Editorial Advisory Board.
List of Reviewers.
Table of Contents.
Detailed Table of Contents.
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.
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.
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.