Virtual reality, augmented reality and game-based learning are assisting corporations in attracting and developing a new generation of managers. Learn how DaVita team members don the virtual reality headset, grab the hand controllers and navigate a 3D virtual dialysis clinic. Discover how Walmart is using mobile gaming to maximize learning and skill practice. This session will inspire participants to join industry leaders in ushering in a new era of experiential and visceral learning.
Bajaj Allianz Life Insurance Company - Insurer Innovation Award 2024
Games, Simulations and Digital Reality
1. Games, Simulations
and Digital Reality
Anders Gronstedt, Ph.D., President Gronstedt Group
Training Industry Conference & Expo
Monday, June 16, 4:45 PM-5:30 PM
5. “Barely 10% of the
$200 billion spent on
corporate training in
the U.S. delivers
results. ”
Harvard Business Review
Why?
▪ segregating training from
work
▪ information delivery out of
context
▪ timewaster instead of change
management strategy
Source: Mihnea Moldoveanu and Das Narayandas,
“The Future of Leadership Development,”
Harvard Business Review, March/April, 2019
Waste
Results
6. some training has a
negative return
“$8 billion a year spent
on diversity training is
largely ineffective and
often counter
productive”
Frank Dobbin, Harvard University
professor
Source:
Frank Dobbin and Alexandra Kalev, “Why
Diversity Programs Fail,” Harvard Business
Review, July/August, 2016
7. VR:
“flight simulator”
for any skill
learning by doing in the actual
performance environment
embodied cognition -- building muscle memory
maximizing “reps and sets”
repeated movements in virtual reality causes changes
in brain structure, which in turn improve performance
in the real world
8. secret sauce of VR:
the power of “presence”
unlike mediated experiences like video,
the brain treats the VR experience like a real one
it’s like going to another place
9. when to use VR? when real-life training is too
expensive, dangerous, or inconvenient
10. when to use VR? visualizing the invisible or hard to access
11. “the ultimate empathy machine”
Virtually Being Einstein
makes you smarter AND
less age biased
12. when not to use VR?
if real-life training is
more cost effective
if it can be done as effectively on a flat-screen
with video or eLearning (i.e. software training)
13. capture the
digital footprint
head and eye tracking:
length and frequency of looking at
the mirror
voice tracking
hand and body tracking:
14. learning effectiveness, A/B testing
Lowe’s found 36% better recall using VR compared to video for home-improvement tasks (source)
Honeywell improved skill retention from 30% to 80% with VR (source)
training time
United Rentals shortened weeklong training by half with VR (source)
cost saving
Farmers Insurance saved $300K a year in reduced travel costs, training accident investigators in VR (source)
life saving
Novartis’ lab sim saves lives
measure the success
18. meta study of 65 studies and
6,476 trainees found game-
based learning to be superior
to traditional learning
Game-based
learning works
19. race car drivers and police officers
learn from Gran Turismo
Jann Mardenborough beat
90,000 entrants in the GT
Academy, now a professional
racing driver
26. if the player doesn’t walk the customer
to the aisle, negative feedback:
• lose points
• avatar makes an angry gesture
• customer feedback in a thought bubble.
when a customer is within 10 feet,
the player needs to ask if they need help.
“10-foot rule”
29. + managing team
level progression
grocery
lawn &
garden
bakery & deli
apparel
cashier
reach certain scores to level-up
adding new tasks to each level
+ additional
management tasks
+ customer
service
reach certain scores to level-up
adding new tasks to each level
skills relevant for any job, Walmart or not
entertainment
+ business acumen
+ training team
+ security
33. and made public,
search for “Spark City”
on the app stores.
played for 30-minutes a day during the
one-week Walmart Academy
deployment
34. results
net-promoter question, “how likely are you to
recommend playing the sim to a Walmart
colleague?" average of 9.625 on a 10-point-scale.
classes that played the game improved 22% from
pre-assessment to post-assessment.
300,000+ downloads on app stores
41. 1. experience real VR take your team
to a VR arcade!
low-end VR headsets
don’t offer presence
PC-VR with room-scale and
hand controllers is required for
complete sense of presence
42. 2. identify a business critical training
opportunity that has to be done with VR or game
visualize the impossible
practice tasks that are
too dangerous, too costly, or
too inconvenient to do in real life
empathize with customers
43. 3. hire a team of seasoned
VR/game learning developers
3D artists
programmers
instructional designers