Adult Learning Collection: Virtual Environments For Corporate Education: Employee Learning And Solutions, 1st Edition

  • William Ritke-Jones
  • Published By:
  • ISBN-10: 1615206205
  • ISBN-13: 9781615206209
  • DDC: 658.3
  • Grade Level Range: College Freshman - College Senior
  • 405 Pages | eBook
  • Original Copyright 2010 | Published/Released September 2011
  • This publication's content originally published in print form: 2010

  • Price:  Sign in for price



This book should be used by human resource managers, corporate educators, instructional designers, consultants and researchers who want to discover how people use virtual realities for corporate education.

Table of Contents

Front Cover.
Title Page.
Copyright Page.
Editorial Advisory Board.
List of Reviewers.
Table of Contents.
Detailed Table of Contents.
1: Foundations.
2: Using Virtual Worlds for Learning.
3: Application of Adult Learning Theory in Distance Learning.
4: Engagement, Immersion, and Learning Cultures: Project Planning and Decision Making for Virtual World Training Programs.
5: Workplace Use of Web 2.0 Communication Tools and its Implications for Training of Future Communication Professionals.
6: Applications.
7: Desktop Virtual Reality Applications for Training Personnel of Small Businesses.
8: Virtual Learning Environments for Manufacturing.
9: Applied Training in Virtual Environments.
10: Designs and Measurements.
11: Train the Trainer: A Competency–Based Model for Teaching in Virtual Environments.
12: Assessing 3D Virtual World Learning Environments with the CIMPLe System: A Multidisciplinary Evaluation Rubric1.
13: Developing Digital Literacies in Second Life: Bringing Second Life to Business Writing Pedagogy and Corporate Training.
14: Facilitating a Hierarchy of Engagement: Corporate Education in Virtual Worlds.
15: Connections.
16: Using Role–Playing and Coaching in Virtual Worlds to Promote Team Transformation.
17: The New Company Water Cooler: Use of 3D Virtual Immersive Worlds to Promote Networking and Professional Learning in Organizations.
18: Team Dynamics in Virtual Spaces: Challenges for Workforce Training, Human Resource Development, and Adult Development.
19: Virtual Environments and Serious Games: Teaching Cross–Cultural Communication Skills.
20: Integrated Technologies.
21: Corporate Training Goes Virtual: A Hybrid Approach to Experiential Learning.
22: Digital Connections and Learning Styles.
23: Intelligent Agents in Education.
24: Blueprint for a Mashup: Corporate Education in Moodle, Sloodle and Second Life.
Compilation of References.
About the Contributors.