Game Based Learning in VR - The exception or the new rule in a digital age?



So it’s here. But is it here to stay?
And does it really have the potential to replicate the rise of smartphones and tablets in reshaping the way we learn?
We believe the answer is emphatically yes!
We were introduced to Virtual Reality [VR] a few years back where we experienced a team-based game experience. Immediately curious, our subsequent investigations revealed the world of available possibilities that is VR and Immersive Learning.
Countless researchers and experts have applied knowledge retention outcomes based on Dale Edgar’s original Cone of Experience model.
Consistently, they ascribe greater knowledge retention for perceptual and sensory oriented learning, such as VR, with up to 90% recollection achievable by participants.
This is in stark contrast to the 10% knowledge retention attributable to traditional reading and writing based learning.
The benefits derived from VR learning are plentiful. It may well be a case of get on board, or get left behind, hence our adoption of the technology in this space.
The awaiting opportunity for individuals and teams of today are rooted in the immersive nature of the technology.
Engaging with VR, learning becomes significantly more interactive as opposed to the more passive nature of many current mainstream-learning methods.

The ability to immerse oneself in a learning experience removes any form of external distractions, with instant engagement making VR aptly suited to the increasingly shorter attention spans prevalent in today’s society.
In a world of increasing risks and limited time, VR provides the opportunity for organisations to embrace a safer training method among high-risk activities and eliminates travel time, making the need to travel off-site for inductions redundant.
Through experiential and blended education, VR can be adapted to cater for all learning styles, increasingly helping the learner understand complex subjects and concepts, with the ability to practice new behaviours in a safe space.
Simulated VR experiences are often designed to imitate realities without overwhelming or intimidating the user, reflecting the intention of this simple yet insightful quote by Albert Einstein:

I never teach my pupils; I only attempt to provide the conditions in which they learn.

A 2016 report by leading investment bank Goldman Sachs predicted that VR will drive the market for tech learning in softer skills and disrupt the business-coaching field in a way that current e-learning platforms have struggled to do.

With the likes of Google, Facebook, Microsoft, and Apple all pouring significant investment into the acquisition of VR technologies, the predictors are solid. One can only assume they are all betting on Goldman’s forecast that this will be a $180 billion-plus industry by 2025.
Speaking in-depth with local VR experts and visionaries that are in the know, the advancements in technology, quality, and accessibility are astounding.
It is no longer an experimental novelty, but a mainstream-ready medium, already in use by early adopters across the public and private sectors.
When assisting leaders in influencing their teams to embrace change, we refer to a selection of core questions to help shift the mindsets of those who need to “see to believe”.

What is the possible impact of not adapting?

We can apply this specifically to the adoption of VR in the learning and development environments of modern organisations.

The impact of late adoption in this context will be considerably adverse as the innovators recruit this technology to engage their teams and elevate the people experience in their organisation.

*Will you be the exception, and make the new rules?

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