209 How to Evaluate Immersive Technologies Against Organizational Needs
1:15 PM - 2:15 PM Wednesday, October 23
Emerging Tech
Andros A
Many L&D organizations are struggling with how to evaluate virtual and other immersive technologies for their learning and training initiatives. Options abound, and with a lot of pressure on corporate training organizations to include VR in their training, today's learning leaders need help in choosing the right solution. A successful evaluation process includes: 1) understanding of how to establish organizational and learner needs criteria to evaluate the immersive technology options, 2) knowing the strengths of the different approaches from both a cognitive science and technical perspective, and 3) recognizing the impacts of how the technology is brought into the organization. The best way to illustrate this process is through hands-on examples in diverse learning situations.
In this session, you'll learn how to evaluate immersive technologies to super-charge your learning and training initiatives. The session will be an unvarnished look at where these technologies are today and what we can do with them. Rather than a didactic lecture, we'll dive into specific learning and training examples and consider when 2D/3D simulations, VR, AR, and virtual game technology are a good fit. A useful evaluation framework will be utilized to evaluate each example. This framework includes organizational and/or learner needs, supporting cognitive science principles, and the strengths of the various technology options. Finally, we'll discuss options to bring the technology into your organization, including build-your-own, a custom project, and incorporating platform technologies.
In this session, you will learn:
- How to use organizational and/or learner needs to evaluate alignment of immersive learning technologies
- The strengths of 2D/3D simulation, VR, AR, and virtual game technology
- Why cognitive science learning methodologies impact technology decisions
- How to navigate implementation options, including build-your-own, custom builds, and technology platforms
Audience:
Designers, developers, managers, senior leaders (directors, VP, CLO, executive, etc.)
Technology discussed:
2D and 3D simulations, VR/AR technologies, virtual game technologies, virtual options for mobile devices
Douglas Seifert
President & CEO
Syandus
Douglas Seifert, PhD, founded Syandus 15 years ago to combine virtual technologies with cognitive science and engineering to create a new way to learn. He focuses on providing scalable ways to solve issues related to learning complex concepts, knowledge retention, and skill acquisition. Dr. Seifert served as principal investigator on eight small business innovation research awards from the National Science Foundation; this research resulted in the development of virtual immersive learning technologies that have been used to solve learning and performance challenges in medicine, sales, leadership, education, and employee performance.