Learning in 3D Book Blog Tour Starts Monday!

My awesome co-author Karl Kapp has managed to invite 30 prominent bloggers on the tour.

Add to this a special Twitter hashtag of #lrn3d, where I will be tweeting Quotes of the Day (or Hour depending on energy level) for the next month, , a Facebook Fan Club and a 20% discount from the publisher and even a “prize” for folks that follow the entire tour and leave a comment on every blog. I think we have covered all our bases for the book launch ; )

Our first stop on Monday will be at the blog of the person that wrote the forward to the book, Ron Burns, CEO of Proton Media. You can see that he is already priming the pump by clicking here.

Some of you have been asking “What is a blog book tour?” There are many definitions but the way this tour will work is that we’ve asked prominent bloggers in the learning, collaboration and virtual worlds space to take one day and blog about the book, virtual immersive environments, 3D, conduct an interview with the authors or discuss any other topic some-what related to the book. This will happen at a different blog each day for 6 weeks.

Karl and I will stop by the “tour stop” on that day and leave a comment or discuss something about the book. The idea is to generate buzz, have some fun talking about the book, get feedback from the readers of the book and generate a few sales.

Also, in case you did not notice, the book is now also available on Kindle. You can get it here.

Getting psyched to have this book hit the market and seriously hoping it helps us get the vision and application across the chasm and onto main street ASAP.

3DTLC Day 1 Update

Great day yesterday!

Erica and Sam Driver gave us a readout on how the barriers associated with getting the industry across the chasm. You can get the report here

Next Ron Burns from Proton Media gave a great demo/presentation and lots of buzz created when he demoed SharePoint integration!

Next, I provided an overview of my book (written with Karl Kapp) – Learning in 3D: Bringing a New Dimension to Enterprise Learning and Collaboration. It is coming out in February and can be ordered here.

A lot of you asked about charts. Here they are:

Next, Chuck Hamilton from IBM gave us a deeper look at the how to leverage affordances of virtual worlds to create immersive learning and collaboration environments. He has been asked to write a book on this….so watch this space.

Next, Randy Hinrichs of 2B3D led a GREAT panel covering cases of a Virtual Chocolate Factory, A Virtual Gym, and a Trading Floor. The panelists mapped their cases to the Design Model. It was wonderful to see such a broad array of virtual world applications!

Last but not least, Koreen Olbrish of Tandem led a great panel talking about real ROI of virtual worlds. Again the panelists ranged from MBA Onboarding to Border Patrol Training, to Automotive, to a wide array of applications from ACS.

If you want to learn the detailed scoop. Go to Twitter and search on #3DTLC!

Learning in 3D Galleys Done and 3DTLC this Week

Karl Kapp and I got the galleys for the book yesterday. It looks GREAT!

Here is a look at the cover:

BookCover

On Wednesday at 3DTLC I will be doing a Chapter by Chapter Highlight and cover 4 or five cases to demonstrate how early adopters are leveraging 3D to improve their competitive position in the market.

Here is a short rundown of the Chapters:
Part I: Exploring the Possibilities
The first part of this book revolves around three words: Progress, Problems, and Possibilities.

Chapter 1, Here Comes the Immersive Internet, answers the following questions: What is the Immersive Internet, and how is it impacting the businesses that the learning function serves? It describes how Immersive Internet technology has progressed to a point at which it is beginning to redefine both society and industry. This chapter also examines how business-as-usual is becoming “business unusual” as a result of the convergence of four technology vectors that are driving the business environment towards the creation of new economic platforms based on social production.

Chapter 2, Learning to Change, answers the following questions: What is wrong with the learning function’s current approach to addressing business unusual, and why must it change? It describes the problems that a modern-day organization faces due to its inability to adapt and change as rapidly as the environment within which it operates. This chapter also highlights the growing disconnect between the learning needs of the modern-day enterprise and the ability of the traditional learning function to address them.

Chapter 3, Escaping Flatland, answers the following questions: What is 3D learning, and why is it better suited to meet the needs of business unusual? It explores the possibilities of a new learning paradigm that is enabled by the same Immersive Internet technologies that are revolutionizing business. This chapter also introduces two vignettes that compare a “Flatland” 2D learning experience to an immersive and engaging 3D learning experience.
As was the case in building a house, once the possibility space has been explored, the next step focuses on architecture.

Part II: Building a Blueprint
The second part of this book revolves around three words: Principles, Archetypes, and Examples.

Chapter 4, Architecting Learning Experiences, answers the following questions: What are the 3D learning design principles, and how are they applied to create a 3D learning experience blueprint? It describes the key design principles required to build engaging 3D learning experiences. This chapter also presents a comprehensive 3D learning architecture that can be applied to create a blueprint that ensures alignment and balance in the design of compelling 3D learning experiences.

Chapter 5, Designing by Archetype, answers the following question: How can learning archetypes be applied as building blocks in the design of engaging 3D learning experiences? It describes eleven learning archetypes that form the basic building blocks for creating 3D learning experiences. This chapter also presents comprehensive definitions of each archetype and provides examples of how the building blocks can be applied to create compelling 3D learning experiences.

Chapter 6, Learning from Experience, answers the following questions: Who has successfully designed 3D learning experiences, and what can be learned from their experience? It describes nine case studies of successful 3D learning experience designs and maps these designs back to the archetypes that were used to create them.

As was the case in building a house, once the blueprint has been created, the next step focuses on execution.

Part III: Breaking New Ground
The third part of this book revolves around three words: Process, Adoption, and Rules

Chapter 7, Overcoming Being Addled by ADDIE, answers the following question: How does the traditional ADDIE process change when it is applied to create 3D learning experiences? It describes how the existing ADDIE process must be augmented to address the nuances associated with analyzing, designing, developing, implementing and evaluating 3D learning experiences.

Chapter 8, Steps to Successful Enterprise Adoption, answers the following question: What key steps are required to drive adoption of 3D learning experiences within the enterprise? It describes the steps required to drive adoption of 3D learning experiences by mapping them to the diffusion of innovation attractiveness criteria: Relative Advantage, Compatibility, Complexity, Trialability, and Observability.

Chapter 9, Rules from Revolutionaries, answers the following questions: Who else has successfully driven 3D learning adoption, and what can be learned from their experience? It presents four essays from front-line revolutionaries who share their insights on how they changed the rules and convinced their organizations to adopt 3D learning.

Part IV: Just Beyond the Horizon
The final part of this book revolves around one word: Future.

Chapter 10, Back to the Future, answers the following questions: What’s next for 3D learning, and what will things look like in 2020? It describes a maturity model that argues that immersive technologies will evolve from learning to eventually encompassing all work activity and how you can move your organization toward that eventuality. It also presents two essays that envision the future of 3D learning from two of the industry’s leading visionaries.

In short, the ten chapters in this book can be summarized in ten simple words: Progress, Problems, Possibilities, Principles, Archetypes, Examples, Processes, Adoption, Rules, and Future.

Look forward to sharing my insights with you at the conference!

See y’all in San Jose

Learning in 3D Book is DONE!

June 1 was my one year anniversary at Fuqua. How quickly a year passes. It was also the day that Karl Kapp and I turned in our 3D Learning Manuscript to Jossey Bass.

When we started out we said we would hold each other accountable to keeping the book under 200 pages. Oh well, here it is….all 403 pages.

bookpic

It is due out in January 2010 and we will have a website and 3D Community space to go along with it.

We are not final on title yet but it will be something along the lines of:

Learning in 3D: Adding a New Dimension to Enterprise Learning and Collaboration

Here is an overview of the chapters from the Preface.

Part I: Exploring the Possibilities

The first part of this book revolves around three words: Progress, Problems and Possibilities.

Chapter 1, Here Comes the Immersive Internet, answers the following question: What is the Immersive Internet and how is it impacting the businesses that the learning function serves? It describes how immersive Internet technology has progressed to a point where it is beginning to redefine both society and industry. This chapter also examines how Business-as-Usual is becoming Business Unusual as a result of the convergence of four technology vectors that are driving the business environment towards the creation of new economic platforms based on Social Production.

Chapter 2, Learning to Change, answers the following question: What is wrong with the Learning Function’s current approach to addressing Business Unusual and why must it change? It describes the problems that the modern day enterprise faces due to its inability to adapt and change as rapidly as the environment within which it operates. This chapter also highlights the growing disconnect between the learning needs of the modern-day enterprise and the ability of the traditional learning function to address them.

Chapter 3, Escaping Flatland, answers the following question: What is 3D Learning and why is it better suited to meet the needs of Business Unusual? It explores the possibilities of a new learning paradigm that is enabled by the same immersive Internet technologies that are revolutionizing business. This chapter also introduces two vignettes that compare a “Flatland” 2D Learning Experience to an immersive and engaging 3D Learning Experience.

As was the case in building a house, once the possibility space has been explored, the next step focuses on architecture.

Part II: Building a Blueprint

The second part of this book revolves around three words: Principles, Archetypes and Examples

Chapter 4, Principled Design, answers the following question: What are the 3D Learning Design Principles and how are they applied to create a 3D Learning Experience Blueprint? It describes the key Design Principles required to build engaging 3D Learning Experiences. This chapter also presents an a comprehensive 3D Learning Architecture that can be applied to create a blueprint that ensures alignment and balance in the design of compelling 3D Learning Experiences.

Chapter 5, Designing by Archetype, answers the following question: How can learning archetypes be applied as building-blocks in the design of engaging 3D Learning Experiences? It describes eleven Learning Archetypes that form the basic building blocks for creating 3D Learning Experiences. This chapter also presents comprehensive definitions of each archetype and provides examples of how the building-blocks can be applied to create compelling 3D Learning Experiences.

Chapter 6, Learning from Experience, answers the following question: Who else has successfully designed 3D Learning Experiences and what can be learned from their experience? It describes nine case-studies of successful 3D Learning Experience designs and maps these designs back to the Archetypes that were used to create them.

As was the case in building a house, once the blueprint has been created the next step focuses on execution.

Part III: Breaking New Ground.

The third part of this book revolves around three words: Process, Adoption, and Rules

Chapter 7, ADDIE in 3D, answers the following question: How does the traditional ADDIE process change when it is applied to create 3D Learning Experiences? It describes how the existing ADDIE process must be augmented to address the nuances associated with analyzing, designing, developing, implementing and evaluating 3D Learning Experiences.

Chapter 8, Accelerating Adoption, answers the following question: What key steps are required to drive adoption of 3D Learning Experiences within the Enterprise? It describes the steps required to drive adoption of 3D Learning experiences by mapping them to the Diffusion of Innovation Attractiveness Criteria: Relative Advantage, Compatibility, Complexity, Trialability and Observability.

Chapter 9, Rules from Revolutionaries, answers the following question: Who else has successfully driven 3D Learning adoption and what can be learned from their Experience? It presents four essays from front-line revolutionaries who share their insights on how they convinced their organizations to adopt 3D Learning.

The final part of this book explores what lies ahead for 3D Learning.

Part IV: Just Beyond the Horizon

The final part of this book revolves around one word: Future.

Chapter 10, Back to the Future, answers the following question: What’s next for 3D Learning and what will things look like in 2020? It describes a maturity model that argues that immersive technologies will evolve from learning to pervade the enterprise and encompass all work activity. It also and presents two essays that envision the future of 3D learning from two of the industry’s leading visionaries.

In short, the then chapters in this book can be summarized in ten simple words: Progress, Problems, Possibilities, Principles, Archetypes, Examples, Processes, Adoption, Rules and Future.

This book could not have been possible without all the help from the pioneers in this field who shared their insights and time selflessly to help us make this tomb the best it can be.

Karl and I really hope that it contributes to the field by helping organizations cross the chasm more quickly so that we can get on with committing to the obvious: The Immersive Internet will have a profound impact on how we live, work and play over the next 5000 days.

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