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Consumer experiences with games, virtual and augmented reality are shaping demand for a new generation of corporate digital learning. How do you develop a generation of learners who may have spent more time with video games than in school? How do you give your learners super power with augmented reality? How do you develop virtual reality “flight simulators” for any task that’s too dangerous, expensive or inconvenient to practice in real life? How do you leverage the popularity of mobile gaming to develop leadership skills? Bold, tightly integrated digital learning strategies will determine the winners in the new landscape. The biggest payouts will go to the digital disruptors. In this session, you’ll learn how serious games, mobile microlearning, augmented and virtual reality is poised to forever change the way people learn and organizations teach. The session will show how leading Fortune 500 companies are: • using virtual reality as “the ultimate empathy machine” to develop develop customer service and people skills, • leveraging the two billion phones that were just turned into a magic lens of augmented reality to develop everything from on-boarding to performance support, • developing skills with games that thrive on a sense of engagement, storytelling, character identification, immersion, problem solving, and accomplishment, You will learn how industry leaders from healthcare, financial service and manufacturing are ushering in a new era of experiential and visceral learning with digital consumer media.
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how games, augmented and virtual reality are corporate learning serious play conference by Anders Gronstedt, Ph.D., President, Gronstedt Group July 11, 2018
“miracle on the Hudson” 150 passengers: 33 brought their life vests, and only 4 put them on properly
matter how creative the got, or how many times we repeat people still don’t learn what we’re telling them videos to do,
they have to do it this “microlearning”
what if passengers got certified in a safety vr sim? Watch demo customer empathy simulation
“the ultimate training machine” repeated movements in virtual reality causes changes in brain structure, which in turn improve performance in the real world
the worlds largest employer has Feeling of presence, trained 250,000 employees in VR of being in another place
Oculus Go first standalone VR Samsung Odyssey inside-out tracking higher resolution than Oculus Rift $200!!! $400 + laptop expensive cheap
second generation vr headsets breaking down barriers to implementation
mobile game explosion 63% mobile gamers are women
Watch dem o challenge: train 1 million + associates to become managers solution: mobile business sim modelled on popular mobile resource management games like The Sims, Clash of Clans and Game of Wars
“Space Advisors” cross-selling game goal: train 10,000 global sales reps on new executive selling approach video-based game mission-possible themed
AR: performance support moment-of-need VR: simulations “flight simulator” for any skill, and the ”ultimate immersive computing continuum
Mobile 3D: microlearning empathy machine” building 1000s of reps
change scale and perspective go inside the heart
college teams use VR improved decision-making by 30% and one second faster
5 NFL teams & Source: Matt McFarland, “Lowe's turns to virtual reality for home improvement,” CNN Tech, march 7,
2017 Feeling of presence, customers have 36% better recall of how to complete a tiling being in another place project compared to video
Source: Betsy Morris, “Virtual Reality Finally Catches On—With Business, “ Wall Street Journal, June 5, 2017 the worlds largest employer will Feeling of presence, train 140,000 employees in 200 of being in another place training centers with VR this year
consumer VR I/ITSEC 2017
5 NFL teams & safety training experience consequences of accident improved decision-making by 30% and one second faster college teams use VR
physical objects hold whic a physical fire extinguisher, h is modelled in the virtual world
heat jacket state-dependent learning
“the ultimate empathy machine” creates empathy for and reduces bias against elderly, different gender and ethnicities, even cows and trees!
reduced fear of public speaking multi-player twice as effective as narcotics for pain relief better than eye-patch for lazy- eye treatment reduced PTSD symptomps role reduced fear of height playing How VR Can Defeat Your Fear of Public Speaking s
n. “The Impact of Virtual Reality on Chronic 6 virtual reality can put you anywhere augmented reality can bring anything to you ar gives x-ray vision virtual vs. augmented reality Rewiring the brain Sources: Using VR to Help People Reach Greater Height Voices of VR Podcast, #553, Tipatat Chennavasi The Journal of Pain, Pain,” Ted Jones , Todd Moore, James Choo, Dec 20, 201
overlaying maintenance and repair guidance on equipment real-time Meta Microsoft HoloLens superpower
giving workers Magic Leap One ar glasses are still developer versions, 3-5 years from mass market
“assisted reality” 2d heads-up display for smart glasses handsfree performance support
Google version for Android: ARCore responded with its Google Glass don’t call (a simplified version of Tango) learning developers can use detailed camera and sensor data to map digital objects into 3D space, specifically… Apple just turned all its pones into a magic ar lens to the world with ARKit them “glassholes” Enterprise Edition anymore 1. tracking: walk motion around and see object front and back
2.attach virtual objects to flat surfaces 3.integrate lights and shadows 1. location 2. guidance
3. 3d visualizations how to develop learning when you think of the phone as lens, instead of a screen!
enter your shopping list or hold up a way-finding screw you need to findoptimizes the route store route, arrows on the floor show direction
scavenger hunts new hire orientation tour of a store, office, facility
installation, owner’s manual holographic step-by-step tutorials hovering over a machine part get “x-ray vision” of what’s inside maintenance, and repair