Virtual World Training

All posts tagged Virtual World Training

It seems as though the once wildly popular, Computer-Based Training (or CBT for short) just isn’t ringing in any headlines these days. You just aren’t hearing about company trainees using a CBT (and no I am not referring to Cognitive Behavioral Therapy) and falling in love with it, or asleep for that matter. For goodness sakes, even the Army is abandoning the some flavors of CBT! Training, assessment and design are all key features to a CBT course, however these also are all key elements to more innovative types of training (such as virtual worlds). Advantages of the CBT system were really based around the learner being able to learn at his/ her own pace, this means it’s not too remedial for seasoned employees and is also able to cater to a slower pace for the newbie’s within an organization. Mainly popular in the 1980’s and 90’s – however the full breadth of CBT was not there as computers (and later the Internet) where just beginning to pick up steam. Although Computer-Based Training is being utilized it has transformed into eLearning (boring!) or virtual world training (bring it on!). Yeah sure, CBT can now offer streaming audio and video and even be web-based, but so can a host of other more efficient and cost-effective training methods. Rest in peace CBT.

A weekly wrap-up on what’s going on within the Virtual World sphere and beyond! Click on any of the below titles to read the full story.

Second Life Duty Now Required for Penn State’s Online Advisers

Avatars Can Surreptitiously And Negatively Affect User In Video Games, Virtual Worlds

National Geographic And NDi Media Partner To Develop And Distribute ’Virtual World Of Music’ Game

A weekly wrap-up on what’s going on within the Virtual World sphere and beyond! Click on any of the below titles to read the full story.

The Second Life Economy – Third Quarter 2009 in Detail

Journal of Virtual Worlds Research- Volume 2, Number 3: Technology, Economy and Standards

Second Life Enterprise (AKA Codename Nebraska) Launch

Homeland Security Plans Virtual World Terror Attack Simulators

Second Life plateaus during Q3 2009

A weekly wrap-up on what’s going on within the Virtual World sphere and beyond! Click on any of the below titles to read the full story.

Players May Soon Use One Avatar for Multiple Worlds

Making the virtual world learning experience better

KZero VW registered accounts increase by 92m to 671m in Q3 2009

KZero Updated Universe chart for Q3 2009

A weekly wrap-up on what’s going on within the Virtual World sphere and beyond! Click on any of the below titles to read the full story.

Linden Lab CEO on Second Life’s growth, future

The Virtual World in 2015: Our Readers’ Predictions

Journal of Virtual Worlds JVWR Volume 2, Number 3: Technology, Economy and Standards

Linden Lab to Unveil Nebraska at Enterprise Conference


Why Do Government Islands Frequently Fail?


A Virtual Clinic to Treat the Stresses of War

So how much should training really cost- well it is all dependent upon the type of training. Fun fact: Did you know that the global market for learning is worth over $2 Trillion dollars? The price for different types of training does vary significantly from medium to medium. Training Industry recently estimated the following numbers:
2008 expenditures for training services was approximately $129.2B, down from $132B in 2007.
• The 2009 market is predicted to drop to $116B; the steepest single year decline in the industry since 2001.

According to Bersin & Associates – The Corporate Learning Factbook 2009:
“The U.S. corporate training market shrunk from $58.5 billion in 2007 to $56.2 billion in 2008, the greatest decline in more than 10 years. Average training expenditures per employee (which include training budgets and payroll) fell 11 percent over the past year – from $1,202 per learner in 2007 to $1,075 per learner in 2008. Staff resources also took a hit. In 2008, large companies employed 3.4 training staffers per 1,000 learners, down from 5.1 per 1,000 in 2007; mid-sized companies employed 4.9 staffers per 1,000 learners in 2008, compared to 7.0 staffers per 1,000 in 2007.”

Other findings:
The average number of formal training hours dropped from 25 hours per learner in 2007 to 17.2 hours in 2008. Training consumption dropped most substantially among small and midsize businesses, with learners taking 33 percent fewer training hours, on average, than in 2007
• Although instructor-led classroom training remained steady (at 67 percent of all training hours), the proportion of e-learning decreased for the first time ever in 2008. Companies also reduced their use of virtual classroom training, so that (combined with self-study e-learning) the total amount of online training dropped from 30 percent of training hours in 2007 to 24 percent in 2008. This shift illustrates the industry’s steady move toward informal learning and social networking.
• As companies downsized their training staffs, many turned to external providers to fill the resource gaps. Large businesses, in particular, outsourced more functions to third-party providers in 2008, as their staffing numbers were hardest hit.

Virtual worlds are now the new go- to for the government, military and corporate sectors as a cost savings proposition. But not only cost savings exists- organizations are also turning to virtual worlds for immersive training environments. Virtual worlds are easily tailored to the customers’ needs- thus allowing for lower cost of development and a shorter development time frame when compared to traditional training and learning delivery methods.

A weekly wrap-up on what’s going on within the Virtual World sphere and beyond! Click on any of the below titles to read the full story.

China Bans Foreign Investment In Online Games, Virtual Worlds

Nokia to Invest in Virtual Worlds

Engineering and the Question of Hands-On Training in a Virtual World

The Virtual World campus 250+ US universities now offer degrees linked to ‘virtuality’

Are online currencies striking gold?

Virtual Goods To Reach $1 Billion In 2009

Verizon/Cisco Study Finds Improved Performance from Virtual Collaboration

A weekly wrap-up on what’s going on within the Virtual World sphere and beyond! Click on any of the below titles to read the full story.

Virtual Worlds: Where We Were, Where We’re Going, What Does It Mean to YOU?

To cross the chasm, we must close the language gap

Linden Lab punctures education community with newly registered trademark

Second Life Helps Save, Improve Lives

Twitter vs. Second Life: A N00b Takes Another Look

A weekly wrap-up on what’s going on within the Virtual World sphere and beyond! Click on any of the below titles to read the full story.

NSF Funds Study of Virtual Worlds Value to Businesses

Microsoft’s Virtual World Presence Moves to ReactionGrid

What the US government is doing in Second Life

Attacking the Myth that Virtual Worlds Damage Social Interactions

Linden Lab says Second Life huge, shows numbers

Second Life Orange Island experiment comes to an end