303 Making Immersive Learning Accessible with Mobile VR
2:30 PM - 3:30 PM Wednesday, July 26
The ability to explore an environment in all directions offers exciting possibilities for telling stories and engaging audiences. But how do you make the exploration truly interactive so it opens up more learning opportunities? From hazard identification to virtual tours to situational decision-making, where will this exciting new technology prove most beneficial to workforce performance?
In this session, you’ll hear the findings of a year-long investigation into the opportunities of using mobile VR in workplace learning. By following the journey from start to finish, you’ll deepen your understanding of what’s possible with this new and exciting technology. You’ll explore the potential learning applications and discover how visual design, music, and positional audio work together to immerse users in the experience. The session includes a live demo of mobile VR for learning. You’ll take away tips on aligning the technology to your business challenges and integrating it with your learning strategy.
In this session, you will learn:
- How VR enhances learning interactions
- How learners respond to immersive learning environments
- When it is appropriate to use VR content in learning
- About the challenges associated with the new technology
- How to make VR affordable and accessible in L&D
- How to move from interactive 360-degree video to virtual reality
- How sound, voice-over, and UX design create a fluid experience
Novice managers and directors.
Mobile VR, interactive 360-degree video, spatialized/binaural audio, and GoPro video cameras.
Head of Innovation
Kate Pasterfield is a head of innovation at Sponge UK and a multi-disciplined thinker who pushes forward new ideas to enable organizations to make the most effective use of learning technologies. Her focus on user experience, coupled with her ability to get to the heart of the business requirement, achieves measurable results for a wide range of global clients. Kate leads a team in research and development, and she has pioneered mobile VR, interactive 360-degree video, and multi-device games. She won gold for Learning Technologies Designer of the Year at the Learning Technologies Awards in November 2016.