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213 Applying Instructional
Design and Game Design to VR
Solutions to Produce Real
Behavioral Change
Your Presenters
Bill West
Founder and CEO
Thirty years of experience in learning technologies
Founded of four start-ups in elearning. Five times Inc. 5000
He held VP positions at GP Strategies, LEO, Xerox, and
eLearning Brother Custom
His expertise spans every modality in the learning ecosystem
He has served over 100 global clients and won over 50 awards
Wrote two highly acclaimed books, inc. “Rockstar Vendors”
Senior Instructional Designer
Focuses on the design of a range of elearning solutions
She has worked in L&D for over 15 years
A Master of Science in Adult Education
Supportive research and constructivist methodologies
Built VR solutions for the world’s largest companies
Specializes in empathy in the learning experience.
Julie Havill
Meet REGATTA
We believe in XR. We have the data to prove it.
REGATTA specializing in VR, AR, and AI, collectively
referred to as extended reality (XR).
For over 25 years, our team led the elearning
evolution, serving over 50 of the world’s most respected
companies and amassing 30 industry awards.
The blend of our patented XR/ID, XR/UX, and
XR/xAPI frameworks consistently leads to highly
effective of XR solutions.
Our cornerstone product, iLIBRARY and our Sexual
Misconduct Prevention program, is producing real
behavior change for the world’s critical issues.
Know Your Audience
Who has trouble spelling VR?
Who here has experience with VR?
What experience do you have?
What would you like to take away from our session?
What is VR?
Schroeder (1996) defines virtual environments and
virtual reality technology as “a computer-generated
display that allows or compels the user to have a
sense of being present in an environment other
than the one they are actually in, and to interact
with that environment.”
Where does it work?
● Transport you into another place (and
time)
● Realistic interpersonal interactions from
customer service to sexual misconduct
● Safe practice for hazardous jobs like
construction or medical device handling
● Endless scenarios for jobs that have many
variables and many ways to get it wrong
● Treating mental and emotional issues,
from acrophobia to PTSD
Activity
Where else have you seen VR be effective?
Hottest Technology for Business
Hottest Modality for
Learning Solutions
XR is New to Learning (sort of)
The Old Guard: Games
2.5Bplayers
Out of 7.6B People in the World
Games Continue to
Evolve in Learning
Option Six
GP Strategies
Option Six
GP Strategies
Option Six
GP Strategies
LEO
The Game Agency
2000
2010
2020
Regatta VR
VR
Traditional Games
Traditional VR
VR for Entertainment
VR for Business
??
Balance Produces
Ultimate Results
Instructional Design
...is the practice of systematically
designing, developing and delivering
instructional experiences, both digital
and physical, in a consistent and
reliable fashion towards an efficient,
effective, appealing, engaging and
inspiring acquisition of knowledge,
skills, and behaviors.
Game Design
...is the art of applying design and aesthetics
to create a game for entertainment,
educational, exercise, or experimental
purposes. Game design creates goals, rules
and challenges to produce desirable
interactions among its participants and,
possibly, spectators.
Why ID?
● Moves experiences beyond the
wow-factor of VR
● Moves games beyond the realm of
entertainment
● Ensures a focus on the learner and
learning
● Provides a strategy for achieving
specific learning and performance
outcomes
Why Games?
Games are scientifically proven to
affect growth in specific areas of
the brain relating to spatial
orientation, memory formation and
strategic planning.
Ok, we won’t overwhelm you with
what you already know… games
work, they’re cool, and we all want
to know how to do them…
When you balance ID with Game Design good things happen
Instructional Design
Principles for VR
Action-Oriented
Realistic
iNtuitive
R
N
A
Learner-Centric
Engaging
L
E
i Immersive
iLEARN
● Guides you to creating
instructionally effective
virtual learning experiences
● Provides keys to unlocking
the potential of VR for
learning
● Helps to avoid common
mistakes
● Based upon research and
experience with VR and
learning
Immersive
Learners believe they are truly in another
space.
i
Learner-Centric
The learner is at the center of the virtual world.
L
Engaging
Learners need experience relevancy, beyond
content relevancy.
E
Action-Oriented
Learners must feel compelled to and be able
to interact with the virtual world.
A
Realistic
Learners should believe the illusion you’ve
created is real.
R
iNtuitive
The virtual world should be easy for the
learner to navigate and understand.
N
Game Design Principles
Challenge
Rules
Feedback
Re-play
Identity
Choice
Game Design
1. Players know who they
are and why they are there
2. Players have agency and
make decisions
3. Players are trying to
achieve something
4. Players understand ways
of operating
5. Players receive information
about the consequences
of their actions
6. Players have a reason to
play again and again
01
02
03
04
05
06
Challenge
Rules
Feedback
Re-play
Identity
Choice
Balance = Results
Too much game and the learning objectives are lost
Not enough game and interaction and benefits are lost
The learner is an active participant with an identity
Immerse them in a realistic environment
Integrate reasons to re-play
01
02
03
04
Provide a clear challenge and feedback system
Notary
● Multiple scenarios
● Branching dialogue
● Interactive 360 degree video
Identity – Bank associate
Challenge and Reward – Complete
notarization process and build customer
relationship
Feedback – Customer responses, scores
Re-play – Try again to to get better
customer responses and scores, to see
consequences of options not selected
Sexual Misconduct Prevention
Game Play
● Several situations throughout the day
● Branching dialogue
● 360 degree video for realism
Identity – Man in the office
Challenge and Reward - Positive/Negative reactions
Scoring - Archetypes defined by actions
● Gentleman
● Respectful
● Flirtatious
● At Risk
Re-play - To see the consequences of options not
selected
Negotiations
● Multi-party, branching conversation
● 2-D video in computer-generated
environment
Identity – Salesperson
Challenge and Reward – Seal the deal
Feedback – Deal acceptance or rejection
Re-play – Continue until deal is accepted,
branching, permutations
Virtual Reality Point of Sale
Game Play
● Customer Interaction
● Rules & Processes
● POS Proficiency
Identity – Store Clerk
Challenge and Reward -
● Customer service (difficult customer)
● Product coding; stock management
● Money management
Score - Behavior and accuracy
Re-play - Process customers faster
Activity
What creative challenge could there be for your content?
How can you use the full dome?
SUMMARY
Identity (Agency)
Immersive, authentic context
Challenges with feedback
and reward system
Motivation to Re-play
Bill West Julie Havill
Founder and Captain Senior Learning
Strategist
phone 812.360.2077
email bill@regattavr.com
web regattavr.com
Thank You.
See it to believe it!
REGATTAVR
Booth 222
The Game Designer’s Responsibility
➔ Know what the game is about and
ensure it teaches that thing
➔ Nothing should be in the game that does
not contribute to the lesson
➔ It has a point, a moral of the story, which
is both the glory and the problem
➔ Once you learn something, it’s over
VR Gamer’s Corner
➔ Realism
➔ Call to action
➔ Role/Identity
➔ Toddler Time
➔ Level design
➔ Simple Rules
➔ Cognitive load
➔ Cause/Effect
➔ Show don’t tell
➔ Use lots of visuals
➔ Lots of practice
➔ Create a safe place
to practice
➔ Feedback
➔ Reflection
➔ Scores/Metrics
Design Tips
Why Games
➔ Because they work
➔ Engagement is everything
➔ Reach beyond cute to
effective
➔ Change simple Q&A to real
decision making
➔ Nothing easy...
Tactical Tips
➔ Spend time on design. Use
physical layouts
➔ Never lose sight of the
objectives
➔ Know your audience
Connect with them
➔ Focus on context, not eye
candy
➔ Flashy isn’t the same as
effective
Know your audience
➔ Achievable goals and instant feedback:
people who work in uncertain
environments where outcomes are not
immediately clear.
➔ Fast paced and ongoing interaction:
people who don’t experience this at
work or home.
➔ More measured approach to interaction:
people who live in fast paced
environments
How does that apply to VR?
Identity/Role/Character
Emotion
Challenge
Reward
Replay-ability
Safe Practice
Feedback
Reflection
Choices
Rules
Engaging conversation
Multi branching
Goal based
Decision and consequences
The use of game mechanics to
make learning and instruction more
fun.
The idea of engagement, story,
autonomy, and meaning.
A safe environment to explore,
think, try new things.
Provides motivation and reduces
the sting of failure.

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DevLearn: Blending Game Design and ID for VR Training

  • 1. 213 Applying Instructional Design and Game Design to VR Solutions to Produce Real Behavioral Change
  • 2. Your Presenters Bill West Founder and CEO Thirty years of experience in learning technologies Founded of four start-ups in elearning. Five times Inc. 5000 He held VP positions at GP Strategies, LEO, Xerox, and eLearning Brother Custom His expertise spans every modality in the learning ecosystem He has served over 100 global clients and won over 50 awards Wrote two highly acclaimed books, inc. “Rockstar Vendors” Senior Instructional Designer Focuses on the design of a range of elearning solutions She has worked in L&D for over 15 years A Master of Science in Adult Education Supportive research and constructivist methodologies Built VR solutions for the world’s largest companies Specializes in empathy in the learning experience. Julie Havill
  • 3. Meet REGATTA We believe in XR. We have the data to prove it. REGATTA specializing in VR, AR, and AI, collectively referred to as extended reality (XR). For over 25 years, our team led the elearning evolution, serving over 50 of the world’s most respected companies and amassing 30 industry awards. The blend of our patented XR/ID, XR/UX, and XR/xAPI frameworks consistently leads to highly effective of XR solutions. Our cornerstone product, iLIBRARY and our Sexual Misconduct Prevention program, is producing real behavior change for the world’s critical issues.
  • 4. Know Your Audience Who has trouble spelling VR? Who here has experience with VR? What experience do you have? What would you like to take away from our session?
  • 5. What is VR? Schroeder (1996) defines virtual environments and virtual reality technology as “a computer-generated display that allows or compels the user to have a sense of being present in an environment other than the one they are actually in, and to interact with that environment.” Where does it work? ● Transport you into another place (and time) ● Realistic interpersonal interactions from customer service to sexual misconduct ● Safe practice for hazardous jobs like construction or medical device handling ● Endless scenarios for jobs that have many variables and many ways to get it wrong ● Treating mental and emotional issues, from acrophobia to PTSD
  • 6. Activity Where else have you seen VR be effective?
  • 9. XR is New to Learning (sort of)
  • 10. The Old Guard: Games 2.5Bplayers Out of 7.6B People in the World
  • 11. Games Continue to Evolve in Learning Option Six GP Strategies Option Six GP Strategies Option Six GP Strategies LEO The Game Agency 2000 2010 2020 Regatta VR VR
  • 12. Traditional Games Traditional VR VR for Entertainment VR for Business ??
  • 13. Balance Produces Ultimate Results Instructional Design ...is the practice of systematically designing, developing and delivering instructional experiences, both digital and physical, in a consistent and reliable fashion towards an efficient, effective, appealing, engaging and inspiring acquisition of knowledge, skills, and behaviors. Game Design ...is the art of applying design and aesthetics to create a game for entertainment, educational, exercise, or experimental purposes. Game design creates goals, rules and challenges to produce desirable interactions among its participants and, possibly, spectators.
  • 14. Why ID? ● Moves experiences beyond the wow-factor of VR ● Moves games beyond the realm of entertainment ● Ensures a focus on the learner and learning ● Provides a strategy for achieving specific learning and performance outcomes Why Games? Games are scientifically proven to affect growth in specific areas of the brain relating to spatial orientation, memory formation and strategic planning. Ok, we won’t overwhelm you with what you already know… games work, they’re cool, and we all want to know how to do them…
  • 15. When you balance ID with Game Design good things happen
  • 16. Instructional Design Principles for VR Action-Oriented Realistic iNtuitive R N A Learner-Centric Engaging L E i Immersive
  • 17. iLEARN ● Guides you to creating instructionally effective virtual learning experiences ● Provides keys to unlocking the potential of VR for learning ● Helps to avoid common mistakes ● Based upon research and experience with VR and learning Immersive Learners believe they are truly in another space. i Learner-Centric The learner is at the center of the virtual world. L Engaging Learners need experience relevancy, beyond content relevancy. E Action-Oriented Learners must feel compelled to and be able to interact with the virtual world. A Realistic Learners should believe the illusion you’ve created is real. R iNtuitive The virtual world should be easy for the learner to navigate and understand. N
  • 19. Game Design 1. Players know who they are and why they are there 2. Players have agency and make decisions 3. Players are trying to achieve something 4. Players understand ways of operating 5. Players receive information about the consequences of their actions 6. Players have a reason to play again and again 01 02 03 04 05 06 Challenge Rules Feedback Re-play Identity Choice
  • 20. Balance = Results Too much game and the learning objectives are lost Not enough game and interaction and benefits are lost The learner is an active participant with an identity Immerse them in a realistic environment Integrate reasons to re-play 01 02 03 04 Provide a clear challenge and feedback system
  • 21. Notary ● Multiple scenarios ● Branching dialogue ● Interactive 360 degree video Identity – Bank associate Challenge and Reward – Complete notarization process and build customer relationship Feedback – Customer responses, scores Re-play – Try again to to get better customer responses and scores, to see consequences of options not selected
  • 22. Sexual Misconduct Prevention Game Play ● Several situations throughout the day ● Branching dialogue ● 360 degree video for realism Identity – Man in the office Challenge and Reward - Positive/Negative reactions Scoring - Archetypes defined by actions ● Gentleman ● Respectful ● Flirtatious ● At Risk Re-play - To see the consequences of options not selected
  • 23. Negotiations ● Multi-party, branching conversation ● 2-D video in computer-generated environment Identity – Salesperson Challenge and Reward – Seal the deal Feedback – Deal acceptance or rejection Re-play – Continue until deal is accepted, branching, permutations
  • 24. Virtual Reality Point of Sale Game Play ● Customer Interaction ● Rules & Processes ● POS Proficiency Identity – Store Clerk Challenge and Reward - ● Customer service (difficult customer) ● Product coding; stock management ● Money management Score - Behavior and accuracy Re-play - Process customers faster
  • 25. Activity What creative challenge could there be for your content? How can you use the full dome?
  • 26. SUMMARY Identity (Agency) Immersive, authentic context Challenges with feedback and reward system Motivation to Re-play
  • 27. Bill West Julie Havill Founder and Captain Senior Learning Strategist phone 812.360.2077 email bill@regattavr.com web regattavr.com Thank You. See it to believe it! REGATTAVR Booth 222
  • 28. The Game Designer’s Responsibility ➔ Know what the game is about and ensure it teaches that thing ➔ Nothing should be in the game that does not contribute to the lesson ➔ It has a point, a moral of the story, which is both the glory and the problem ➔ Once you learn something, it’s over VR Gamer’s Corner ➔ Realism ➔ Call to action ➔ Role/Identity ➔ Toddler Time ➔ Level design ➔ Simple Rules ➔ Cognitive load ➔ Cause/Effect ➔ Show don’t tell ➔ Use lots of visuals ➔ Lots of practice ➔ Create a safe place to practice ➔ Feedback ➔ Reflection ➔ Scores/Metrics Design Tips Why Games ➔ Because they work ➔ Engagement is everything ➔ Reach beyond cute to effective ➔ Change simple Q&A to real decision making ➔ Nothing easy... Tactical Tips ➔ Spend time on design. Use physical layouts ➔ Never lose sight of the objectives ➔ Know your audience Connect with them ➔ Focus on context, not eye candy ➔ Flashy isn’t the same as effective Know your audience ➔ Achievable goals and instant feedback: people who work in uncertain environments where outcomes are not immediately clear. ➔ Fast paced and ongoing interaction: people who don’t experience this at work or home. ➔ More measured approach to interaction: people who live in fast paced environments
  • 29. How does that apply to VR? Identity/Role/Character Emotion Challenge Reward Replay-ability Safe Practice Feedback Reflection Choices Rules Engaging conversation Multi branching Goal based Decision and consequences The use of game mechanics to make learning and instruction more fun. The idea of engagement, story, autonomy, and meaning. A safe environment to explore, think, try new things. Provides motivation and reduces the sting of failure.