November 03, 2009

Do you collaborate?

We are assembling a group of companies with existing active Second Life programs interested in collaborative training / collaborative applications of SL.
If you have an interesting project in one of the following areas:

    * company's knowledge base
    * development of e-learning modules
    * personnel reviews and testing
    * new hire orientation program (organization's structure and possible career paths)
    * brainstorming meetings (collaborative thinking and mind mapping)
    * project management
    * and, perhaps, other interesting applications

that will benefit from collaborative work and availability of graphical interactive representations of a concept, procedure, process, or structure you may qualify for
evaluation program of the new Collaborative Knowledge Management tool.
Please, see details at http://tinyurl.com/collaborate-in-SL and contact me via LinkedIn or SL (AHG Hallard)
(if tinyURL does not work, here it is in the full form: http://second-life-training.ahg.com/knowledge_management/Enterprise_Knowledge_Management_and_Collaboration_Solution_evaluation.htm

Here is also a full description of the Collaborative Knowledge Management:  http://second-life-training.ahg.com/knowledge_management/Enterprise_Knowledge_Management_and_Collaboration_Solution.htm The best thing about cKM in my not-so-humble opinion :-) is that it is accessible both from Second Life and the regular web interface)

November 02, 2009

Social Media in Corporate Settings

Several consumer-based technologies can be leveraged for using social media in a corporate setting.

  • One idea is to use a wiki as a replacement for the cumbersome and out-of-date course manuals. The information can be easily updated, available to anyone who has permission to view and is time and date stamped.
  • Another ideas is to use Twitter (I know, I know, you don't care what I am having for lunch). Don't use twitter in the traditional way where someone answers the question, "What are you doing?" Instead use it to have a conversation with co-workers and ask the question "What are you thinking about?" or "What problem are you trying to solve?" 
  •  Use a virtual world to conduct a role-play over distance. These worlds allow you create characters, dress those characters and place them into realistic situations. Authentic learning in authentic situations.  
  • Use a blog to have experts give briefings on how they problem solve or how they approach customer interactions. 
 Here are some other valuable links

Karl Kapp is the Assistant Director of Bloomsburg University’s Institute for Interactive Technologies
Logoggg_2 and a professor of instructional technology. See his own blog, Kapp Notes for information on the convergence of learning and technology. He is the author of the book Gadgets, Games and Gizmos for Learning.   

October 22, 2009

Corporate Training and Collaboration

I just completed a video trailer for a mine and Gary Woodill's book. We, at AHG, do a lot of simulations and general Second Life projects (including shooting video in Second Life!), but when it comes to editing video I will not pretend to be a pro. Hope, you still enjoy the show! More info on www.TheVirtualWorldsBook.com  

 

 

 

October 01, 2009

Virtual Worlds, Options and Ideas


People often wonder what is the point of a virtual immersive environment (VIE) for training. Here are some ideas and links which speak to the value of VIEs for training and learning. This one was created by some students in Bloomsburg University's instructional technology program.


 

Here is one for a "behind the firewall" virtual immersive environment.

 






Karl Kapp is the Assistant Director of Bloomsburg University’s Institute for Interactive TechnologiesLogoggg_2 and a professor of instructional technology. See his own blog, Kapp Notes for information on the convergence of learning and technology. He is the author of the book Gadgets, Games and Gizmos for Learning.   

August 25, 2009

Letter to Your Boss About Virtual Immersive Environments


So, you want to create a virtual immersive learning environment and you want to start with a well known product before thinking about paying some money for a behind-the-firewall solution. You've tentatively brought up the concept of using the virtual world of Second Life but have been shot down by the IT folks and your boss who want to know why Second Life should be considered as a viable solution.

Well, Second Life to the rescue.  Over at the Second Life blog, they have posted an open letter providing some pretty good reasons why it should be considered, at least for your initial pilot project into a Virtual Immersive Environment (I think other products are more appropriate for a larger roll-out but let's stick with a small pilot for now.)

Here are a couple of the reasons:
  • Second Life can solve real-life business problems. This is especially true for providing realistic 3D environments such as border crossings or retail environments.
  • Organizations can purchase private regions and have complete control over who enters the area.  
  •  Almost 20% of Fortune 1000 companies are doing something in virtual worlds. 
Check out the letter, it could prove very useful as you build your case for virtual immersive environments.

Also check out this report by ThinkBalm on virtual worlds which describe some very interesting results from a study they conducted. 

  • More than 40% of those surveyed (26 of 66) saw a positive total economic benefit from investments in immersive technologies in 2008 and 1Q 2009. More than 50% of respondents (34 of 65) expect to obtain a positive total economic benefit in 2009. The number of respondents who expect to obtain economic benefit of $25,000 USD or more in 2009 is more than double the number who indicated they achieved this level for 2008 / 1Q 2009.
  • Nearly 30% of survey respondents (19 of 66) said their organization recouped their investment in immersive technologies in less than nine months, once their project(s) launched. Almost 30% of respondents (19 of 66) said their organization did not recoup their investment.  Another 38% (25 of 66) said they didn’t know if their organizations had recouped their investment. This is not an unexpected finding because many Immersive Internet initiatives in 2008 and 1Q 2009 were experiments or pilots. 
So these little tidbits should help you to build your business cases for virtual worlds.


Karl Kapp is the Assistant Director of Bloomsburg University’s Institute for Interactive TechnologiesLogoggg_2 and a professor of instructional technology. See his own blog, Kapp Notes for information on the convergence of learning and technology. He is the author of the book Gadgets, Games and Gizmos for Learning.   

July 28, 2009

Training and Collaboration with Virtual Worlds - a new book targeted towards enterprise

As of the end of July, searching amazon.com for terms "Second Life" +corporate (http://www.amazon.com/s/ref=nb_ss_b?url=search-alias%3Dstripbooks&field-keywords=%22Second+Life%22+%2B%22corporate%22&x=0&y=0)  produces 43 results starting from The Entrepreneur's Guide to Second Life: Making Money in the Metaverse by Daniel Terdiman, to Handbook of Research on Virtual Workplaces and the New Nature of Business Practices by Pavel Zemliansky and Kirk St. Amant.  None of these books, unfortunately is really targeted towards a corporate user of virtual worlds in general and Second Life in particular. 

More narrow search for "Second Life" +"corporate training," (http://www.amazon.com/s/ref=nb_ss_b?url=search-alias%3Dstripbooks&field-keywords=%22Second+Life%22+%2B%22corporate+training%22&x=0&y=0) leaves you with only three results left.  These books, however, mention training only in passing, if at all.

There are great books on the subject of virtual worlds and Second Life, but they are concentrated on entertainment value, use by hobbyists or small businesses catering to those hobbyists.  Moreover, many of the available articles and reports on the use of Second Life in corporate environment emphasize secondary, worthless, or even directly counterproductive aspects such as ability to create a three dimensional conference room or a copy of your corporate campus. They miss really important business-related features such as:

    * Expense avoidance

    * Highly effective procedural training, collaboration and support sessions

    * Great opportunities for effective collaborative work, unavailable by using other technologies

    * Expanding brand by building self-managing communities of loyal customers and outside developers

    * Increasing ROI by connecting training simulations with already existing training programs and Learning Management Systems

That is why when I was approached by McGraw-Hill with a suggestion to write a book on corporate use of virtual worlds, especially in training, I jumped on the opportunity.  Luckily, Gary Woodill of Brandon Hall Research agreed to co-author and share his expertise in emerging learning technologies.  Today I received a copyedited manuscript (that I am now reviewing for accuracy) and by December you should be able to pick Training and Collaboration with Virtual Worlds: How to Create Cost-Saving, Efficient and Engaging Programs on amazon.com, in Barnes and Noble, or another book store. 

Gary and I started with a mutual understanding that in business there is nothing more valuable than experience. We were extremely lucky in that we received unprecedented access to virtual world pioneers from the corporate community who, for the first time, candidly shared both the successes they had and the problems they faced, financial outlays, as well as best practices and recommendations drawn from real life experience in virtual worlds.  Then we proceed to discuss everything you need to learn about the business uses of virtual worlds, with an emphasis on Second Life: what it is, what you need to start a successful program in Second Life or other virtual worlds, what to expect, and how these innovative environments are used by a variety of well-respected corporate players. We pay special attention to security issues and concerns, as well as real-life implementations and use of simulations to achieve competitive advantage and high ROI.

There is more information on the book's web site (table of contents, excerpt, list of contributors, etc.) http://www.TheVirtualWorldsBook.com.

November 06, 2008

Effective training in 3D learning worlds – doing more with less.

If you are thinking of how you and your team will survive current downturn, you are not alone.  Over the last couple of months this became a theme of many conversations I heard and for a good reason.  Training is not going to be immune to this round of belt tightening.  Regardless of the level of your optimism, budget slashing seem to be the inevitable next item on the agenda, or perhaps it already affected you and your organization.  This is exactly the reason why AHG created a new training tool that allows you to cut budget without jeopardizing your work and future growth.  Trying to preserve budgets in current environment is a loosing battle. The better strategy is to concentrate on a solution that saves significant resources while improving training results – KPI’s, time to ready and durability.  Immersive Communication Training System (ICTS) can create uniquely-effective training solutions in 3D learning worlds, such as Second Life.  But this is only half of the story.  The second half is that you do need to hire or involve inside or outside programmers and training designers do not need to have technical background.  You create training simulations using intuitive Graphic User Interface.  If you are capable of using computer mouse to move color rectangles on a screen, clicking them to interconnect rectangles with arrows, then you can create a training simulation as simple as short sales call, or as complex as equipment handling lesson.

Prior to the age of personal computers, professionals would hand-write their notes and then have them typed by typists.  Similar situation still exists in training where instructional professionals design training and have programmers implement it using computer technologies.  It certainly looks like a silver lining of this downturn might be in the 3D learning environments (i.e. Second Life), and technologies, such as ICTS, to get rid of intermediaries.  Doing this might just be the key to preserve and position your team for better future in the times of slashed budgets.

You will find more information on http://www.ahg.com (click on the Immersive Communication Training System button, or click on the direct URL:

http://second-life-training.ahg.com/training_simulations/second_life_immersive_communication_training.htm

)

September 22, 2008

Think 'Learning Process' Not 'Learning Event'

Traditionally, training has been thought of as an event. You go to a training class or you log into an e-learning module and take the training but then you never seem to have any follow up or follow through. You never again look at those  'action items' you wrote down at the end of class.

Changes are needed.

One of the ways to ensure that training leads to behavioral change is to follow up on the actions learners indicated they would take. Before technology,  follow up was too cumbersome but now you can leverage  technology tools to help remind learners of what they learned and what they need to do to continue the process and to build a learning process around a particular subject.

Perhaps the simplest technology to employ is to send an email several weeks after class highlighting the main performance objectives from the class and reminding the learner of what he or she might do to apply the techniques for class to daily job activities. You may even consider sending an email to the manager to remind her of what her employee should be doing back on the job as it relates to the topics covered in the learning event.

To get a little more sophisticated, you could create a learning blog within the company and encourage the participants from the class to visit the blog and write about how they are applying the information recently acquired to their work processes. You should have someone monitor the site to add additional insights and help explain concepts employees may have trouble implementing.

Another, even more sophisticated approach is to create an on-line social network. This allows for more robust interactions among the former classmates and can be used to post RSS feeds from related blogs as well as connect learners to one another and relevant content.  A good social network software for this type of thing is Ning or IntroNetworks.

Recently I wrote about a process created by Cal Wick where his company has created an entire software application that provides tools for following up on end-of-training commitments of the learners. The software provides a dashboard for managers and allows the learners to follow their progress and the progress of others over time. The level of sophistication is high but the tools are simple and straightforward. 

So next time you are developing a learning event, stop and think how you can leverage technology to transform learning into a process. Your organization will be stronger for it.

Karl Kapp is the Assistant Director of Bloomsburg University’s Institute for Interactive TechnologiesLogoggg_2 and a professor of instructional technology. See his own blog, Kapp Notes for information on the convergence of learning and technology. He is the author of the book Gadgets, Games and Gizmos for Learning.   

August 12, 2008

Virtual Worlds Training for Corporate Executives

Corporations researching virtual worlds as a training platform quickly realize that they lack expertise to fully capitalize on the benefits and avoid costly mistakes.  If they don’t, quite often they become a good candidate for me to talk about during the next seminar “Avoiding Costly Mistakes When Starting Corporate Virtual World Training Program”.   Steve Prentice, VP of Gartner recently noted that early attempts [working with virtual worlds] suffered from a lack of clear objectives and a limited understanding of the demographics, attitudes and expectations of virtual-world communities.  As a clearer understanding of the dynamics of this new media channel develops, Gartner expects this situation to change.  Despite understandable concerns about investment during a time of growing business uncertainty […] the internal deployment of virtual worlds offers most enterprises significant benefits in cost savings and improved productivity. 

To help corporations realize this potential to its fullest, AHG started a series of new courses taught by a team of experts who have real life experience creating, consulting, and supervising successful Second Life / Virtual World programs. We share our expertise in a series of hands-on courses that encompass corporate training, HR, marketing and other activities as related to corporate use of virtual worlds.  AHG offers two separate tracks: Executive and Instructional Designer / Developer. Instructional Designer track provides hands-on training focused on day-to-day development and maintenance of Virtual World projects. After the courses are completed, students are able to design and build Second Life environments, create simple scripts, implement and modify scripts developed by others. They also develop an understanding of human factor issues that affect productivity and quality learning in virtual world environments, techniques to "flatten" learning curve, importance of standards, methodologies, and life cycles in the management of Second Life projects and resources. 

Executive Track courses provide in-depth understanding of virtual worlds from an executive perspective as a tool for the creation of a sustainable competitive advantage. These courses offer up-to-date information on theory behind successful Second Life implementations, practical approaches, promising new developments, successes, and problem areas in other companies’ implementation of virtual worlds in corporate environment.  As an added benefit, AHG shares audio recordings from our Second Life round table where executives of companies such as Accenture, Michelin, Philips and others describe their experience with Second Life projects.

You will find more information on http://www.ahg.com/courses/second_life_courses.htm

July 17, 2008

Second Life Corporate Training Roundtable Audio Record

Late June, Linden Lab celebrated the fifth anniversary of
Second Life.  The whole week, starting  June 30 was devoted
exclusively to business uses of Second Life.  AHG, Inc. was
asked to run a round-table discussion "Starting Corporate
Training Program in Second Life: Best Practices, Security
Concerns and Future Developments".

An hour and fifteen minutes - long roundtable discussion
was full of insightful information from people who have
implemented Second Life projects on an enterprise level
and now have unique prospective on both advantages and
deficiencies of Second Life and virtual worlds in general.

Panelists included Chief IT Architect of Michelin and
Business Director of Linden Lab,  Senior Analysts from
ThinkBalm and O'Reilly, Accenture Internet Channel Lead
and Business Director of Royal Philips Electronics, computer
and behavioral scientists.  We discussed security issues,
corporate use and growth patterns,  world-wide recruiting
project,  ways Second Life helps in enterprise mission,
and other issues of importance.

The audio record of the event  is now available for
download. If you are interested, you can request audio at
the following page:

http://www.ahg.com/Second_Life/roundtable_reg.htm