Using Virtual Worlds for Corporate Training.
ABSTRACT We present virtual training worlds that are relatively low-cost distributed collaborative learning environments suitable for corporate training. A virtual training world allows a facilitator, experts and trainees communicating and acting in the virtual environment for practicing skills during collaborative problem solving. Using these environments is beneficial to both trainees and corporations. The design of a leadership training course is discussed in details.
Full-textDOI: · Available from: Valery Petrushin, Dec 19, 2013
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Conference Paper: Using Virtual Worlds for Corporate Training.
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ABSTRACT: Virtual worlds, where thousands of people can interact simultaneously within the same three-dimensional environment, represent a frontier in social computing with critical implications for business, education, social sciences, and our society at large. In this paper, we first trace the history of virtual worlds back to its antecedents in electronic gaming and on-line social networking. We then provide an overview of extant virtual worlds, including education-focused, theme-based, community-specific, children-focused, and self-determined worlds – and we analyze the relationship among these worlds according to an initial taxonomy for the area. Recognizing the apparent leadership of Second Life among today's self-determined virtual worlds, we present a detailed case study of this environment, including surveys of 138 residents regarding how they perceive and utilize the environment. Lastly, we provide a literature review of existing virtual world research, with a focus on business research, and a condensed summary of research issues in education, social sciences, and humanities.Decision Support Systems 06/2009; DOI:10.1016/j.dss.2009.02.014 · 2.04 Impact Factor
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ABSTRACT: The purpose of this study was the utilization of an Open Sim standalone server in order to articulate and propose a theoretical cybernetic framework that delineated from the requirements of: (a) the systemic organizational structure of a learning process through the Viable System Model (VSM) and (b) the exploratory collaborative knowledge construction according to the "Jigsaw" learning technique for handling the interior organizational complexity of cyber entities' (avatars) interactions in this virtual world. The community empowerment may initially be amplified from the implementation of this cybernetic framework for enhancing the dynamic and interactive dimensions of users' (students and instructors) presence in Open Sim according to the processes of cohesion, coordination, and organizational processing that are quite complex during their first introduction.International Journal of Innovation and Learning 11/2013;
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ABSTRACT: In exploring the productive potential of virtual worlds, one relevant line of inquiry is the degree to which immersive online environments can support the objectives of real-world enterprises. Despite the favorable treatment of virtual worlds in the popular and business press, organizations remain cautious in their acceptance and adoption of virtual environments. Since there is a dearth of academic literature on this facet of the virtual world phenomenon, this research aims to provide an assessment of executive perspectives on the potential impact of virtual worlds on businesses and the challenges that may be encountered in organizational application of such environments. To capture business-oriented perceptions of virtual worlds we analyzed, the reports of twenty-five business executives who recently spent considerable time training in and exploring Second Life, a popular online virtual environment. We identify and discuss seven tensions reflected in their assessment of the organizational role of virtual worlds, and situate these tensions in the prevailing computer-mediated communication discourse. Findings point to significant parallels with evaluative perspectives on earlier waves of Internet-based innovation, insights from the existing literature on computer-mediated communication, and an opportunity for theory generation through dialectical reasoning.Artifact 06/2008; 2(2):69-81. DOI:10.1080/17493460903020216