106 Training the Whole Person: Biometrics for Learning

10:45 AM - 11:45 AM Wednesday, September 30

Strategy

109/110

Training focuses on learning and performance improvement, but we typically only access the knowledge aspect of performance. What about emotion? To truly improve performance, training in context is essential and that includes training employees to leverage their knowledge and control their emotions.

In this session, you will explore the latest biometric technologies and how you can leverage them for learning and performance improvement. You will see examples in the entertainment and games industries, and look at how we can leverage these technologies for learning to expand our ability to not only train skills, but train performance within the content.

In this session, you will learn:

  • The potential for training the whole learner: knowledge, skills, and emotion
  • How games are currently leveraging biometrics to impact the game experience
  • How biometrics could improve immersive learning experiences
  • What the future holds for biometrics

Audience:
Novice to advanced designers, developers, project managers, and managers.

Technology discussed in this session:
Games, mobile, and virtual reality.

Koreen Pagano

VP of Skills

Degreed

Koreen Pagano is passionate about learning, technology, and changing the world. Koreen founded Tandem Learning, where she pioneered immersive learning in organizations by leveraging virtual worlds, games, and simulations. She has led Enterprise Product at lynda.com and LinkedIn and led corporate product strategy at D2L. An internationally recognized writer and speaker, Koreen is currently VP of Skills for Degreed, helping organizations successfully navigate upskilling and reskilling the modern workforce. She has taught graduate courses at Harrisburg University and is on the advisory board for emerging tech companies in the VR and education markets. Koreen authored the book Immersive Learning.

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