Call for Proposals: Handbook of Research on Virtual Environments for Corporate Education:

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Call for Proposals: Handbook of Research on Virtual Environments for Corporate Education:

william Ritke-Jones
Colleagues,

Please consider submitting a proposal for the following described
handbook. I have also attached it for your convenience.

Best Wishes,

William

 Call for Chapter Proposals for
Handbook of Research on Virtual Environments for Corporate Education:
Employee Learning and Solutions
Proposal Submission Deadline: November 15, 2008

Editor: William F. Ritke-Jones, Ph.D., CyberMations Consulting Group

Introduction to the Subject Area
Increasingly, corporations have begun to see the educational potential
of virtual realities. For instance, one company has used Second Life,
a popular virtual reality for education and social networking,  for
training receptionists on how to greet visitors, another has used
Second Life to simulate a wreck scene in order to train emergency
personnel, and another is using Second Life to train managers. Others
have considered Second Life's potential for collaborative team
training and for cross cultural training. Indeed, because of its
unique characteristics and its power to bring dispersed people
together in almost "real" space for a relatively low cost, virtual
environments may become the preferred educational arena for
corporations, an evolved Second Life and new environments like
Wonderland and Croquet being the places where corporate employees are
educated.

Objectives of the Book

The Handbook of Research on Virtual Environments for Corporate
Education: Employee Learning and Solutions will be a resource for
those who want to create corporate educational practices in virtual
environments. As such, it will provide comprehensive coverage of the
most important issues, concepts, and trends in the use of virtual
environments for corporate education. Moreover, the volume will
exhibit examples of corporate education occurring in virtual
environments as well as examples of higher education practices in
virtual environments that could provide models for corporate
education.  The volume will feature entries of about 8000-10000 words
covering a wide range of topics related to virtual environments for
corporate education.  Successful contributions will provide
definitions, explanations, and applications of various pertinent
topics and issues rather than in-depth discussions of narrow subjects.
The publication will help provide those involved with corporate
education access to the latest knowledge about virtual environments
and how they can be used to effectively educate employees. The volume
will also help to instigate discussion among researchers, scholars,
and students about virtual environments and how they can be made to
reach their greatest potential as places where learning occurs.

Audience for the Proposed Text

•Executives, manager, and administrators in business, non-profits,
government, and academia who need to make decisions about how or if
virtual environments can be used in their organizations;

•Corporate and non-profit trainers, educators and consultants who need
to understand how and why to use virtual environments in their
curriculum;

•Researchers investigating virtual environments and how they can be
used in corporate education;

•Librarians working for corporate, government, or educational
organizations (individuals who are responsible for providing their
organization with current and comprehensive reference materials on
important topics affecting public and private sector practices);

•Corporate, non-profit and education consultants who need to evaluate
and design educational curriculum and who need to advise educators and
trainers on the use of technology in their educational programs.

Suggested Content Areas

Prospective subject areas and specific topics for this publication
include, but are not limited to, the following

History of Virtual Environments and their applications in corporate education

Theoretical foundations for using Virtual Environments in corporate
education, i.e., workforce training, computer mediated communication,
space and identity issues, adult learning theories in cyberspace,
distance education

Other distance learning technologies and how they oppose and
complement virtual environments and its application to corporate
education

Reasons for using virtual environments instead of physical space; What
kind of learning can better occur in a virtual environment?

Examples of how corporate education uses and hopes to use Virtual Environments

How higher education is using virtual environments and how these
practices could be adopted for corporate use

Challenges to using virtual environments in corporate education and
how they can (or cannot) be met

Future trends in virtual environments for corporate education and
calls for additional research

Submission Procedure
Prospective authors are invited to submit chapter proposals of 200-500
words on or before November 15, 2008. In their proposal, prospective
authors should clearly explain:
• The purpose and the contents of their proposed chapter
• How their proposed chapter relates to the overall objectives of the book

Authors will be notified of the status of their proposal and sent
chapter organization guidelines by December 15, 2008. Full Drafts of
chapters will be due by March 15, 2009. All submitted chapters will be
reviewed on a double-blind review basis. This book is scheduled to be
published by IGI Global (formerly Idea Group Inc.), publisher of the
"Information Science Reference" (formerly Idea Group Reference) and
"Medical Information Science Reference" impints. For additional
information regarding the publisher, please visit www.igi-global.com.

Please send inquiries or submit proposals electronically in Rich Text Format to
Dr. William F. Ritke-Jones
  [hidden email]
as an email attachment.

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