by Anne Derryberry
Changes continue in the virtual world technology market with yesterday’s acquisition of Forterra Systems by SAIC. More details here on a story we broke last month.
by Anne Derryberry
With a new decade come new opportunities, new insights, new media. Here’s a quick review of some of what’s headed your way.
by Bill Brandon
Clark Aldrich has produced a great guide to the selection, justification, and development of Highly Interactive Virtual Environments. Readers will find it useful, whether they are new to design of such applications or highly experienced.
by Algis Leveckis
For several years, early adopters have been excited about using virtual worlds for e-Learning, but organizations have been slow to share that enthusiasm. In this week’s article, the author looks at the reasons for this reluctance, and at what must happen before virtual worlds become part of every instructional designer’s arsenal.
by The eLearning Guild
“How often does your organization use Virtual Worlds to deliver training and learning?” Here's what Guild members told us.
by Irene Boland
In "Designing Effective Learning for Virtual Worlds," research is presented showing that Multi-User Virtual Environments (MUVEs) can be effective venues for learning. But do learners enjoy and respond well to the experience? Here is more research on the subjective reactions of learners to MUVEs, and how to prepare them to use the virtual world for learning.
by Irene Boland
While many e-Learning practitioners have been interested in virtual worlds as venues for learning, solid research and evidence of return on the investment have been hard to come by. An investigator not only shows that virtual worlds work for learning, she also shows you how to go about adapting the traditional instructional development model to this environment!
by Koreen Olbrish
With advances in technology and with pressure to reduce travel costs associated with training, many e-Learning professionals are interested in the possibilities offered by virtual worlds (VW). There is more to adoption of VW technology than opening up an island in Second Life, and this week’s article takes you through the important details.
by Bill Brandon
Here are three examples of ways in which practitioners are employing virtual worlds in their organizations’ learning strategies. The key realization for all three designers was that in the virtual world we are not bound by traditional ways of doing things. This article will help you find the potential that awaits your online learning efforts.
by Bill Brandon
Simulation and immersive training are topics of great interest in e-Learning today, but many practitioners believe the cost and the effort are too great to permit any but the largest companies to use those methods. Second Life offers a flexible, low-cost environment for building simulations, and it presents few, if any, barriers to entry.
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