Adding AR and VR to Learning Blends
AR – or Augmented Reality – has been around for quite some time with 360° stills and more recently 360° videos with highlight/trigger spots, but now technology enables trigger images with QR reading for 3 minute quick videos.
Team360 has been creating AR projects since 2007, with notable examples for LHR T3 Retail Walkabout Maps, Surrey County Council’s Business Continuity e-Learning projects (gaining a Cabinet Office accolade!), a Mercedes dealership on-boarding piece (the new name for induction!), Soveriegn Specials’ manufacturing 360 tour and Farlington School’s interactive prospectus.
New research from Kallidus shows that by using VR, learners show greater improvement in knowledge gain and higher learning retention, with greater attentiveness and faster track completion. This year 53% of organisations are looking at VR to see how it can improve their own outputs, save money and increase profits.
It’s not only using the classic Audio Visual approach, but applying the Kinetic (active, visual, inductive – observation – and global big picture) that delivers more towards 100% retention.
Doing a VR task that involves movement and visuals improves recognition and motor control, meaning that you will be able to remember the skill and perform it in real life as well.
Barriers to VR? Yes, these are still seen as being gaming scenarios only, which is where they were first seen in multiple applications, but reality already shows massive use in military and aviation with real time simulation, albeit with high budgets involved.
The high budgets are now no longer true, as costs have reduced with faster and cheaper technology, with playback systems involving lo-cost approaches e.g. Google Cardboard Viewers (£10 per unit) using the latest mobile phones.
VR Productions providing the learner’s point of view (POV) now show massive cost savings’ potential on yearly spends in H&S (with real life hazards), Pharmaceuticals (replacing million dollar kit) and Store Management (prior to completion familiarity), giving learners time to look around and learn by doing which is emotionally transformational.
As well as Knowledge Acquisition it provides that ultimate certificate of compliance.
And we now also have Haptics – relating to the sense of touch, in particular relating to the perception and manipulation of objects using the senses of touch.
So, haptic perception, the process of recognising objects through touch. Where you wear knee pads, gloves and pucks for real feel … beyond the purely visual sensory aspects.
In quite a lot of eLearning situations, it may well be a case of simply providing a PDF for pre-course preparation followed by a single VR application that provides the ‘Learning by Doing’.
Remember – VR is like the Matrix: you have to be in it to understand it.