtual worlds always give you the ability to look around and discover. Then, you’ll have to figure out how to communicate, talk to your teacher, your peers, and groups that you’ll unlikely be participating with in the virtual world experience. Well, like all first timers, relax, enjoy and get ready to learn in a new way.

We’ve been using 3D technologies to teach and learn. We teach at the University of Washington every Thursday night; and, we’ve been doing that for over a year and a half. We have taught Cisco, the DoD, Ernst and Young, Club One Fitness, NextIt, it goes on and on. And, we’ve developed the culture for using this environment so that it produces competencies and skills both in virtual worlds and in the expertise of the instruction. Come aboard, let’s chat. We’ve got lots of experience, and we’re willing to share it with you. It’s not about the database, it’s about the human race.

Future Predictions of 2010

January 18, 2010

1. Build, build, build. There is an enormous amount of creative building going on in virtual worlds that extend beyond conferencing and meeting places.

2. People, people, people. The intelligence of the mentor is moving onto the virtual hypergrid and expertise is becoming available as an enormous bank.

3. Sell, sell, sell. Mentorship by the moment is a microtransction and very valuable in the right time, in the right place. Products in context become clickables in virtual worlds, and you’ll build your own home and choose Furnish It!

4. Relationships, relationships, relationships. Therapists, family reunions, coaches, trainers, counselors, anyone who offers services in an office will offer services in virtual worlds.

5. Trust, trust, trust. Building trust in the workplace, around the cooler and in dynamic social spaces will dominate and define whom to work with.

6. Learn, learn, learn. Practically everyone who teaches something that requires a lecture will teach it in a virtual world.

7. Measure, measure, measure. If you want to make sure it’s working, you’ll figure out how to use the software to measure the teaching and learning experience. This can be procedural if you want to watch a task being completed accurately and rapidly; or it can be process oriented, so you can watch how ideas were analyzed, synthesized and recreated into new knowledge assets.

8. Fame, fame, fame. Avatars are going to arise as personalities and celebrities.

9. Mobile, mobile, mobile. You must be able to reach your virtual world, your mirrored world from anywhere, not just sitting down at your PC.

10. Upgrade, upgrade, upgrade. The happiest people of all will be the software, hardware and broadband companies, because virtual worlds demand an upgrade to every piece of technology that you’re using. The new surfaces are coming!

3D Learning is coming

January 16, 2010

The 3D Learning tour began with a bang! Instead of touring physical bookstores, the tour slogged between different blog sites. The difference is clear. No longer is the author the center of attention, the buyer is. The authors have written their piece, aggregated their best thoughts, demo’d their best guesses at what worked and what didn’t. And, now the customer is unleashing their intellectual fury. Now that might sound like a malestrom, but it isn’t. It’s the resounding voice of interest. What is this thing called 3D Learning and what are we going to do about it? Read the blogs, read the book, talk to Tony, Karl, Chuck, Randy and all the others, talk to the the experts, debate, challenge, expound and watch this phenomena turn into, “why did we do learning any other way”.

21 Books for Claire

December 2, 2009

Raicle turned 21 in December. She is 2b3d’s principal virtual world designer. Raicle is an avid reader and often gets ideas about design from what she reads, so she told me recently. This thought seemed inspirational to me, so I started to make a list of books that might inspire virtual world design. Here are 10 of the 21 to get the ball rolling …. Raicle is half way through the list.

1.  A story of Roman Planning and Construction. MacAulay, David. (1983). City: Houghton Mifflin. This is the primer for thinking about how to build a virtual world. MacAulay always delights with simplicity, much like the simple view of an open island ready to be terraformed. Drop down a prim, the vision begins.

2.  Understanding Comics. The Invisible Art. McCloud, Scott. (1994).  Harper Perennial. As an avatar walks through a virtual world, they encounter spaces with buildings, streets and perhaps some activities. The comic is a simple engagement model: the set up, the obstacle, and the resolution. In three easy steps, your virtual world design can deliver a poignant story.

3.  A Whole New Mind. Why right-brainers will rule the Future. Pink, Dan.(2005). New York. Penguin Group. Come on, this is a no brainer really. It’s all about design, we’ve got function down and have outsourced it, so how do we think different about virtual worlds? Meeting places, please — that is so last century, but it’s still a money maker. Nevertheless, let’s really figure out how to immerse people in content they’ve never seen before.

4.  Envisioning Information. Tufte, Edward R. (1990). Connecticut. Graphics Press and The Visual Display of Quantitative Information. Tufte, Edward R. (2001). Connecticut. Graphics Press. Tufte is a classic. He offers visualization for everyman, and when we’re talking business, validating results and metrics, you have to look at how to display quantitative information as well.

5.  Creating your world, the official guide to advanced content creation for Second Life. Weber, Aimee. (2008). Indianapolis, IN. Wiley Publishing, Inc. Weber and co-authors have created a book to enable you to use Second Life, the content creator genius virtual world. You can get up and running creating your own virtual world in a few short days. The libraries are enormous, so what you can’t build, you buy.

6. Learning in 3D. O’Driscoll, Tony and Kapp, Karl (2010). Learning archtypes, a framework model you can work with, exemplars in virtual worlds, a bookstore review done through blogs and wikis. If this book doesn’t hit the key points about why you’re being left behind designing and developing in 3D virtual worlds, then you like lining up everyone in a row in a lecture, having them turn to page 38 with one single sound. The revolution has begun.

7. One Hundred Years of Solitude by Gabriel Marquez.  I couldn’t resist. Everyone says read Neal Stephenson’s SnowCrash. Okay, we’ve got the Metaverse down. Have you ever thought of what it would be like to see ice for the first time? This experience is more unique in the physical world than in the virtual world. How do we engage all five senses to create a similar impact? And there will be a time you say, I remember the first time I saw virtual ice and felt it.

8.  Optimal Experience – Psychological Studies of Flow in Consciousness (1988). Mihaly Csikszentmihalyi. Chuck Hamilton at IBM reminded me recently of this book. It was the turning point in my own doctoral studies back in the day. Bottom line is people are intrinsically motivated when they see themselves involved directly and they see that their involvement is instrumental to the outcomes.

9.  Digital Game Based Learning. Marc Prenskey. (2000). It’s hard to believe Marc’s book is a decade old. Let’s see, Pong, PacMan, Mario Brothers, Asheron’s Call, Everquest, World of Warcraft, Second Life … er, I think Marc is a visionary. The fundamentals are still in this book, and you could read Malcolm Gladwell’s Tipping Point or you could simply read the tipping point book, it’s the reason we’re designing seriously across the enterprise, the federal government and the institutions of higher learning. Why wouldn’t we play in 3D?

10.  Train Your Mind, Change Your Brain. Begley, Sharon. (2007). How a New Science Reveals Our Extraordinary Potential to Transform Ourselves. Neuroplasticity, get used to that word. If you flood your visual cortex long enough with information, physical things start to occur. Take pause on what that means for 3D learning in virtual worlds, or 3D work in virtual collaborative corporations.

The Game is On! Help me get to 21 books. What 11 books would inspire you as a designer in virtual worlds and why?