The Reality of Creating VR-Based Learning
Conference Archive
DevLearn 2017 Conference & Expo - October 26, 2017

Sasha Almanza
Project Manager
Ericsson

Vidya Krishnan
Head of Competence & Capability Consulting and Education
Ericsson

Ryan Moore
Virtual Reality and Media Specialist
Ericsson
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
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