Virtual Worlds for Organization Learning and Communities of Practice

Author(s):  
C. Candace Chou
2014 ◽  
pp. 1390-1409
Author(s):  
C. Candace Chou ◽  
Rama Kaye Hart

An increasing number of organizations have established presences in Second Life or virtual worlds for organizational learning. The types of activities range from staff training, annual meetings, to leadership development and commercial transactions. This chapter reviews relevant literature on how virtual worlds, especially Second Life, are utilized for organizational learning. The discussions include leveraging the affordances of virtual worlds for learning, integrating design principles of 3D immersive learning, and examining examples of actual workplace learning in virtual worlds. Specific emphasis will be placed on the translation of applicable learning theories into the pedagogical design of virtual worlds. Furthermore, the chapter examines student perspectives of an actual course on immersive learning that took place in Second Life. Student perspectives are summarized in six strands: challenging and informative learning, engagement, activity structures, transformation, collaborative and democratic participation, and new opportunities. The six themes are important factors for designers of 3D learning environments to ensure quality immersive learning experiences.


Author(s):  
C. C. Chou ◽  
Rama Kaye Hart

An increasing number of organizations have established presences in Second Life or virtual worlds for organizational learning. The types of activities range from staff training, annual meetings, to leadership development and commercial transactions. This chapter reviews relevant literature on how virtual worlds, especially Second Life, are utilized for organizational learning. The discussions include leveraging the affordances of virtual worlds for learning, integrating design principles of 3D immersive learning, and examining examples of actual workplace learning in virtual worlds. Specific emphasis will be placed on the translation of applicable learning theories into the pedagogical design of virtual worlds. Furthermore, the chapter examines student perspectives of an actual course on immersive learning that took place in Second Life. Student perspectives are summarized in six strands: challenging and informative learning, engagement, activity structures, transformation, collaborative and democratic participation, and new opportunities. The six themes are important factors for designers of 3D learning environments to ensure quality immersive learning experiences.


Author(s):  
Amy Cheney ◽  
Rob Sanders ◽  
John Tashner ◽  
Nita Matzen ◽  
Steve Bronack

Author(s):  
Elham Mousavidin ◽  
Lakshmi Goel

The topic of knowledge management has received considerable attention in research as well as practice. However, the success of knowledge management systems remains elusive. This chapter provides a framework, which suggests that knowledge management success can be achieved by designing sustainable communities of practice. Communities of practice have proven to have significant economic and practical implications for organizations. A growing body of literature in knowledge management recognizes the importance of communities that foster collaborative learning in organizations and almost all knowledge management systems have a ‘network’ component that facilitates connecting people in communities of practice. Technological advancements in social systems such as weblogs, wikis, social networking sites, and virtual worlds enable new ways in which such communities can be supported. This study takes into account affordances of these technologies in facilitating knowledge management. This study draws on literature in knowledge management and communities of practice to arrive at properties of a community that make it sustainable. These properties can then be viewed as a blueprint of what a community needs to have to achieve its function of fostering collaboration and hence, generating knowledge. In sum, this research is intended to help practitioners arrive at how best to design communities in knowledge management systems.


Author(s):  
Grzegorz Majewski ◽  
Abel Usoro

Immersive virtual worlds such as Second Life have recently gained much attention from education and business because of their adaptability to address real world challenges such as: online presentations, meetings, collaboration, 3D data visualization, and online knowledge sharing. These features make immersive virtual worlds a convenient place for knowledge sharing activities that occur in Virtual Communities of Practice (VCoP). A great number of virtual communities exist in Second Life to serve various purposes ranging from business to entertainment. Knowledge sharing in this environment may thus serve diverse purposes. There is, however, little research into knowledge sharing in immersive virtual worlds. Therefore, the purpose of this research is to fill this gap in knowledge. This study investigates participants’ involvement, motives, and behaviour and attempts to construct and validate a conceptual model of factors influencing members of VCoP in immersive virtual world while they share their knowledge. In order to achieve these goals, quantitative and qualitative research were carried out with participants of a group in Second Life.


PsycCRITIQUES ◽  
2008 ◽  
Vol 53 (51) ◽  
Author(s):  
Richard Velayo
Keyword(s):  

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