How Augmented Reality/Virtual Reality Boosts Digital Learning

Augmented and virtual reality already has built itself a niche in the entertainment and gaming industry, and now we’re seeing increased application in the corporate training industry. The augmented and virtual reality market was valued at around USD 26.7 billion in 2018 and is expected to reach approximately USD 814.7 billion by 2025, which means that we should see AR and VR becoming mainstream in a year or two. But what does it mean for corporate organizations should they choose to invest in AR/VR for the better development of their employees? Let us have a look.

Imagine that you have to train technicians to repair an expensive piece of equipment. Of course, you could bombard said technicians with the latest digital learning approaches that allow to them to understand how to repair that piece of equipment in theory. However, you’ll never be able to provide them the same knowledge as they would glean from actually trying to repair said piece of equipment. But since it is an expensive piece of equipment, you cannot just let anyone, let alone an inexperienced technician try their hand at repairing it. This is where AR/VR jumps in. Using VR you can provide the technician with a virtual model of the expensive machine, and allow them to carry out repairs in a virtual space, where there mistakes have no real-life consequences. This is just one of the applications of AR/VR in the field of learning and development/employee training. Let us discuss some more in this article.

  1. Real World Simulations

Well, the best way to train your employees to do their job efficiently would be on the job, with the leeway to try different approaches at doing a task, making mistakes, and learning through them. However, since organizations don’t have that kind of time, and because employees tend to make mistakes that could be costly and damaging, the next best thing is to create real world simulations of your workspace, and then allowing your employees to carry out tasks in them via AR/VR. This will provide an immersive learning environment where employees are free to do anything they could in real life, and learn from their experiences, whether good or bad.

  1. Immersive Case Studies

Case studies help employees learn from the experiences of other people who’ve had great successes or huge failures in the past. Imagine if your employees could put themselves into one of your case studies, and learn firsthand what a person (most likely the person responsible for the great success of failure) felt in that case. This can be achieved by creating immersive case studies which can be accessed by employees using AR/VR headsets allowing to actually “live” through a case study. Immersing employees into a case study enhances their emotional connection to a case, which enhances learning by a great margin.

  1. 3D Learning Models

One of the most popular applications of AR/VR in employee development training has been 3D learning models. While images, videos and interactive demos only help employees have a detailed look at charts, diagrams, products, components etc., AR/VR allows employees to actually touch them, manipulate them, have a look at them from all angles as well as interact with them to learn more about them using hot-spots. This can allow employees to familiarize themselves with a product their organization sells, a component used in their product, machinery or any such thing which holds importance in their training. Proper utilization really depends upon the learning designer.

Practical knowledge always has and always will trump theoretical knowledge. Because AR/VR are tools which allow for the development and application of practical knowledge in a dynamic virtual environment, the value they could provide to corporate organizations in terms of employee training are tremendous. The above mentioned applications are those that have already been tried by a number of organizations and have been shown to be successful. But once organizations start working individually on ways AR/VR can help their employees, the sky is the limit. Because AR/VR hasn’t gone mainstream yet, and thus, is costly for the time being, it can cause a number of organizations to hesitate before investing in it, however, for those who are willing to take a gamble on it, and use it efficiently, the returns are tremendous. Corporate organizations would be wise to at least give it a thought.

 

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Slide displays blank when 360 image added

I’m new to Captivate 2019, last version I used was 4 and I purchased it specifically for the VR capabilities.   Installation went fine, but I’m running into an issue that when trying to view the included VR demos or even try to create a new one, the screen display is blank but the filmstrip shows the image.  When I preview the demo locally it runs fine in Google Chrome, but not in IE11.

Any guidance/advice would be appreciated.

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Emerging Technologies: Reimagining How Students Learn With eLearning

Technological innovations are revolutionizing the education sector. Here are insights into how emerging technologies are currently changing the way students learn and the potential technological transformations in the days to come.

This post was first published on eLearning Industry.

7 Secrets To Becoming A Better Virtual Trainer

In today’s workplace, many trainers need to know how to communicate and facilitate virtually. Whether you are leading an online training or hosting a series of webinars, online facilitation skills are essential. Here are 7 techniques to help improve these skills and keep your audience engaged.

This post was first published on eLearning Industry.

Virtual Reality Tour Sample Project

Hi friends!  I just went live with my first Captivate virtual reality project.  In a moment, I’ll be posting an article all about lessons learned tackling this 360 walkthrough.  I hope you enjoy it and (as always!) welcome constructive feedback.

Click the play button below to check it out:

Play

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Gamification and Virtual Reality Being a Trend Setter in eLearning

Gamification and Virtual Reality

When you feel like nothing is important more than learning, then you can think out of the box and add new dimensions to your ideas. In this context, Gamification has evolved by bringing online learning as a game to immerse the learners in life-like scenarios by virtual walkthroughs smearing virtual reality with it. Virtual reality and Gamification will transform the future learning process of any industry in more than one way.

Combining Gamification and Virtual Reality will be a game changer technology and unlocks the smart learning possibilities that give the real meaning of hands-on-experience. This can be one kind of Mixed Reality in normal terms.

A hybrid technology that combines both AR and VR is Mixed Reality. A mixed reality is a more advanced technology where it scans the physical environment and creates a 3D map and place digital content into that space such that you can interact with it. This gives you a realistic feeling where you can immerse yourself and interact with real-time digital content.

A virtual environment in 3600 view provides a head-turning learning experience to the learners. In addition to that, providing game-like interactions in a virtual environment will engage the learners completely and push them to over the edge. Especially Gamification in sales attained the highest priority in eLearning requirements. Encompassing these courses is to meet the business objectives of sales staff which in turn increases the revenue.

You can also leverage mixed reality in the induction program when you hire new people. The application of game mechanics along with virtual reality in the induction training program makes it more engaging and impacts the performance of the employees before they actually step into the real environment.

A self-assess would give the most effective results than anything. Thus, make sure to leverage the appropriate technology in your eLearning development that meets the learner specific needs. However, if any technology that is not utilized to its potential extent, it surely affects your eLearning ROI.

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Adobe Captivate 2019 Virtual Reality Project – A Developer’s Review

Adobe Captivate 2019 Virtual Reality Project – A Developer’s Review

Adobe Captivate is one of the leading authoring tools to develop rapid e-learning courses with its unique features. In its recent update, Adobe Captivate 2019, it has created an exceptional achievement in its arena. In this blog, we are going to review Virtual Reality feature in Adobe Captivate 2019.

Virtual Reality in Adobe Captivate 2019 is capable of:

  • Creating immersive learning experiences with 360 degree virtual reality
  • Leveraging life-like scenarios in the tool to enhance the learner engagement
  • Using 360 degree slide in 2D captivate project to experience the 360 degree learning

From the welcome screen, under the New tab, Virtual Reality project can be launched. Since this is a virtual reality project some of the icons made unavailable in the captivate ribbon. A new option, Hotspot is added to create interactions for the learners to use in 360 degree slide like jumping to another slide, adding questions, media (audio and image), etc., from the actions tab in the properties inspector.

In Virtual Reality course you can:

  • Add only 360 slide from the slide menu
  • Add two types of question formats, True or False and multiple choice questions
  • Add Hotspots to the 360 slide and assign actions or simply add text label
  • Add/Import custom 2D hotspots to the 360 slide

Conclusion:

To conclude, Adobe Captivate 2019 maximizes the learning landscape and helps to create engaging VR content containing equirectangular images or videos. This feature might be the silver bullet to develop 360 degree virtual walkthrough courses.

We have created a sample demo course on “Adobe Captivate 2019” for your reference. Click the below buttons to access the course.

Source: https://www.swiftelearningservices.com/adobe-captivate-2019-virtual-reality-project-a-developers-review/

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Some problems with VR slides.

Here’s my first trial effort with a Captivate 360 project:

https://miningsafety.allaroundnevada.com/captivateVRTest/

I have two issues I can’t seem to resolve. Any help would be greatly appreciated.

1. Why is the background for the text field so much taller than required? Can this be modified?

2. More importantly, the Q (questions) hotspot, set to “Must View Once,” makes the forward arrow hotspot show a warning box: “You did not answer some questions. Answer them first and then proceed.”

This is as expected. BUT.. a second click on the forward arrow, without ever visiting the required “questions” hotspot, navigates to the next slide. This is not what I wish to happen.

Any suggestions?

Thanks!

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