510 VR and AR for Behavior Change
1:15 PM - 2:15 PM Thursday, October 25
AR & VR
St. Croix A
If you got the chance to walk around experiencing the world as a retired person, would that change your financial planning in the present? If you got to have firsthand experience of being a patient, could that change how you treat patients? If you were able to experience the results of a major safety catastrophe, would that make you safer in your daily work life?
In this session, you’ll look at different examples from ongoing research into how to use immersive learning environments to address difficult behavior change problems. Several intriguing studies seem to suggest that having a visceral experience may be a powerful tool for behavior change.
In this session, you will learn:
- About research efforts to use VR and AR for behavior change
- About the limitations of these efforts, and what to be cautious of
- About examples of ways to use VR for behavior change
- About models for behavior change that apply to visceral experience
Designers, managers, and senior leaders (directors, VP, CLO, executive, etc.).
Technology discussed in this session:
Virtual and augmented reality.
Julie Dirksen, a learning strategist with Usable Learning, is a consultant and instructional designer with more than 15 years’ experience creating highly interactive eLearning experiences for clients ranging from Fortune 500 companies to technology startups to grant-funded research initiatives. She’s interested in using neuroscience, change management, and persuasive technology to promote sustainable long-term learning and behavior change. Her MS degree in instructional systems technology is from Indiana University, and she’s been an adjunct faculty member at the Minneapolis College of Art and Design. She is the author of Design For How People Learn.