Issue 0803 March 2008 Training in Virtual Worlds INFO LINE Tips, Tools, and Intelligence for Trainers Training Technology & E-Learning Published by the American Society for Training & Development Anders Gronstedt Vol. 25 l Issue 0803 l March 2008 Training in Virtual Worlds AUTHOR Training Technology & E-Learning Anders Gronstedt President The Gronstedt Group, Inc. 520 Zang Street, Suite 211 Broomfield, CO 80021 Tel: 303.469.9000, ext. 22 Email: [email protected] Anders Gronstedt, PhD, is president of the Gronstedt Group, specializing in improving employee and sales performance with simulation-based training, podcasts, blogs, research, and consulting. A former member of the graduate Integrated Marketing Communications faculty at the University of Colorado, Dr. Gronstedt is a world-renowned management consultant, speaker, and author. Learning in Virtual Worlds....................................................................................1 Understanding Virtual Worlds........................................................................................1 Using Virtual Worlds in Training.....................................................................................4 Entering Into Virtual Worlds.........................................................................................10 Web 2.0........................................................................................................................14 References & Resources.....................................................................................15 Job Aid Getting Started with Virtual Worlds............................................................................16 Infoline Associate Editor Justin Brusino Copy Editor Ann Bruen Production Design Kathleen Schaner Need a trainer’s lifeline? Visit infoline.astd.org. Infoline is a real got-a-problem, find-a-solution publication. Concise and practical, Infoline is an information lifeline written specifically for trainers and other workplace learning and performance professionals. Whether the subject is a current trend in the field, or tried-and-true training basics, Infoline is a complete, reliable trainer’s information resource. Infoline is available by subscription and single copy purchase. Printed in the United States of America. For help or inquiries about your subscription, please contact Customer Care at 1.800.628.2783/ 1.703.683.8100 (international). Infoline (ISSN 87559269) is published monthly by the American Society for Training & Development, 1640 King Street, Alexandria, VA 22314. The subscription rate for 12 issues is $99 (for ASTD national members) and $139 (for nonmembers). Periodicals postage paid at Alexandria, Virginia. POSTMASTER: Send address changes to Infoline, P.O. Box 1443, Alexandria, VA 22313-1443. Claims for replacement of subscription issues not received must be made within three months of the issue date. Copyright © March 2008 Infoline and ASTD. All rights reserved. No part of this work covered by the copyright hereon may be reproduced or used in any form or by any means—graphic, electronic, or mechanical, including photocopying, recording, taping, or information storage and retrieval systems—without the express written permission of the publisher. For permission requests, please go to www.copyright.com, or contact Copyright Clearance Center (CCC), 222 Rosewood Drive, Danvers, MA 01923 (telephone: 978.750.8500, fax: 978.646.8600). Material appearing on page 16 is not covered by the copyright and may be reproduced and used at will. Training in Virtual Worlds Learning in Virtual Worlds Imagine being able to hold meetings and training sessions with dispersed participants while having a level of interaction that mimics meeting in person. Virtual worlds allow you to see the other participants and communicate with remote individuals in ways never thought of before. Virtual worlds are increasing in popularity both inside and outside of the training field. Still, many are not familiar with virtual worlds and their capabilities. Virtual worlds are interactive 3-D environments on your computer. You control an “avatar,” that operates inside the virtual world. Virtual worlds have been popular in gaming and social networking for some time now, but only recently have they begun to be recognized for their potential in learning. The virtual world SecAn avatar is a virtual ond Life® is by far representation of yourself. the most popular, with You can design your more than 12 million avatar to look just like “residents” worldwide. you, or you can get Even though the Seccreative and develop an ond Life world was entirely new identity. not created specifically for training and educational purposes, its ease of use and sheer size make it a popular choice. IBM is investing millions of dollars in learning projects at 25 private islands in the Second Life world. Universities, including Harvard and Stanford hold classes in the Second Life world—for credit. Clearly, a lot of the world’s most credible organizations believe that virtual worlds are going to be a big part of their futures. Virtual worlds use many advanced technologies and can be intimidating. This issue of Infoline is designed to familiarize you with virtual worlds and give you ideas about how they can work for you. You will learn l popular ways organizations are using virtual worlds l how to select the right virtual world provider for your organization l how to use virtual worlds in your organization. Understanding Virtual Worlds Virtual worlds provide the opportunity for a richer communication experience than email, phone, or chat. It’s as close to real human interaction as you can get. This is in part because communicating virtually “levels the playing field.” In a virtual environment, you can speak to others using a microphone or headset, or chat with instant messenger (IM). In an open virtual world like the Second Life world, users can design their avatars to look any way they want. Because of this, issues of class, race, gender, and so on are eliminated. In essence, internal and external hierarchies are eliminated. What makes this environment different from traditional online training is that it’s almost fully immersive. Instead of learning that is mediated by books, PowerPoint slides, and voice-over narration, virtual worlds are experiential, interactive, and multisensory. Learners are engaged in new and exciting ways. What You Can Do Almost anything that you can do in the real world, you can do in a virtual world—and more. People use virtual worlds as a playground or a business adjunct, a social networking hub or a programming haven. What’s exciting about the technology is that it can really go anywhere and be molded to exactly what the users want it to be. A real breakthrough for virtual environments as learning applications was the full integration of voice. Instead of having to rely on chat and IM, users can now speak to each other via voice in 3-D. In the Second Life world, voices of nearby avatars sound louder than avatars that are farther away. Voices from avatars to your right feed through the right speaker. As you move around, the sound seems to change direction. Copyright © ASTD 1 Training in Virtual Worlds People who spend time in a virtual world don’t think of it as a “virtual world.” The real and the virtual become one when you’re immersed in a training class in this world. Educational theorists as far back as Aristotle have pointed out that one cannot learn what one has not personally experienced. Virtual worlds offer ample opportunity for learning by doing. Virtual worlds, as with most forms of e-learning, have their own vocabulary. See the Glossary sidebar for a list of terms and definitions that you should understand. Benefiting from Virtual Worlds Bringing learning into the virtual environment has many benefits. Here are a few of them. Eliminates distance barriers: This is a bonus of all e-learning, but with virtual worlds, you can do anything—listen to a speaker, hold a meeting, or navigate a complex simulation, all in real time. Provides richer communication: Face-to-face communication is more closely replicated here than in other mediums; not only can you hear the voices of other users, but you also can make gestures and replicate body language. Engages multiple senses: As stated above, in a virtual environment you can see and hear the other participants; because you are constantly controlling your avatar with your hands, you are kinesthetically engaged as well. Moves at the learner’s pace: Many virtual training applications, including certain games and simulations, are asynchronous; so learners can go back and retry them again and again until they are comfortable with the information. Breaks down hierarchical barriers: Communicating in a virtual world levels the playing field by giving users a new identity; this eases communication between parties of different standing. Promotes fun: This is in fact a key benefit; learners are interested in and excited about using this technology, which means that they will be more engaged in the “classroom.” 2 Who’s Using Virtual Worlds Both men and women are using virtual worlds. The user base of the virtual world Second Life is about 60 percent men and 40 percent women, with the typical users being in their mid-30s. It’s interesting to note that 80 percent of female avatars are real females and 20 percent are men; while almost all male avatars are run by actual males. The Second Life world has an 18-year-old age limit, with a separate and similarly constructed virtual world grid for teens. Although the virtual world Second Life is an innovation of the United States, its user base is international. ComScore, a global Internet information provider, suggests that 60 percent of the Second Life world users are from Europe, 16 percent are from the United States, and 13 percent hail from Asia. Many international residents communicate in English, but there is a lot of chatter in others languages. To help all users communicate, The Second Life world has a feature called “Babbler” It’s far from perfect, but it is effective enough to help you get the gist of most conversations. Are Virtual Worlds Right for You? Virtual worlds are Babbler is a language not right for every translator that provides individual and every on-the-fly translations of organization. Large chat conversations. corporations are the first to really dive into using virtual worlds for business and learning, because they have a lot of money and resources to tailor the technology for their purposes. Many organizations will find some reason for using a virtual environment, whether it is to hold meetings or to watch virtual speakers. Even if you decide that your organization will not create or participate in any virtual environments, it is still crucial to be familiar with them and their capabilities. Virtual worlds are not going away any time soon. Copyright © ASTD Training in Virtual Worlds Glossary This glossary contains some terms that all virtual world users should be familiar with. Avatar: A computer user’s representation of himself or herself as a computer-generated 3-D character. Bandwidth: The information carrying capacity of a communication channel. Virtual worlds require a lot of bandwidth to run properly. Closed source: A virtual world that is created for specific purposes and controls who is allowed to enter. Also known as a “walled garden.” Firewall: A technology that gives users access to the Internet while retaining internal network security. Fun: A pleasurable sensation experienced during play; even Socrates thought fun was important. HUD (head-up display): Another term for your on-screen tool bar in a virtual world. Intranet: A LAN or WAN that’s owned by a company and is accessible only to people working internally. It is protected from outside intrusion by a combination of firewalls and other security measures. LAN (local-area network): A group of personal computers or other devices, such as printers or servers, that are located in a relatively limited area, such as an office, and can communicate and share information with one another. Linden Lab: The creator of the virtual world Second Life. Mixed reality: The combining of real and virtual elements. Copyright © ASTD MMOG (massively multiplayer online game): An online video game supporting hundreds or thousands of players simultaneously and enabling them to cooperate and compete with one another. Virtual worlds like Second Life are a type of MMOG, which is sometimes called “MMOSG” (massively multiplayer online social game), because the goal is socialization rather than gaming. Open source: A type of virtual world that is open to all users, although there may be age restrictions. Second Life: A popular 3-D virtual world with millions of users worldwide. All of its content is user created, and it has its own economy. Skins: Custom graphic appearances; this applies to how your avatar looks. SLurls: Location-based linking in the virtual world Second Life; these allow to you teleport to specific areas. Walled garden: Another term for a closed source virtual world. Virtual world: Massive multi-user online environment where people live out a collective fantasy existence. Voice over IP (or VoIP): Stands for “Voice over Internet Protocol.” This technology allows audio to be transmitted over the Internet. WAN (wide-area network): A computer network that spans a relatively large area. Usually made up of two or more local area networks. The Internet is a WAN. Web 2.0: Second-generation web-based communities that facilitate creativity, collaboration, and sharing. 3 Training in Virtual Worlds Exploring for Yourself Virtual Training Applications This chart shows you the four main types of virtual world training applications. As you can see, some applications are more interactive than others; some you can participate in on your own while others require the presence of multiple participants. All of the description in the world will not help you fully understand what it is like to be in a virtual world; it has to be experienced. One way to understand the scope and intricacy of a virtual world is to open a free Second Life account, create your own avatar, and navigate the virtual landscape. To learn more, see the sidebar Jump Right In! Asynchronous Synchronous Highly Interactive Games and Simulations Collaboration Less Interactive Experiences Meetings Using Virtual Worlds in Training Early success stories from both academia and the corporate world suggest four “killer apps” of virtual world learning. Some of these applications are asynchronous, single-user applications where learners can get on any time for a game-based simulation or a multisensory experience. Other applications take advantage of the massively multiplayer capabilities of virtual worlds, facilitating teamwork and collaboration, or friendly This is computer programcompetition among a mer jargon that refers large group of learners. to the applications that Some applications are make a computer program more interactive than essential. others. The four categories of use we will discuss are l meetings experiences l games and simulations l collaboration. l See the sidebar Virtual Training Applications for more information. Meetings Virtual worlds can be used in place of many companies’ existing videoconferencing and webinar activities. Instead of seeing a still picture or streaming video of someone’s face, virtual meetings allow users to l chat react l make gestures l see the entire group. l 4 Copyright © ASTD Training in Virtual Worlds Companies like IBM frequently hold meetings that involve real-world participants in a conference room interacting with the avatars of remote participants that are displayed on a screen. This sort of event is called a “mixed reality,” and those who have participated in it say there’s a sense that the people are all actually together. As stated earlier, virMixed reality meetings tual worlds have the can be a great way to real benefit of providintroduce new or skeptiing dispersed users a cal employees to virtual richer communication worlds. Those employees outlet. “People have can see the benefits of real conversations, meeting virtually without they pull stuff out of having to create or their inventory to iloperate their own avatar. lustrate concepts—it’s learner driven rather than teacher driven,” says Rodica Buzescu, who helped manage Harvard Law School’s first class in a virtual world. Instead of staring at a telephone during a conference call or watching a succession of PowerPoint slides during a web meeting, virtual world users can “see the meeting.” There are various cues people can use while speaking and listening to indicate approval, disapproval, confusion, and so on. Real face-to-face interaction is more fully replicated here than anywhere In a virtual world meeting else. Still with all you can more easily monitor of these advantagparticipation by watching how es, virtual worlds the attendees gesture and are not without interact. Just like in real life, their problems. you’ll know which attendees To learn more, are engaged and active and see the sidebar which are sitting motionless Barriers to Virand unresponsive. tual Learning. Mentoring Companies also are using virtual environments as a meeting ground for mentors and their mentees. This has the obvious benefit of eliminating distance barriers that could prohibit certain mentoring relationships. In addition, because the employees involved are not working in the same office, they can provide each other with a unique brand of insight. IBM is using the virtual world Second Life for mentoring. Traditionally, mentoring relationships at IBM remained regional; for example, a European employee would likely have a European mentor. Now employees (as their avatars) can meet in the Second Life world, where they are mentored by senior managers who may be continents—and even cultures—apart. Events Companies also can look into attending or holding virtual events such as trade shows, expos, conferences, and job fairs. Virtual events provide the benefit of being able to travel to see speakers, network with colleagues, and attend events without ever leaving your office. Out-of-This-World Experiences The 3-D environment of many virtual worlds can be used by training professionals to illustrate technical concepts in powerful new ways. In a virtual environment, you can construct scaled representations of any structure or system. Copyright © ASTD 5 Training in Virtual Worlds Jump Right In! You can learn only so much about virtual worlds by reading about them; the best way to familiarize yourself is to dive in and explore. The virtual world Second Life is a good place to start because of its sheer size and the fact that you can open a free account. ASTD has created its own Orientation Island in the Second Life world, which is designed to be an “easy on ramp” to virtual worlds. Here you will learn how to sign up for a basic Second Life account, navigate inside the world, and customize your avatar. 6 Sign Up Begin by pointing your browser to secondlife.astd. com. Now choose your avatar’s name (you will have to select from a list of last names) and enter your birth date and email address. Your initial password will be emailed to you, but you can change it later. Save this information. Be aware that many people have issues accessing the Second Life world from behind their corporate firewalls. You may try to get your IT department to poke a hole through the firewall to allow access, but if your organization is unsure about adopting virtual worlds, this might be a problem. Usually, an easier option is to log in from a home computer. Copyright © ASTD Training in Virtual Worlds The virtual world Second Life is not browser based; you have to run the program from the virtual world viewer that you will be prompted to download. To launch the program, click on the Second Life icon on your desktop or find it under “Programs” on your computer. You will be prompted to enter your avatar name (not your real-life name) and your password. Then, bingo, you will be at the opening to the Orientation Area of ASTD Island. Navigate Here’s where the fun begins. From the most basic function of using your arrow keys to move around, to more advanced functions, it’s all explained in the ASTD orientation process, which takes about 20 minutes. Once you are done with orientation, you can look around the rest of the ASTD Island, or Teleporting can get you to other locations in the Second Life world instantaneously. Hit “Search” at the bottom of your screen, enter any search term you want, and hit the “Teleport” button. Before you get serious about teleporting to one of the training venues, get a little practice by investigating some social sites. Search for “Barcelona,” for instance, where you can get a cup of coffee, dance a little salsa, and try to make sense of the flurry of European languages spoken by the diverse clientele. Copyright © ASTD Customize Your Avatar The ASTD Orientation will provide you with an Avatar, but be sure to make some time to customize your avatar; it can be the most fun you’ve had all week. You might opt for a quick, mildly modified default avatar or invest more deeply in an ongoing process that rises to the level of artistic self-expression. People can easily spend an hour customizing their avatars. Your avatar can be anything: a superhero, a vampire, a dragon, a pink flamingo, or simply a stylized version of the real you. Some companies require that their employees’ avatars remain human. With your avatar created, you are now ready to begin roaming around the virtual world’s fantastically detailed landscape. Join SLED After you have completed the orientation process, you might want to think about joining SLED (Second Life Educators). This is a group of more than 5,000 virtual world educators. SLED members share and discuss virtual learning experiences, and answer one another’s questions. 7 Training in Virtual Worlds Barriers to Virtual Learning Although virtual worlds offer a number of business and training solutions, there are still a number of flaws that have yet to be worked out. The following is a list of potential problems that you should be aware of when thinking about adopting virtual worlds in your organization. Design Problems Open platform worlds are primarily consumer-based applications. In other words, they were not designed with the business world in mind. Linden Lab frequently brings the whole Second Life world down for maintenance during the business day, giving only a few hours’ notice. They clearly prefer to interrupt business users rather than nighttime recreational users. Firewall Problems Because many virtual worlds are open to anyone, there are inherent security risks involved. Many technology departments will be reluctant to open up the company firewall to allow access to virtual worlds. Even if your company purchases its own property and restricts access to the public, some experts advise against discussing sensitive company information in open virtual worlds. Hardware Problems Hardware and infrastructure requirements pose another barrier. The amount of data driven by a virtual world’s lush virtual environment can tax even high-speed Internet connections, and the addition of VoIP is only going to increase the drain. To run many virtual worlds you will need l a large amount of bandwidth a fast processor l a quality graphics card. l Even with these things, you might encounter some lag. Make sure your computer can handle the requirements, and close your other applications to increase performance. Closed platforms typically run more smoothly because they don’t have the expansive environments that open platforms do. People Problems The main challenge, though, isn’t technology, but people. Many people don’t initially see the value of participating in a virtual environment and fall back on the sentiment that they have too much work in their first life to start a second one. This issue is really a matter of starting small and building support. Also, know your organization and its boundaries. Several companies are setting up their own in-world orientation islands to familiarize employees with their virtual environments. This is a good model to emulate, if you have the resources. If not, set up blocks of training time to get the employees familiar with how to navigate in the virtual world. It also is a good idea to offer general education about virtual worlds, so that employees are familiar with their benefits, risks, and limitations. 8 Copyright © ASTD Training in Virtual Worlds Your avatar can have many experiences that are not possible in the real world. Here are a few examples of some creative experiences in the virtual world Second Life: puzzles to gain entrance to a mysterious blimp in the sky. Inside the blimp they have a chance to win a grand prize. This game is fun for the user and promotes the Microsoft brand. l The Science Library, for instance, affords you a novel view of the placement of carbon atoms in 3-D space. l The Second Life museum, Exploratorium, has built a scale model of the Earth and moon system. Even real-life astronomers find that walking their avatars from the Earth to the moon gives them a more immediate understanding of the sizes and distances involved. Virtual worlds are a great way to conduct role play. Have your sales team simulate specific scenarios. A benefit of conducting virtual simulations is that it is risk free; users can experiment with new techniques and ideas without the chance of any realworld repercussions. l l The University of Denver has received a $200,000 federal grant to develop a virtual nuclear power plant. They plan on contrasting the 1946 Chernobyl power plant with a state-of-the-art power plant to give hands-on training that would be possible only through a field trip. A University of California psychology professor’s class affords students the experience of powerful virtual hallucinations. As users get closer to a poster on the wall, words change to profanities and a creepy voice tells you to “kill yourself.” This experience illustrates schizophrenia in ways that listening to a lecture or reading a text simply can’t match. Einstein famously imagined himself to be a photon speeding over the earth; the Second Life world actually allows for these types of experiences. Games and Simulations While the virtual worlds discussed here are not games themselves—there’s no score, no levels, no end purpose per se—almost any kind of gamebased simulation can be developed in a virtual world. Consider Microsoft Visual Studio’s crafty scavenger hunt. The users must solve various logic Imagine you are part of an international shipping and package delivery company. You could train your employees virtually—including running their routes virtually and encountering various delivery situations. Your new learners would be provided with on-the-job training that could previously only be gained in the field. Collaboration For all the razzle-dazzle of their 3-D modeling, virtual worlds are really ultimately a social networking tool. Online interaction and collaboration are taken to unprecedented levels; hierarchies are broken down; and geographic boundaries are eliminated. IBM employees role-play interviewing techniques in front of an audience that will later critique them. Another popular application at IBM: language classes. Consider the possibilities for delivering diversity awareness education where learners enter as an avatar with a different skin color or sex to walk a mile in someone else’s shoes. Virtual worlds are also a great way to increase ease of communication across departments. A large pharmaceutical company had its research team and its sales team collaborate in a virtual world. These two teams, which notoriously worked poorly together, excelled in the virtual environment. As a result, a new drug was ready for market months ahead of time, which resulted in a substantial profit for the company. Copyright © ASTD 9 Training in Virtual Worlds Virtual Learning Examples For more real-world examples of how virtual environments are being used, see the sidebar Virtual Learning Examples. The following examples are some unique, varied, and interesting ways that virtual worlds are being used to teach and enhance learning. Entering Into Virtual Worlds The Nutrition Game The VITAL lab at Ohio University built a nutrition game, designed to teach the health effects of fast food and various ethnic foods. Users enter three different restaurants to select meals to simulate a day’s worth of eating. A “head-up display” (HUD) shows the calorie and fat count of the selected items. Players are offered feedback about the health impact of this kind of diet. Surveys of people who have played the game suggest that it had an impact on their dietary decisions. Appalachian Tycoon VITAL lab also created Appalachian Tycoon, an environmental computer simulation in the Second Life world. It is designed to show how housing and industry affect water quality. Players are challenged to build factories and houses without polluting the water. The players’ environmental awareness is increased as they can see the impact of their building choices. Virtual worlds are exciting and have a lot to offer businesses, but it can be hard to know where to begin, especially if you are unfamiliar with the technology. Still, you don’t have to be tech-savvy to get virtual worlds working for your business. Follow the step-by-step guide to introduce your organization to virtual environments. Identify a Learning Need As with any learning challenge, you need to start by identifying the problem you’re trying to solve. Identify an audience and its performance challenge. Following are examples of “low hanging fruit” that many companies start with. l New hire introduction: Show scaled models of your facilities and products; introduce new employees to each other and to leaders of the company. l Sales training: Role-play sales skills, show models of new products, and host guest speakers. Sales reps are typically geographically dispersed, which makes them a good target. Also, measuring a return-on-investment in training is easier with the sales department; a few percent increase in sales productivity can translate to a substantial return-on-investment. l Customer and partner training: Start with external training to avoid issues with internal firewalls. Companies like Intel hold regular meetings with their third-party software developers, for instance. CeaseFire Island CeaseFire Island is a powerful example of virtual world collaboration. Its goal is to teach gang members to stop real killings. A team from the University of Illinois at Chicago School of Public Health CADE (Center for the Advancement of Distance Learning) created an urban “hood” using the city of Chicago as a backdrop. Former gang members play out scenarios in this world and practice anticipating situations that lead to violence. Instead of using force, they use their words to diffuse a potentially violent situation. They get to practice and discuss the role play in a safe environment where they can brandish a virtual weapon without getting shot. If none of these examples apply to your organization, conduct a needs assessment to see what training would be beneficial. For information on conducting an assessment, see Infoline No. 9408, “Strategic Needs Analysis.” 10 Copyright © ASTD Training in Virtual Worlds Understand the Worlds Choose Your World While the virtual world Second Life is the most popular virtual world for education and training, with thousands of schools and companies involved, a number of others exist. It’s important to thoroughly research your platform options to choose the best fit for your organization’s needs. Now that you have an understanding of the different worlds available, it is time to decide which platform is best for you. Begin by asking yourself a few questions. When choosing your virtual world, be aware of the two main types: open platforms and closed platforms. If your organization plans on delivering training to people outside of the organization—customers, partners, vendors, and external SMEs—they will probably need access to your virtual world. If this is the case, you probably want to go with an open system like the Second Life world or Active Worlds. This refers to the software or computer program that allows an application to run. An example of an operating system platform is Microsoft Windows. Open Platforms Open platforms like the Second Life world, Active Worlds, There, Multiverse and Entropia Universe are consumer oriented and open for anyone to use, for any purpose. Users on these platforms may be there to buy and sell goods, network, or just explore. These are a great option for getting your feet wet. Their only detractor is that they are not built specifically for business or training purposes, so there can be difficulty tailoring them to your needs. Also, because they are open to anyone, there are possible security issues. Closed Platforms Another option is a closed platform, or a “walled garden,” that resides on the company’s own server; examples of these are ProtoSphere, Forterra Systems’ OLIVE, or Qwaq Forums. These are great options because they are built for business purposes and can be tailored to suit your needs. A problem with these closed systems is that they usually come with a large license fee. Also, because the system is closed, it can be difficult to invite guest speakers and participants from outside of the organization. Closed platforms have interfaces that are usually less varied and more serious, which can be a help or a hindrance depending on your needs. Consider Ease of Access You may prefer to use your virtual environment for internal training and meetings, and want to keep it secure and private behind a firewall. If so, consider proprietary systems like ProtoSphere, OLIVE, or Qwaq Forums. Choose the Type of Environment Multiverse or the Second Life world allows you to create anything you can imagine in breathtaking beauty. But you may prefer more life-like and business-appropriate renditions of reallife environments. If this is the case, check out ProtoSphere and OLIVE, which offer reusable 3-D content assets such as buildings, vehicles, objects, classrooms, work places, and avatars. If you are only looking for a virtual conference room, Qwaq Forums is a good choice. Work Within Your Budget Are you on a six-figure budget to build businesscritical simulations? Give OLIVE a look. Or do you want the flexibility to do rapid deployment of lowerbudget training? The virtual world Second Life is your choice. It’s the age old conundrum of open and messy versus closed and controlled. There is no perfect platform; each organization will have to understand its needs and resources. Copyright © ASTD 11 Training in Virtual Worlds With all this said about the differences among the platforms, they are becoming less pronounced and moving toward more interoperability. The virtual world Second Life, for instance, has committed to open sources and has taken an important step by open-sourcing its viewer. It offers powerful land-management tools to provide a secure internal environment by invitation only. Meanwhile, closed systems like OLIVE are coming down in price and becoming open to customer and partner developers. For additional information, see the sidebar Choosing Your Virtual World. Select a Vendor If you have selected an open platform, you will need to construct your virtual environment. Building a virtual world is not a core competency among many training departments. With closed systems, this is not an issue, as they typically have designers on staff to meet your needs. One important task is to select a vendor that can provide start-to-finish management of a virtual learning project. You also may want to select a vendor earlier in the process to help you find the right virtual platform for your organization. Look around at industry conferences and network with peers to find a vendor. The Second Life website has a list of solution providers on its website. See the References & Resources page of this Infoline for more information. The key to success with your virtual world program is to start it on a small scale. Rent an area in an open virtual world like the Second Life world or Active Worlds to hold a class. Or negotiate a trial license with a closed virtual world. Then get feedback from the test group. If the IT department doesn’t initially support using virtual worlds, ask a small group of testers to do it from their home laptops as a pilot. Hold a meeting with the training group just to get its members familiar with the technology. This will allow you to solve specific problems as they arise. Buy Land or Acquire a License Once you have management committed for a larger deployment, it’s time to purchase and deploy a virtual world on your own server. The Second Life world offers the purchase of private, expandable islands that are fully customizable, with a choice of six different terrains or the option to build your own. The closed systems offer virtual worlds that can be installed behind the firewall or hosted by the virtual world providers. Build a Learning Environment Now that you own the land, you have an open canvas. This is when the fun of designing the learning environment begins. It can be a matter of mixing and matching existing assets of houses, streets, and 3-D objects. Or it can be a task of playing God and creating a new world. If you have already chosen an outside vendor or solution provider, make sure that you are closely involved in the design of your environment. If you are building the environment internally, a 3-D design artist can be helpful in this process, and Google SketchUp is a useful and intuitive tool to draft 3-D renderings. Decide What to Build So what are you going to build? Depending upon your organizational culture, a realistic replication of the work environment, like an office or a plant, makes sense. But many organizations are pushing the envelope and building creative and unique learning environments. Why hold training in a classroom when you can be on a beach? If your organization allows you to be creative with your virtual environment, do it. There’s a surprising lack of imagination in the virtual worlds. Sure, many of the lecture halls are roofless, making it easier to fly in and out and to watch as you’re flying around. And you’ll see the occasional chair that looks like a Star Wars-style floating pod. But most virtual world learning spaces continue to look like real-life auditoriums and classrooms. Use positive feedback to build internal success stories. Iron out the kinks early and create support. Aggregate upward and outward to generate scale and drive the organization toward enterprise-level adoption. 12 Copyright © ASTD Training in Virtual Worlds Choosing Your Virtual World The number of virtual worlds to pick from is large and increasing. It can be difficult to know which one is appropriate for your company. Below is a list of some of the major virtual world platforms and their features. Open Systems The virtual world Second Life is developed by Linden Lab and came to international attention through a series of frontpage stories in 2006 and 2007. Anyone can sign up for a free account, download a viewer client, and begin exploration. The Second Life world has its own economy and a currency referred to as Linden Dollars (L$) that can be exchanged for real money. Active Worlds has been around longer than many virtual environments and is similar to the Second Life world, with a community of hundreds of thousands of users who chat and build 3-D virtual reality environments in millions of square miles of virtual territory. Active Worlds licenses its virtual world technology for private development, which is potentially useful for training purposes. Quest Atlantis, a learning game designed for school children, is an example of an educational environment that utilizes Active Worlds. Other popular open virtual worlds are There, Habo Hotel, and Entropia Universe. Copyright © ASTD Closed Systems If you want a platform built specifically for training purposes that integrates with existing LMS (learning management systems), you may want to check out Proton Media’s ProtoSphere or Forterra Systems’ OLIVE (On-Line Interactive Virtual Environment). They offer private, secure worlds that can be deployed behind the firewalls and can be integrated with SCORM-based (searchable content object reference model) LMS systems. Such “walled garden” platforms offer secure and controlled learning environments without distractions as well as a number of existing 3-D assets and locations. Drawbacks include hefty license fees that might inhibit casual and ad hoc use. Difficulty accessing the training environment for external clients like partners, customers, and outside developers is another disadvantage. Closed Collaboration Platforms Qwaq Forum is developed as a collaboration platform; it is a sort of cross between a virtual world and a web meeting. Users create virtual offices, communicating by voice and instant message. People can collaborate on documents that even have a built-in text editor. The Qwaq software itself can be hosted either externally or on-premise. Like ProtoSphere and OLIVE, it’s a behind-the-firewall implementation that will keep the IT department happy. A downside is that its graphics are crude when compared with other platforms. 13 Training in Virtual Worlds Think Outside the Box Create a List of Rules The tendency to drag baggage from the first life into the virtual world is perhaps not surprising— unimaginative “re-purposing” has characterized the early stages of seemingly all new media. The first cars looked like horse carriages, the first movies looked like stage shows, and most e-learning still looks like a classroom lecture. It takes time for a new medium to develop its own character and unique vernacular. Trainers and learners alike will benefit from resisting the view that virtual worlds are just virtual classrooms. Your orientation process should go beyond the mechanics of navigation in the virtual world to include training on behavior and appearance. Give your employees guidelines as to when and how to use the virtual environment. Many of your rules should reiterate existing codes of conduct, such as: Many learning organizations are pushing the envelope. Gronstedt Group, an e-learning consulting firm, has created a virtual classroom in the shape of a train car, as in “Train for Success,” and finds that this intimate setting is far more conducive to conversations than a virtual conference room or auditorium. IBM has balloons flying in the air that you can enter to explore 360-degree images—a sort of virtual reality within the virtual reality. These creative applications suggest a need to reinvent learning in a virtual world. Develop an Orientation Process The orientation in a virtual world is a critical success factor. Landing in the Second Life world’s huge orientation island with 50 other new members can be an intimidating experience. Companies like Cisco have their own employee in-world orientation process, complete with a Second Life Company Store, where they can outfit themselves with appropriate skins. You also have the option of holding an internal training session to teach specific skills to new users. The naming convention for avatars is an important step of the orientation. Closed platforms frequently identify the avatar by the user’s real name. Platforms like the Second Life world use fictitious names. Several companies give all employee avatars the same last name, “CiscoSystems” for instance, to identify them as company employees. In the Second Life world, you will be charged a fee for a customized company last name. 14 l Don’t discuss intellectual property with unauthorized people. l Don’t discriminate, harass, or make inappropriate comments to other users. Your policy also can go into virtual world specifics, cautioning workers against having multiple avatars or frequently changing their avatar’s appearance. Web 2.0 Virtual worlds are Refers to the second only the latest step generation of web design; in the democratiit is characterized by zation of learning. facilitating creativity and They provide learncollaboration. Examples ing organizations the include wikis, podcasts, powerful, unique virtual worlds, and socialability to engage and networking sites. empower employees in ways that accommodate their digital and mobile lifestyles. Virtual worlds have the power to transform the way we learn. For virtual worlds to truly be an effective source of learning, they can’t be looked at as just another outlet to disseminate the same type of training. Trainers must rethink the way they devise and deliver learning to fully take advantage of all virtual worlds have to offer. Virtual worlds are an exciting new outlet to deliver learning, but the technology will interest learners for only so long. In the end it will still be up to the trainers to design unique and engaging content. Copyright © ASTD Training in Virtual Worlds References & Resources Internal Consultant Anthony Allen Director, Digital Media ASTD Articles Books Borzo, Jeanette. “Avatars Become the New All-Stars of Corporate-Training Techniques.” Wall Street Journal Online, June 2004. Cross, Jay. Informal Learning. San Francisco: Pfeiffer, 2007. Kapp, Karl M. Games, Gadgets and Gizmos. San Francisco: Pfeiffer, 2007. Dublin, Lance. “Success with E-Learning.” Learning Circuits, May 2007, http:// www.learningcircuits .org/2007/0507dublin.html. Robbins, Sarah, and Mark Bell. Second Life for Dummies. Hoboken, NJ: Wiley, 2008. Gronstedt, Anders. “Second Life Produces Real Training Results.” T+D, August 2007, pp. 44-49. Rymaszewski, Michael, et al. Second Life: The Official Guide. Hoboken, NJ: Wiley, 2007. Hall, Tim, and Frank Nguyen. “Review: IBM@Play on Second Life.” Learning Circuits, September 2007, http://www .learningcircuits.org/2007/0907review. htm. Kapp, Karl M. “Defining and Understanding Virtual Worlds.” Learning Circuits, May 2007, http://www.learningcircuits .org/2007/0507kapp.html. Karrer, Tony. “Understanding E-Learning 2.0.” Learning Circuits, July 2007, http://www.learningcircuits .org/2007/0707karrer.html. Krell, Eric. “HR Challenges in Virtual Worlds.” HR Magazine, November 2007, p. 85. Websites www.virtualworldsmanagement.com www.virtualworldsnews.com www.virtualworldsreview.com Virtual world platforms: Note that the following virtual worlds were all available at the time of this publication and are subject to change or termination. www.activeworlds.com www.forterrainc.com www.protonmedia.com www.qwaq.com www.secondlife.com www.there.com List of Second Life solution providers: http://secondlifegrid.net/programs /solprogram/directory Second Life is a trademark of Linden Research, Inc. Certain materials have been reproduced with the permission of Linden Research, Inc. COPYRIGHT © 2001-2007 LINDEN RESEARCH, INC. ALL RIGHTS RESERVED. Copyright © ASTD 15 Training in Virtual Worlds Job Aid Checklist for Entering Virtual Worlds Using a virtual world for training is exciting, but it can be complicated if you are not prepared. This job aid details the steps and considerations you need to be aware of when planning to use virtual worlds in learning. M Identify a learning need. ___________________________________________________________________________________________________ ___________________________________________________________________________________________________ ___________________________________________________________________________________________________ M Choose a virtual world. ___________________________________________________________________________________________________ ___________________________________________________________________________________________________ ___________________________________________________________________________________________________ M Select a vendor. ___________________________________________________________________________________________________ ___________________________________________________________________________________________________ ___________________________________________________________________________________________________ M Pilot the program. ___________________________________________________________________________________________________ ___________________________________________________________________________________________________ ___________________________________________________________________________________________________ M Develop an orientation process. ___________________________________________________________________________________________________ ___________________________________________________________________________________________________ ___________________________________________________________________________________________________ 16 The material appearing on this page is not covered by copyright and may be reproduced at will. 250803 $12.00 (USA)
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