Learning By Virtual Reality: It's Here And It Works

Originally published by Josh Bersin on LinkedIn: Learning By Virtual Reality: It's Here And It Works

Like many of you, I love to play with new technology. But after 30 years of futzing with new stuff, I’ve learned to be skeptical of fancy new tools, and often now wait until they’re “proven” until I recommend them to others.

This is the way I felt about Virtual Reality (VR). While I’ve played it many times, in most cases it was slow, the graphics were kind of cartoonish, the headset was uncomfortable, and I often felt sick to my stomach halfway through the process.

In 2014 Facebook announced an investment to purchase Oculus, a maker of VR headsets and gear, and even Mark Zuckerberg, the CEO of Facebook, stated that he believes the market is still years away (“It’s going to take five or 10 years of development before we get to where we all want to go”). So it all seemed like a brilliant idea, but one that could take a long time to mature.

Well I’m here to say it has arrived much faster than we thought. And the killer app? Corporate training.

After talking with a lot of vendors and looking at quite a few tools, I recently spent some time with a company called STRIVR Labs, which developed VR software to help sports teams and athletes learn how to improve their football performance. This company, which is only a few years old, built its software to help athletes simulate real-world field play (i,e., football fields) and teach the players how to move and respond to different plays and competitor activities. It creates such a realistic environment that players can wear the headset, watch and make the plays, and visually see (slow down, stop, replay) every movement on the field.

For this application, the solution was proven to improve player learning by 30% over traditional training applications. And if you look at the videos on the company’s website, you’ll see that it can be used for initial training, refresher training, and just about every other scenario a player needs. And, of course, there’s no need for a real-world scrimmage to put a training activity in place.

I went to visit STRIVR, put on the headset, and experienced the solution first hand. It blew me away. Not only is the experience as real as it gets (3D visual experience, including sound, with high definition quality imagery in 360 degrees), I found it amazingly fun, and the system captures all of your eye movements and activity during the session.

Then they showed me some corporate training applications. Walmart , for example, has been using STRIVR for almost a year, and has applications to demonstrate how to manage customers effectively, what employees should do on Black Friday, and sessions that teach safety conditions, merchandising, theft, and just about every possible “event” that can happen in a store. In one of the simulations, you can stand behind a deli counter and observe precisely how to serve customers (or not serve them) and see where glitches can occur.