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.
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.