What’s the reality of building virtual reality? The increasing accessibility of VR technology holds powerful promise for learning, but it demands a new approach to creation and construction. VR can deliver uniquely immersive and experiential education, but applied use cases are in their early stages. What new techniques for creation and implementation can you adopt from successful VR learning experiences?

After this session, you will be able to identify VR use case potential: where and how you can best leverage VR learning in a blended environment, especially for quick-win situations where time and budget are limited. You’ll learn about a new creation process for conceptualizing, designing, collaborating on, and developing VR learning solutions. You’ll explore the pitfalls and setbacks that can thwart successful VR solutions, and learn strategic ways to circumvent them. Finally, you will examine an actual case study where this approach was implemented successfully.

In this session, you will learn:

  • How to identify ideal use cases for virtual reality learning solutions
  • A process for creating VR learning solutions from conceptualization to development
  • About the factors that can thwart your VR solution, and how to avoid them

Audience:
Novice to intermediate designers, developers, project managers, and managers who are aware of virtual reality and agile methods and proficient in instructional design.

Technology discussed in this session:
Virtual reality, VR development, Unity, video editing and production, 3-D rendering tools, KanbanFlow, and VR headsets (e.g., HooToo and Google Cardboard).

Handouts

All Contributors

Sasha Almanza

Project Manager, Ericsson

Vidya Krishnan

Head of Competence & Capability Consulting and Education, Ericsson

Ryan Moore

Virtual Reality and Media Specialist, Ericsson