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Bringing
Learning to
Life through
Immersive
Experiences
With its ability to help learners
absorb and retain material in
a whole new way, immersive
learning can boost learning
engagement and retention
across industries and
applications.
Executive Summary
Interested in learning about prehistoric life? Just
put on a headset, open an app on your phone,
and start strolling next to a dinosaur in Jurassic
Park, seeing and experiencing its history, anat-
omy and behavior in real time. Your observations
and insights will stay with you long after a trip to
a conventional museum of natural history would.
This type of immersive experience is the future of
learning and the shape — and sights and sounds —
of things to come.
With the growing sophistication of advanced digi-
tal technologies such as artificial intelligence (AI),
virtual reality (VR), augmented reality (AR) and
mixed reality (MR), immersive learning is coming
to life (see Quick Take, page 4). The combination
of these technologies is moving the learning
experience into the virtual world, in which learn-
ers can interact through gesture recognition and
voice interfaces. These rich learning experiences
are set to disrupt the field of education, whether
it’s university course content, a human anatomy
lesson for a medical program or a virtual court-
room experience for budding lawyers.
Cognizant 20-20 Insights | September 2018
COGNIZANT 20-20 INSIGHTS
Immersive learning is about reaching a greater
variety of learners through an environment that
involves as many of our five senses as possible,
particularly vision, sound and touch, rather
than through the traditional mechanisms of
print, video and audio.
Cognizant 20-20 Insights
Bringing Learning to Life through Immersive Experiences | 2
Indeed, by 2021, 60% of U.S.-based higher
education institutions will use VR to create an
enhanced simulation and learning environment,
according to Gartner.
1
The market for educational
VR was worth $269 million in 2017, and is forecast
to reach $1.7 billion by 2021, a 55% compound
annual growth rate.
2
North America is expected
to be the fastest growing market due to heavier
investment and a swifter rate of technology
adoption, according to VR Education Holdings.
3
Given this backdrop, education providers should
begin now to create strategies for immersive
learning experiences. This white paper spells out
a strategy for turning this potential into reality by
evaluating technologies and use cases, creating
an immersive learning strategy and piloting the
most promising applications before proceeding
to a comprehensive rollout.
TOWARD VIVID LEARNING
EXPERIENCES
Rather than sitting with an old-fashioned paper-
based chart, imagine how powerful it would be for
chemistry students to instead interact with a 3-D
periodic table of the elements and learn through
experimentation. How about enabling them to
virtually add peroxide to potassium iodide and
see the column of foam that results? How exciting
would it be to explore a virtual railway station and
learn how to buy a train ticket through a simple
conversation?
Educational providers can now deliver all three
of these experiences in a safe, controlled virtual
environment with a focused educational out-
come: learning the periodic table, experiencing
chemical properties and preparing to use public
transportation at a particular locale.
Immersive learning is about reaching a greater
variety of learners through an environment that
involves as many of our five senses as possible,
particularly vision, sound and touch, rather than
through the traditional mechanisms of print,
video and audio (see Figure 1, next page).
Cognizant 20-20 Insights
Bringing Learning to Life through Immersive Experiences | 3
As such, immersive learning offers many advan-
tages over conventional learning approaches:
•	 The opportunity to learn through experi-
ence. Educators can create different scenarios
so learners can see and understand the mate-
rial in a more interactive way.
•	 Meaningful interactions in a rich environ-
ment. Learners can demonstrate they’ve met
the learning objectives.
•	 Curriculum aligned with accepted stan-
dards of learning. Global standards can be
embedded into the content, such as thresh-
olds for learning a new language, which
ensures learner performance meets or
exceeds expectations.
•	 Educational scaffolding (which allows stu-
dents to comprehend the solution set in its
entirety with supports removed over time).
Professional learning experiences, such as
legal education, can be designed with real-
world scenarios such as mock trials, giving
students the ability to practice and gain feed-
back and assistance from instructors.
The Impact of Experience on Learning Outcomes
According to Edgar Dale’s “Cone of Experience,” the greater the number of senses involved in the
learning process, the more effective the learning.
Read
View Images
Watch Videos
Attend Exhibits/Sites
Watch a Demonstration
Participate in Hands-on Workshop
Design Collaborative Lessons
Simulate, Model or Experience a Lesson
Design/Perform a Presentation — “Do the Real Thing”
Hear
Learners are able to (learning outcomes):
10% of what they read
20% of what they hear
30% of what they see
Define
Describe
Demonstrate
Apply
Practice
Analyze
Design
Evaluate
Create
List
Explain
50% of what they say
and hear
70% of what they say
and write
90% of what
they do
People generally remember:
Source: www.queensu.ca/teachingandlearning/modules/active/documents/Dales_Cone_of_Experience_summary.pdf
Figure 1
Cognizant 20-20 Insights
Bringing Learning to Life through Immersive Experiences | 4
QUICK TAKE
The World of Immersive
Technology
A number of technologies and
devices are involved in the delivery
of immersive learning:
•	 Virtual reality allows 3-D interac-
tivity between the learner and the
material.
•	 Gesture recognition allows users
to interact with applications in a
new way, such as those built on
the Microsoft Kinect platform.
•	 Haptic technology allows for
texture recognition through the
user’s fingertips.
•	 Augmented reality enables inter-
action with 2-D and 3-D objects.
•	 Wearabledevices,includinghead-
mounted displays, bring learners
into virtual worlds where they can
learn by seeing and doing.
•	 Speech interfaces provide ease
of use.
Bringing Learning to Life through Immersive Experiences | 5
HOW IMMERSION SUPPORTS
THE LEARNING PROCESS
Learning has traditionally been a one-to-many
experience, with the “sage on stage” transmit-
ting knowledge that is passively received (or not)
by the students. First-generation digital tech-
nologies allowed learners to time-shift learning
sessions, running them on-demand at their con-
venience. This development was a breakthrough
in terms of allowing learners more agency in
their learning experiences, such as the ability to
absorb knowledge at their own pace and replay
as needed (see Figure 2).
Advanced digital technologies go further
by delivering targeted bursts of knowledge
in-the-moment via sensory experiences that lock
in learning at a much deeper level.
Immersive technology plunges students into
virtual environments, where they not only gain
academic knowledge but also practice prob-
lem-solving, critical thinking and technical and
creative skills, both individually and in collabora-
tion with other students. More than simply asking
students questions and having them provide an
answer that’s either right or wrong, immersive
learning empowers students to strategize and
make their own decisions so they learn from their
successes and failures.
Immersive technology plunges students into virtual
environments, where they not only gain academic
knowledge but also practice problem-solving, critical
thinking and technical and creative skills, both
individually and in collaboration with other students.
Learning Delivery Evolution
The change in learners’ expectations due to technology.
PRE-DIGITAL DIGITAL BEYOND DIGITAL
One-to-Many One-to-One One-to-Moment
Figure 2
Cognizant 20-20 Insights
Bringing Learning to Life through Immersive Experiences | 6
Such customized experiences and realistic sim-
ulation environments enhance student interest.
Engagement levels can be measured by the
amount of time learners spend with a learning
system or game and how often they return to it,
which is an important indicator of how interest-
ing and attractive the application is.
Because immersive learning supports self-guided
exploration and makes the inaccessible accessi-
ble, it has the potential to significantly improve
the future of education and research. Venues
that would have previously been out of reach,
such as remote archeological sites, 360-degree
immersive tours and skywalks, can be fully expe-
rienced, serving as immersive workbenches for
researchers.
Immersive learning spaces can also support
collaboration and co-creation in a virtual environ-
ment, such as the construction of architectural
models or recreation of historic or natural sites
and other spatial renderings. With immersive
technologies, educators can also create personal-
ized, one-off experiences, aligned with a specific
curriculum or set of standards.
Virtual simulation environments represent
another area of significant potential. In sectors
where a traditional training environment would
pose health and safety risks, a simulated envi-
ronment, such as a virtual factory, would allow
learners to test valuable skills and explore the
outcomes of their decisions with no threat to
their safety or damage to costly equipment.
IMMERSIVE LEARNING IN THE
REAL WORLD
All industries can benefit from immersive prob-
lem solving and the ability to tell stories aided
by VR technology.
4
Immersive learning is already
enhancing learning outcomes across a variety of
industries and applications:
•	 In science labs, students can perform specific
measurements, conduct authentic lab proce-
dures and get real-time assistance with hand
and body movement.
•	 In manufacturing, companies can create 360-
degree video manuals for equipment on the
shop floor and in the field.
•	 In the medical field, virtual 3-D anatomical
models and surgical procedure simulations
can accelerate learning and retention.
•	 For law students, immersive mock trials can
aid in trial preparation by covering court eti-
quette, witness and defense interactions and
how to make opening and closing statements.
Other practical applications include vocational
courses (such as culinary education or auto-
motive repair), teacher training and language
learning (see Quick Take, page 8).
In sectors where a traditional training
environment would pose health and safety
risks, a simulated environment, such as a
virtual factory, would allow learners to test
valuable skills and explore the outcomes
of their decisions with no threat to their
safety or damage to costly equipment.
Cognizant 20-20 Insights
Bringing Learning to Life through Immersive Experiences | 7
Quick Take
VR Transforms Critical
Neonatal Training
We worked with the University of
Newcastle (UON) in Australia to
create a VR-based delivery room
for midwifery students to learn key
anatomy and birthing techniques.
The solution simulates a virtual
emergency neonatal resuscitation
event. Utilizing VR headsets such
as Samsung Gear VR, HTC Vive and
Oculus Rift, the students can expe-
rience and learn vital and advanced
neonatal resuscitation skills in a
simulated environment.
Our VR solution allows students to
undertake a series of steps to pass
the time-critical scenario, either
with a virtual “helper” in practice
mode, or individually in a formal
test. As the simulation is easily
accessible and portable, students
can study anywhere at any time.
Run via an app developed for Micro-
soft Windows, iOS and Android, the
technology is designed to maximize
the learning experience by allowing
students to train outside the class-
room at their own pace.
Cognizant 20-20 Insights
Bringing Learning to Life through Immersive Experiences | 8
Quick Take
Immersive Experience for
Language Learning
Language mastery is an area that’s
ripe for experiential learning. We
developed an immersive program
for English language learners pre-
paring for an assessment such as
Test of English for Foreign Language
(TOEFL), International English Lan-
guage Testing System (IELTS) or
Pearson Test of English (PTE).
Currently, such learners (most
from non-native English-speaking
nations) use textbooks, audio tools
or conversations over the web to
learn and improve their skills. What
they lacked was an engaging solu-
tion that would help them learn a
country’s culture as well as improve
their language skills through real
experiences.
We crafted a learner-centric, task-
based learning module, available
via mobile devices, in a flexible
and engaging format. Aligned with
global language standards, the rich
content includes VR-based experi-
ences that allow learners to engage
in the foreign language while per-
forming everyday tasks, such as
buying a train ticket.
The program covers three major
aspects of English language teach-
ing and assessment: reading,
listening and speaking. As learners
practice these skills on the immer-
sive language solution, their work
is compared with the global lan-
guage-learning standards of the
Common European Framework of
References for Languages (CEFR).
The system suggests next steps
to help learners continually reach
higher levels of mastery. A learner
at the A2 CEFR level, for example,
would be shown words and phrases
to advance to the B1 CEFR level.
Cognizant 20-20 Insights
Bringing Learning to Life through Immersive Experiences | 9
ENDNOTES
1	 Marty Resnick, “Virtual Reality in Higher Ed,” Gartner Blog Network, Aug. 3, 2017, https://blogs.gartner.com/marty-res-
nick/2017/08/03/virtual-reality-vr-in-higher-ed/.
2	 VR Education Holdings: www.vreducationholdings.com/archive/admission-document.pdf.
3	 Ibid.
4	 “Master Storytelling: Using Virtual Reality,” Cognizant Technology Solutions, Dec. 21, 2016, https://youtu.be/3cvvqTBlrcA.
5	 “Helping the Education Industry Learn and Ascend the Digital Technology Curve,” Cognizant Technology Solutions, July 2017,
www.cognizant.com/whitepapers/helping-the-education-industry-learn-and-ascend-the-digital-technology-curve-codex2580.pdf.
LOOKING FORWARD
To move ahead with immersive learning, educa-
tion providers should map out a strategy with the
following elements:
•	 An in-depth needs assessment using a tool
such as our 4Si Framework.
5
•	 Feedback from all constituents, including
students, to ensure the immersive offering
meets all requirements.
•	 A readiness plan to deliver the immersive
experiences to learners.
As with any learning solution, time to market is
a key consideration when it comes to immersive
learning. With our Immersive Learning Platform
(ILP) and specialized widgets for education (such
as assessments and reports), we can help orga-
nizations quickly and cost-effectively create
immersive learning experiences. The ILP con-
tains application programming interface (API)
gateways for integration with enterprise systems
in key areas, such as identity management, single
sign-on, learning path, gradebooks, student
information systems and institutional financial
systems. The platform is one way for education
providers to quickly and cost-effectively innovate
while minimizing the risk of developing immer-
sive learning products that engage learners.
Immersive learning offers great potential to
speed acquisition and retention of learning mate-
rials. The critical success factor is the ability
to deliver the right content for each learner to
achieve the desired learning outcomes.
Manoj Chawla
Senior Manager,
Cognizant Education Practice
Manoj Chawla is a Senior Manager within Cognizant’s Education
Practice. He has served global customers in the higher-ed, K-12
and continuing education spaces. In these roles, Manoj has helped
customers define and develop learner-centric digital solutions. His
areas of expertise include digital strategy, solution envisioning
and process consulting. A Certified Scrum Product Owner (CSPO),
Manoj also holds an MBA from Great Lakes Institute of Management
and an engineering degree in electronics. Manoj can be reached at
Manoj.Chawla@cognizant.com.
ABOUT THE AUTHOR
World Headquarters
500 Frank W. Burr Blvd.
Teaneck, NJ 07666 USA
Phone: +1 201 801 0233
Fax: +1 201 801 0243
Toll Free: +1 888 937 3277
European Headquarters
1 Kingdom Street
Paddington Central
London W2 6BD England
Phone: +44 (0) 20 7297 7600
Fax: +44 (0) 20 7121 0102
India Operations Headquarters
#5/535 Old Mahabalipuram Road
Okkiyam Pettai, Thoraipakkam
Chennai, 600 096 India
Phone: +91 (0) 44 4209 6000
Fax: +91 (0) 44 4209 6060
© Copyright 2018, Cognizant. All rights reserved. No part of this document may be reproduced, stored in a retrieval system, transmitted in any form or by any means,electronic, mechan-
ical, photocopying, recording, or otherwise, without the express written permission from Cognizant. The information contained herein is subject to change without notice. All other
trademarks mentioned herein are the property of their respective owners.
TL Codex 3774
ABOUT COGNIZANT
Cognizant (Nasdaq-100: CTSH) is one of the world’s leading professional services companies, transforming clients’ business, operating and
technology models for the digital era. Our unique industry-based, consultative approach helps clients envision, build and run more innova-
tive and efficient businesses. Headquartered in the U.S., Cognizant is ranked 195 on the Fortune 500 and is consistently listed among the
most admired companies in the world. Learn how Cognizant helps clients lead with digital at www.cognizant.com or follow us @Cognizant.

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Bringing Learning to Life through Immersive Experiences

  • 1. Bringing Learning to Life through Immersive Experiences With its ability to help learners absorb and retain material in a whole new way, immersive learning can boost learning engagement and retention across industries and applications. Executive Summary Interested in learning about prehistoric life? Just put on a headset, open an app on your phone, and start strolling next to a dinosaur in Jurassic Park, seeing and experiencing its history, anat- omy and behavior in real time. Your observations and insights will stay with you long after a trip to a conventional museum of natural history would. This type of immersive experience is the future of learning and the shape — and sights and sounds — of things to come. With the growing sophistication of advanced digi- tal technologies such as artificial intelligence (AI), virtual reality (VR), augmented reality (AR) and mixed reality (MR), immersive learning is coming to life (see Quick Take, page 4). The combination of these technologies is moving the learning experience into the virtual world, in which learn- ers can interact through gesture recognition and voice interfaces. These rich learning experiences are set to disrupt the field of education, whether it’s university course content, a human anatomy lesson for a medical program or a virtual court- room experience for budding lawyers. Cognizant 20-20 Insights | September 2018 COGNIZANT 20-20 INSIGHTS
  • 2. Immersive learning is about reaching a greater variety of learners through an environment that involves as many of our five senses as possible, particularly vision, sound and touch, rather than through the traditional mechanisms of print, video and audio. Cognizant 20-20 Insights Bringing Learning to Life through Immersive Experiences | 2 Indeed, by 2021, 60% of U.S.-based higher education institutions will use VR to create an enhanced simulation and learning environment, according to Gartner. 1 The market for educational VR was worth $269 million in 2017, and is forecast to reach $1.7 billion by 2021, a 55% compound annual growth rate. 2 North America is expected to be the fastest growing market due to heavier investment and a swifter rate of technology adoption, according to VR Education Holdings. 3 Given this backdrop, education providers should begin now to create strategies for immersive learning experiences. This white paper spells out a strategy for turning this potential into reality by evaluating technologies and use cases, creating an immersive learning strategy and piloting the most promising applications before proceeding to a comprehensive rollout. TOWARD VIVID LEARNING EXPERIENCES Rather than sitting with an old-fashioned paper- based chart, imagine how powerful it would be for chemistry students to instead interact with a 3-D periodic table of the elements and learn through experimentation. How about enabling them to virtually add peroxide to potassium iodide and see the column of foam that results? How exciting would it be to explore a virtual railway station and learn how to buy a train ticket through a simple conversation? Educational providers can now deliver all three of these experiences in a safe, controlled virtual environment with a focused educational out- come: learning the periodic table, experiencing chemical properties and preparing to use public transportation at a particular locale. Immersive learning is about reaching a greater variety of learners through an environment that involves as many of our five senses as possible, particularly vision, sound and touch, rather than through the traditional mechanisms of print, video and audio (see Figure 1, next page).
  • 3. Cognizant 20-20 Insights Bringing Learning to Life through Immersive Experiences | 3 As such, immersive learning offers many advan- tages over conventional learning approaches: • The opportunity to learn through experi- ence. Educators can create different scenarios so learners can see and understand the mate- rial in a more interactive way. • Meaningful interactions in a rich environ- ment. Learners can demonstrate they’ve met the learning objectives. • Curriculum aligned with accepted stan- dards of learning. Global standards can be embedded into the content, such as thresh- olds for learning a new language, which ensures learner performance meets or exceeds expectations. • Educational scaffolding (which allows stu- dents to comprehend the solution set in its entirety with supports removed over time). Professional learning experiences, such as legal education, can be designed with real- world scenarios such as mock trials, giving students the ability to practice and gain feed- back and assistance from instructors. The Impact of Experience on Learning Outcomes According to Edgar Dale’s “Cone of Experience,” the greater the number of senses involved in the learning process, the more effective the learning. Read View Images Watch Videos Attend Exhibits/Sites Watch a Demonstration Participate in Hands-on Workshop Design Collaborative Lessons Simulate, Model or Experience a Lesson Design/Perform a Presentation — “Do the Real Thing” Hear Learners are able to (learning outcomes): 10% of what they read 20% of what they hear 30% of what they see Define Describe Demonstrate Apply Practice Analyze Design Evaluate Create List Explain 50% of what they say and hear 70% of what they say and write 90% of what they do People generally remember: Source: www.queensu.ca/teachingandlearning/modules/active/documents/Dales_Cone_of_Experience_summary.pdf Figure 1
  • 4. Cognizant 20-20 Insights Bringing Learning to Life through Immersive Experiences | 4 QUICK TAKE The World of Immersive Technology A number of technologies and devices are involved in the delivery of immersive learning: • Virtual reality allows 3-D interac- tivity between the learner and the material. • Gesture recognition allows users to interact with applications in a new way, such as those built on the Microsoft Kinect platform. • Haptic technology allows for texture recognition through the user’s fingertips. • Augmented reality enables inter- action with 2-D and 3-D objects. • Wearabledevices,includinghead- mounted displays, bring learners into virtual worlds where they can learn by seeing and doing. • Speech interfaces provide ease of use.
  • 5. Bringing Learning to Life through Immersive Experiences | 5 HOW IMMERSION SUPPORTS THE LEARNING PROCESS Learning has traditionally been a one-to-many experience, with the “sage on stage” transmit- ting knowledge that is passively received (or not) by the students. First-generation digital tech- nologies allowed learners to time-shift learning sessions, running them on-demand at their con- venience. This development was a breakthrough in terms of allowing learners more agency in their learning experiences, such as the ability to absorb knowledge at their own pace and replay as needed (see Figure 2). Advanced digital technologies go further by delivering targeted bursts of knowledge in-the-moment via sensory experiences that lock in learning at a much deeper level. Immersive technology plunges students into virtual environments, where they not only gain academic knowledge but also practice prob- lem-solving, critical thinking and technical and creative skills, both individually and in collabora- tion with other students. More than simply asking students questions and having them provide an answer that’s either right or wrong, immersive learning empowers students to strategize and make their own decisions so they learn from their successes and failures. Immersive technology plunges students into virtual environments, where they not only gain academic knowledge but also practice problem-solving, critical thinking and technical and creative skills, both individually and in collaboration with other students. Learning Delivery Evolution The change in learners’ expectations due to technology. PRE-DIGITAL DIGITAL BEYOND DIGITAL One-to-Many One-to-One One-to-Moment Figure 2
  • 6. Cognizant 20-20 Insights Bringing Learning to Life through Immersive Experiences | 6 Such customized experiences and realistic sim- ulation environments enhance student interest. Engagement levels can be measured by the amount of time learners spend with a learning system or game and how often they return to it, which is an important indicator of how interest- ing and attractive the application is. Because immersive learning supports self-guided exploration and makes the inaccessible accessi- ble, it has the potential to significantly improve the future of education and research. Venues that would have previously been out of reach, such as remote archeological sites, 360-degree immersive tours and skywalks, can be fully expe- rienced, serving as immersive workbenches for researchers. Immersive learning spaces can also support collaboration and co-creation in a virtual environ- ment, such as the construction of architectural models or recreation of historic or natural sites and other spatial renderings. With immersive technologies, educators can also create personal- ized, one-off experiences, aligned with a specific curriculum or set of standards. Virtual simulation environments represent another area of significant potential. In sectors where a traditional training environment would pose health and safety risks, a simulated envi- ronment, such as a virtual factory, would allow learners to test valuable skills and explore the outcomes of their decisions with no threat to their safety or damage to costly equipment. IMMERSIVE LEARNING IN THE REAL WORLD All industries can benefit from immersive prob- lem solving and the ability to tell stories aided by VR technology. 4 Immersive learning is already enhancing learning outcomes across a variety of industries and applications: • In science labs, students can perform specific measurements, conduct authentic lab proce- dures and get real-time assistance with hand and body movement. • In manufacturing, companies can create 360- degree video manuals for equipment on the shop floor and in the field. • In the medical field, virtual 3-D anatomical models and surgical procedure simulations can accelerate learning and retention. • For law students, immersive mock trials can aid in trial preparation by covering court eti- quette, witness and defense interactions and how to make opening and closing statements. Other practical applications include vocational courses (such as culinary education or auto- motive repair), teacher training and language learning (see Quick Take, page 8). In sectors where a traditional training environment would pose health and safety risks, a simulated environment, such as a virtual factory, would allow learners to test valuable skills and explore the outcomes of their decisions with no threat to their safety or damage to costly equipment.
  • 7. Cognizant 20-20 Insights Bringing Learning to Life through Immersive Experiences | 7 Quick Take VR Transforms Critical Neonatal Training We worked with the University of Newcastle (UON) in Australia to create a VR-based delivery room for midwifery students to learn key anatomy and birthing techniques. The solution simulates a virtual emergency neonatal resuscitation event. Utilizing VR headsets such as Samsung Gear VR, HTC Vive and Oculus Rift, the students can expe- rience and learn vital and advanced neonatal resuscitation skills in a simulated environment. Our VR solution allows students to undertake a series of steps to pass the time-critical scenario, either with a virtual “helper” in practice mode, or individually in a formal test. As the simulation is easily accessible and portable, students can study anywhere at any time. Run via an app developed for Micro- soft Windows, iOS and Android, the technology is designed to maximize the learning experience by allowing students to train outside the class- room at their own pace.
  • 8. Cognizant 20-20 Insights Bringing Learning to Life through Immersive Experiences | 8 Quick Take Immersive Experience for Language Learning Language mastery is an area that’s ripe for experiential learning. We developed an immersive program for English language learners pre- paring for an assessment such as Test of English for Foreign Language (TOEFL), International English Lan- guage Testing System (IELTS) or Pearson Test of English (PTE). Currently, such learners (most from non-native English-speaking nations) use textbooks, audio tools or conversations over the web to learn and improve their skills. What they lacked was an engaging solu- tion that would help them learn a country’s culture as well as improve their language skills through real experiences. We crafted a learner-centric, task- based learning module, available via mobile devices, in a flexible and engaging format. Aligned with global language standards, the rich content includes VR-based experi- ences that allow learners to engage in the foreign language while per- forming everyday tasks, such as buying a train ticket. The program covers three major aspects of English language teach- ing and assessment: reading, listening and speaking. As learners practice these skills on the immer- sive language solution, their work is compared with the global lan- guage-learning standards of the Common European Framework of References for Languages (CEFR). The system suggests next steps to help learners continually reach higher levels of mastery. A learner at the A2 CEFR level, for example, would be shown words and phrases to advance to the B1 CEFR level.
  • 9. Cognizant 20-20 Insights Bringing Learning to Life through Immersive Experiences | 9 ENDNOTES 1 Marty Resnick, “Virtual Reality in Higher Ed,” Gartner Blog Network, Aug. 3, 2017, https://blogs.gartner.com/marty-res- nick/2017/08/03/virtual-reality-vr-in-higher-ed/. 2 VR Education Holdings: www.vreducationholdings.com/archive/admission-document.pdf. 3 Ibid. 4 “Master Storytelling: Using Virtual Reality,” Cognizant Technology Solutions, Dec. 21, 2016, https://youtu.be/3cvvqTBlrcA. 5 “Helping the Education Industry Learn and Ascend the Digital Technology Curve,” Cognizant Technology Solutions, July 2017, www.cognizant.com/whitepapers/helping-the-education-industry-learn-and-ascend-the-digital-technology-curve-codex2580.pdf. LOOKING FORWARD To move ahead with immersive learning, educa- tion providers should map out a strategy with the following elements: • An in-depth needs assessment using a tool such as our 4Si Framework. 5 • Feedback from all constituents, including students, to ensure the immersive offering meets all requirements. • A readiness plan to deliver the immersive experiences to learners. As with any learning solution, time to market is a key consideration when it comes to immersive learning. With our Immersive Learning Platform (ILP) and specialized widgets for education (such as assessments and reports), we can help orga- nizations quickly and cost-effectively create immersive learning experiences. The ILP con- tains application programming interface (API) gateways for integration with enterprise systems in key areas, such as identity management, single sign-on, learning path, gradebooks, student information systems and institutional financial systems. The platform is one way for education providers to quickly and cost-effectively innovate while minimizing the risk of developing immer- sive learning products that engage learners. Immersive learning offers great potential to speed acquisition and retention of learning mate- rials. The critical success factor is the ability to deliver the right content for each learner to achieve the desired learning outcomes. Manoj Chawla Senior Manager, Cognizant Education Practice Manoj Chawla is a Senior Manager within Cognizant’s Education Practice. He has served global customers in the higher-ed, K-12 and continuing education spaces. In these roles, Manoj has helped customers define and develop learner-centric digital solutions. His areas of expertise include digital strategy, solution envisioning and process consulting. A Certified Scrum Product Owner (CSPO), Manoj also holds an MBA from Great Lakes Institute of Management and an engineering degree in electronics. Manoj can be reached at Manoj.Chawla@cognizant.com. ABOUT THE AUTHOR
  • 10. World Headquarters 500 Frank W. Burr Blvd. Teaneck, NJ 07666 USA Phone: +1 201 801 0233 Fax: +1 201 801 0243 Toll Free: +1 888 937 3277 European Headquarters 1 Kingdom Street Paddington Central London W2 6BD England Phone: +44 (0) 20 7297 7600 Fax: +44 (0) 20 7121 0102 India Operations Headquarters #5/535 Old Mahabalipuram Road Okkiyam Pettai, Thoraipakkam Chennai, 600 096 India Phone: +91 (0) 44 4209 6000 Fax: +91 (0) 44 4209 6060 © Copyright 2018, Cognizant. All rights reserved. No part of this document may be reproduced, stored in a retrieval system, transmitted in any form or by any means,electronic, mechan- ical, photocopying, recording, or otherwise, without the express written permission from Cognizant. The information contained herein is subject to change without notice. All other trademarks mentioned herein are the property of their respective owners. TL Codex 3774 ABOUT COGNIZANT Cognizant (Nasdaq-100: CTSH) is one of the world’s leading professional services companies, transforming clients’ business, operating and technology models for the digital era. Our unique industry-based, consultative approach helps clients envision, build and run more innova- tive and efficient businesses. Headquartered in the U.S., Cognizant is ranked 195 on the Fortune 500 and is consistently listed among the most admired companies in the world. Learn how Cognizant helps clients lead with digital at www.cognizant.com or follow us @Cognizant.