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Learning in 3D: Adding a New Dimension to Enterprise Learning and Collaboration by Karl M. Kapp β€” book cover

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

by Karl M. Kapp, Tony O'Driscoll
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Synopsis

Understanding the impact that 3D environments, virtual worlds, and immersive learning spaces will have on society, business, and learning is a challenge. Corporations, academic institutions, and government agencies must develop a clear understanding of how virtual immersive environments will impact global interactions, knowledge transfer, work transactions, and existing learning paradigms.

Learning in 3D empowers forward-thinking executives, managers, faculty members, and training professionals to design, develop, and collaborate in the rapidly emerging field of 3D immersive environments.

The authors, through case studies, conceptual models, and input from dozens of industry experts, provide practical, research-based recommendations and techniques for integrating existing training, business, and computer systems into productive 3D virtual work environments. This thoughtful book contains insights into innovative methods already being used in a variety of settings by early adopters and provides a road map for creating your own successful virtual immersive environment to promote learning and collaboration.

With this indispensable resource, leaders will have the information needed to position themselves and their organizations for the up and coming technological innovation of virtual immersive environments.

About the Author, Karl M. Kapp

Karl M. Kapp, Ed.D., is a professor of instructional technology in Bloomsburg University's Instructional Technology Department and is the assistant director of the Institute for Interactive Technologies. He is a frequent speaker, consultant, scholar, and expert on the convergence of learning, technology, and business operations. He has published hundreds of articles, whitepapers, and industry reports on the topics of organizational learning, instructional technologies, and virtual worlds. He has written several books, including Winning e-Learning Proposals and Gadgets, Games, and Gizmos for Learning and is regularly interviewed by magazine, television, and radio outlets.

Tony O'Driscoll, Ed.D.,is a professor of the practice at Duke University's Fuqua School of Business where he also serves as executive director of Fuqua's Center for IT and Media; a research center dedicated to understanding the strategic, structural, and business model issues emerging from these vibrant and volatile industry sectors. His research has been published in leading academic journals such as Management Information Sciences Quarterly, the Journal of Management Information Systems, and the Journal of Product Innovation Management. He has also written for respected professional journals such as Harvard Business Review, Strategy and Business, Supply Chain Management Review and Chief Learning Officer magazine.

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Book Details

Published
February 1, 2010
Publisher
Wiley, John & Sons, Incorporated
Format
Hardcover
ISBN
9780470504734

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