108 Virtual Reality in L&D: Are You Ready?
10:45 AM - 11:45 AM Wednesday, October 23
Barbados AB
The virtual reality landscape is shifting rapidly as the main barriers to implementation—cost and content—are lowered. Investing in VR for learning is on the verge of being very affordable, but do you need it? The answer to that question depends on what you're trying to teach, and an evaluation of your alternatives. Convincing your leadership to invest in virtual reality can be challenging unless you can speak to its impact on organizational outcomes. How do you know you're getting your learning bang for the buck?
In this session, we'll look at market forecasts for VR and discuss where the technology is now and where it's going. Then, we'll review case studies from the military, government, and educational sectors where virtual reality has not just worked, but proven to be worth the investment. You'll understand the resources required to implement virtual reality, how the barriers to entry are shifting, and what to look for on the horizon. You'll learn about situations in which VR has proven value; and just as importantly, when it has not. At the end of this session you should understand how to make the case for virtual reality in your organization's L&D strategy.
In this session, you will learn:
- About market trends in VR and how they apply to L&D
- How VR has made an impact in learning settings
- What to look for in the future of VR
Audience:
Developers, managers, senior leaders (directors, VP, CLO, executive, etc.)
Technology discussed:
Virtual reality
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Jennifer Solberg
CEO
Quantum Improvements Consulting
Jennifer Solberg, PhD, is the founder and CEO of Quantum Improvements Consulting (QIC), an Orlando-based firm specializing in the application of emerging technology to training for complex skills. A cognitive psychologist by trade, her work focuses on how to design, develop, implement, and evaluate training technology for the Department of Defense and other clients. At QIC, she leads a growing team of learning science professionals. In addition to her many peer-reviewed publications, her work has been featured in The New York Times, the Pentagon Channel, and Signal Magazine.
115 BYOD: Getting Started with Augmented Reality
10:45 AM - 11:45 AM Wednesday, October 23
Montego C
Augmented reality (AR) is an amazing new technology for us as consumers and as learning developers. Our ability to access AR from our mobile devices makes the barrier of entry low, however as developers, it can be overwhelming to know where to start. Understanding when to use AR, how to design quality AR experiences, and generating organizational buy-in are difficult hurdles to adoption. Getting started with this technology is easier than ever before; the challenge is doing it in a way that makes it a valuable and sustainable part of your learning and development world.
This session will examine how to begin including AR into your training and development process. We will discuss strategies to adoption and incorporation into your existing development workflow. You will be hands-on with user-friendly software and resources. You will create an AR experience to take and discuss as a group. This session is designed for all experience levels; providing everyone the opportunity to learn about, design, and develop augmented reality.
In this session, you will learn:
- The difference between augmented, mixed, and virtual reality
- AR adoption strategies for small, medium, and large organizations
- Where using AR makes sense in your learning and development process
- What software and resources are available for creating AR experiences
- How to plan, design, and build immersive AR experiences
- What you need to know about the future of the technology, and where to go from here
Audience:
Designers, developers, managers
Technology discussed:
Augmented reality, Zappar Studio, 3D modeling, Apple, Android, mobile devices, 360 imagery/videos, Unity 3D, Amazon Sumerian, HP Reveal
Participant technology requirements:
Laptop, mobile device
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Destery Hildenbrand
XR Solution Architect
Intellezy
Destery Hildenbrand is an XR solution architect with Intellezy. Destery has over 17 years of experience in training and development and seven years focusing on immersive technologies. Destery has spent time in corporate environments and higher education. Destery's primary focus is helping organizations plan, design, and develop engaging learning experiences through Immersive technology.
213 Applying Game Design to VR Solutions to Produce Real Behavioral Change
1:15 PM - 2:15 PM Wednesday, October 23
Martinique B
Creating an exciting experience in the VR headset is only part of the solution. How do you ensure that it’s instructionally effective? The ability to produce artificial environments that are believable enables us to produce an authentic context well beyond anything we’ve ever achieved in eLearning. We can produce fully immersive experiences that feel like real life, both in the environment the user experiences and the tasks that they must perform. With an effective ID framework, we can elevate human performance to produce true behavioral change. These aspirations are vitally important in subject matter that requires human interaction, empathy, and decision-making–topics such as sexual harassment, customer service, and negotiations, to name a few. These solutions are possible through a balanced application of instructional design and game design.
In this session, you will gain an understanding of the instructional and game design principles that work in a VR environment. The ID framework includes: challenges, activity, reflection, feedback, etc. to ensure the outcomes are achieved. Game design encourages inter-competition, a motivation to do better, the ability to safely fail and repeat, a clear objective, and the ability to succeed. The elements of effective game design—engaging, immersive, motivational, rewarding, and even fun—are the essential elements of VR. New techniques using immersive context, six-degree mobility, branching, time, and even stress can be combined in believable ways. You’ll learn how to create scenarios and activities that leverage the full 3D world within VR. You’ll leave this session with an instructional framework that was specifically crafted to leverage the potential of VR.
In this session, you will learn:
- How to design an instructionally-effective VR experience
- What interactive techniques are effective in VR
- What limitations of VR prevent learning
- How to identify best and worst practices in VR design
- How to produce an instructional model, scripts, and storyboards
- How to mix VR with other instructional modalities for a blended solution
Audience:
Designers, developers, managers
Technology discussed:
VR headsets (Oculus, VIVE, others), VR examples, scripting tools
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Bill West
President & Founder
RegattaVR
Bill West is the founder of Regatta VR and vice president of Immersive Learning Solutions at NIIT Limited. His career spans Accenture, EY, GP Strategies, Xerox, LEO, Sea Salt Learning, and eLearning Brothers. He founded one of the world's first elearning companies in 2001 and has led the adoption of new technologies for the last 20 years. His expansive client list includes over 100 global companies and his teams have won more than 50 industry awards. He has presented many times at training industry events, on topics ranging from learning methods and game design to virtual reality and xAPI. He's also written two highly-acclaimed books on successful vendor partnerships. His teams have adapted the strongest ID methods into a cohesive methodology for VR design and development, including VR user experience design and xAPI data management.
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Julie Havill
Senior Instructional Designer
RegattaVR
Julie Havill, a senior instructional designer with RegattaVR, focuses on the immersive design of VR learning solutions. She has worked in L&D for over 15 years and holds a master of science degree in adult education. Her work in the field of VR/ID is deeply rooted in supportive research and constructivist methodologies. Her experience spans the spectrum from traditional solutions, to those that are cutting-edge. Her award-winning work has benefited learners across industries and around the globe.
308 Using AR for Workplace Performance Support
3:00 PM - 4:00 PM Wednesday, October 23
Andros B
Oftentimes we present the learner with content they need to use for a job within the classroom setting. This may work for some, but others may forget what they have learned once they are on the job. Why not access what the learner is seeing in the moment and provide additional context or information that would enable them in the moment? End users may have to wait for a specialized technician, when instead we could use AR tools that could walk users through some initial trouble shooting steps for what they are currently seeing in the moment.
In this session we’ll explore different technologies that can be used to create experiences, and what you would need to know to start developing AR experience that would help performance support. You’ll learn how augmented reality takes the current view of the end user, and adds on additional resources and content. We’ll examine the advantages of AR for performance support—where one can allow the user to walk through content in real time. You also will learn how AR can be used to recognize 3D objects, and can know exactly where to place certain indicators.
In this session, you will learn:
- AR basics
- 3D object recognition
- Apple ARKit
- Spark AR
Audience:
Designers, developers, managers, senior leaders (directors, VP, CLO, executive, etc.)
Technology discussed:
Xcode, Apple ARKit, Spark AR, iOS apps
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Jeff Batt
Founder
Learning Dojo
Jeff Batt has 15+ years of experience in the digital learning and media industry. Currently, Jeff Batt is a Learning Experience Designer for Amazon. He is the founder and trainer at Learning Dojo, a company dedicated to training you to become a software ninja in various eLearning, web, and mobile-related software applications. He was also the program manager of DevLearn for The Learning Guild. Jeff often speaks on developmental technologies such as xAPI, HTML5, augmented reality, mobile development, eLearning development tools, and more.
SEMT106 Beginner's Guide to Low-cost, High-impact Immersive Strategies in Higher Ed
3:15 PM - 4:00 PM Wednesday, October 23
Expo Hall: Emerging Tech Stage
Immersive strategies such as virtual reality offer promise for teaching and learning, engaging learners in a realistic and 360-degree environment. However, while the instructional possibilities are extraordinary, there have been two major challenges facing most classrooms; technology cost and instructional relevance. During this session, attendees will explore innovative immersive assignments for online and in-person courses and discover how to create effective and engaging immersive assignments on a public institution budget.
This session will explore a faculty member and instructional designer's path to successfully incorporate immersive strategies in online courses and face-to-face labs at a public institution. You will learn what you need to get started with collecting resources, utilizing free and open source technologies, and low-cost virtual reality alternatives. You will be presented with common missteps and solutions when incorporating immersive strategies for budget-friendly, interactive experiences. At the end of the session, you will have useful guidelines on designing interactive 360-degree videos, as well as a proven method to integrate these immersive experiences in learning activities.
In this session, you will learn:
- Which immersive experiences are most likely to create sticky learning
- The potential of interactive 360-degree videos and Google Cardboard for effective instruction
- How to locate and curate affordable immersive tools and softwares
- Which tools and software you can use to design interactive 360-degree videos
Audience:
Designers, senior leaders (directors, VP, CLO, executive, etc.)
Technology discussed:
CenarioVR, SeekBeak, Rapt Video, Google Earth Pro, Google Cardboard, YouTube Live, Ricoh Theta V, Samsung Gear 360, Photogrammetry, SketchFab
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Maikel Right
Associate Director of Instructional Learning Technologies
FIU Online
Maikel Right is the associate director of instructional learning technology with FIU Online. With degrees from the UF and FIU in the fields of cultural anthropology, healthcare, and business; his main research interests and publications are in cardiovascular molecular biology, aging, social media, anthropology, and online pedagogy. Maikel is also a faculty fellow at FIU's Honors College where he teaches online and in-person upper division courses, the CDO for a digital consulting company based in Miami, and serves on the board of VirtueCo, which provides art programs and resources for underserved youth in South Florida, the Caribbean, and throughout Latin America.
408 How Virtual Reality and Gamification Are Disrupting Learning
10:45 AM - 11:45 AM Thursday, October 24
Montego B
How does the largest employer on the planet, Walmart, attract and develop a new generation of managers who have spent more time playing games than they have in the classroom? How does pharmaceutical industry leader Novartis quickly train hundreds of people on best practice production and aseptic procedures for a new leukemia treatment, where mistakes have life and death consequences? How does Fortune 200 healthcare leader DaVita train a global organization to see the world through the customer's eyes?
In this session you will experience modern day learning simulators modeled on the flight simulator, which has (up until now, anyway) been the gold standard for skill-based learning. You will be able to download and play Walmart's "Spark City" game on your phone. It's a "learning while having fun" model, complete with Fortnite-style happy dances, which maximize skill practice "reps and sets." The session will inspire with examples from industry leaders who are ushering in a new era of experiential and visceral learning. Leave the glowing desktop screen and classroom behind and step into a new world of immersive learning, tailored for a generation of learners who have spent more time with video games than in school.
In this session, you will learn:
- How industry leaders create true-to-life rehearsal environments in VR, a "flight simulator" for any task. The demos will showcase how employees are trained like the famed Captain Sully, who landed his disabled airliner on the Hudson River, saving scores of lives.
- The research on how repeated actions in virtual reality alter neural wiring, in turn improving real world performance.
- How industry-leading companies are tapping into the exploding popularity of console-quality 3D games for the mobile handset.
- How companies that want to remain relevant can take cues from the cultural moment of Fortnite.
Audience:
Managers, senior leaders (directors, VP, CLO, executive, etc.)
Technology discussed:
VR (Oculus Quest, HTC Vive and Focus, Samsung Odyssey), mobile gaming on iOS and Android
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Anders Gronstedt
President
The Gronstedt Group
Anders Gronstedt, PhD, is president of The Gronstedt Group, which is instrumental in helping global companies like Walmart, Pfizer, Novartis, Bristol Myers Squibb, and Daikin improve performance with their custom-developed multi-player VR simulations and learning games. He is a frequent industry speaker and writer with articles appearing in the Harvard Business Review.
508 Leveraging AR Success from Other Industries
1:15 PM - 2:15 PM Thursday, October 24
Montego B
Learner expectations continue to rise as engaging AR experiences from the marketing world set a new standard. With many companies experimenting with AR for learning, the reputational risk from failed learning initiatives can be high. So why not reapply proven success from large-budget industries that also use AR to change behavior? Why not learn from the success and failures from the marketers and others who have been experimenting with this technology and testing how to use it most effectively?
In this interactive session, you'll take your AR learning plans to the next level. You'll explore the leading practices the world's top marketers are using in AR to support behavior change, and you'll examine how to use these practices yourself in a learning program. Through team-based scenarios, you'll apply specific AR techniques to learning and to your own work. You'll leave with practical and tangible tips that you can leverage in your next AR project to help it succeed.
In this session, you will learn:
- Best practices for using AR in learning, gleaned from other industries
- Pitfalls that learning professional should avoid in AR
- How to apply proven techniques from marketing to design the ideal user experience
- How to extract ideas from other industries and apply to L&D
Audience:
Designers, managers
Technology discussed in this session:
Zapworks, other AR technologies and tools
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Danielle Wallace
Chief Learning Strategist
Beyond the Sky
Danielle Wallace is the chief learning strategist at Beyond the Sky: Custom Learning. Previously, as a marketing leader with Procter & Gamble and PepsiCo, she learned strategic marketing principles which she now applies to learning and development to create compelling breakthrough solutions. Danielle is a sought after speaker at global conferences and her thought leadership is found in numerous industry magazines and publications.
SEMT204 Leveraging AR/VR for Collaborative Distance Learning
1:15 PM - 2:00 PM Thursday, October 24
Expo Hall: Emerging Tech Stage
Enterprise clients are looking for a way to showcase and provide internal and external training on complex products and processes in an immersive experience, but making 3D virtual reality presentations has historically required specialized software developers, which restricts some companies from being able to access these capabilities and causes increased costs for others.
In this session, you will learn how to create, edit, and maintain your own immersive training experiences. Using your own subject matter expertise on your products and processes, and by leveraging the advanced capabilities of augmented virtual reality, you can rapidly create digitalized solutions that are cost-effective, user-friendly, and that can accelerate and streamline the learning experience.
In this session, you will learn:
- How to create immersive presentations in minutes that can be published directly to desktop/VR/mobile
- How to create a learning environment that can engage multiple learners in multiple locations on multiple platforms (whether on desktop, VR headset, mobile)
- How to create better communication and comprehension through engaging 3D environments
- How to save development time and traditional costs associated with distance learning
- How to maintain security while transferring lessons
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Julia Pelton
Project Manager
Modest Tree
Julia Pelton oversees project management at Modest Tree, which include virtual and augmented reality development projects for military, airlines, and original equipment manufacturers. Julia is passionate about utilizing virtual and augmented reality technologies for workplace learning applications. With a bachelor’s degree in environmental science and international development, a certificate in project management, and a master’s degree in business administration, Julia has worked across varied industries throughout her career. She has over 10 years’ experience overseeing all phases of multi-million-dollar projects that span energy, defense, aerospace, and healthcare.
608 Case Study: How a Small Part of Ally is Using AR in a BIG Way
3:00 PM - 4:00 PM Thursday, October 24
Andros A
As a small department at Ally Insurance, it would be easy to rely on the old standby of instructor-led classroom facilitation for all topics— especially the boring ones. But we know that instructor-led classroom facilitation is not always the best, most efficient, or even most innovative way to communicate content to learners. What if a small but mighty department could create and implement a whole new way to learn and retain information? What if they could quickly be the leader in L&D for their entire company with this new way of learning? And what if that new way was radically fun and techy?
In this case study session, you'll learn about how Ally Insurance Operations’ L&D team implemented AR to create a fun and effective way to learn about insurance. You'll find out how this small team of four created an AR scavenger hunt to teach employees about the different lines of business and what they need to know to partner effectively; how they used AR combined with gaming to make an interactive and competitive skill check; and how they used AR to showcase products and services to external customers. You'll leave the session with lessons learned from how Ally Insurance Operations uses AR to enhance learning for internal and external customers, and ideas for how you can use AR at your own organization.
In this session, you will learn:
- How Ally Insurance Operations’ L&D team implemented new and emerging technology to create a fun and effective way to learn about insurance
- How Ally used AR combined with gaming to make an interactive and competitive skill check
- How this small team of four created an AR scavenger hunt to teach employees about the different lines of business, and what they need to know to partner effectively
- How Ally used AR to showcase products and services to external customers.
Audience:
Designers, developers, managers
Technology discussed in this session:
Zappar, PowerPoint, Adobe Presenter, Board Games
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Betty Dannewitz
Founder, CEO, the actual Betty
ifyouaskbetty
Betty Dannewitz is an immersive experience designer with over 18 years in corporate learning and development. She is also a speaker, podcaster, and high-performance coach. Betty's passion is to help people become better humans and she advocates that innovative technology, like augmented reality, has a HUGE role in making that happen.
715 BYOD: Create Interactive VR Experiences with Captivate and Photoshop
8:30 AM - 9:30 AM Friday, October 25
St Thomas AB
Currently, VR is the biggest area of growth and potential in eLearning. For an affordable first step into this world, many leverage 360 cameras to capture the content they need. Cameras that can take full 360 images are coming down in price but they may capture flaws you’ll want to correct before you use the footage in your final project. For instance, what happens when there are subjects that you don't want in the picture, including the person who shot the images?
This hands-on session will show you the work flow of taking a 360 picture, editing it to correct flaws, and then stitching it together to be used in an Adobe Captivate VR project. You’ll learn tips and techniques for how to use Adobe Photoshop to remove unwanted items and insert additional assets to enhance the VR world. This round-trip session will take you from shooting the 360 degree image, enhancing it in Photoshop, stitching it in Action Director, and finally creating an interactive VR project.
In this session, you will learn:
- How to import VR images into Photoshop
- Techniques for editing VR material to remove flaws from images
- Ways to insert additional content into a VR image
- How to stitch together VR images
- Steps for importing VR images into a VR project
- How to incorporate interaction within a VR project
Audience:
Designers, developers, media specialists
Technology discussed:
Adobe Photoshop, Samsung Gear 360, Action Director, Adobe Captivate
Participant technology requirements:
A PC or Mac with the following software: Photoshop CC 2018, Action Director (or equivalent image stitching software), and Adobe Captivate 2019. Trial versions of this software will work for this session.
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Phil Cowcill
Senior eLearning Specialist
PJ Rules
Phil Cowcill is senior eLearning specialist at PJ Rules. He started his career in 1983 when he was hired as a technologist at a local college. In 1985 he joined a team to develop Canada's first Interactive Videodisc. He started teaching part-time in 1989, moving to full-time in 1995. He led his class to build one of the first news websites that streamed video in 1996. In 2011 he launched the very first dedicated mobile application development program. Phil retired from full-time teaching in 2015 and moved to working as a contractor with the Department of National Defence as a senior eLearning specialist.
808 The Facilitator's Role in VR, AR & MR: Skills Needed for Success
10:00 AM - 11:00 AM Friday, October 25
Martinique A
There's an explosion of virtual reality, augmented reality, and mixed reality applications in corporate training, and some of these training programs need facilitator support. What's the facilitator role in VR, AR, & MR training? And what skills do facilitators need in order to be effective in the VR/MR/AR classroom? Whether it's a facilitator guiding participants through a fully-immersive simulation, using mixed-reality applications in a learning event, or simply guiding people through a blended learning program with VR components, we have to address the new and updated skills needed for effective facilitation in these environments. Facilitators need to figure out which traditional classroom facilitation skills apply, and which ones don't.
In this session, you’ll learn how to adapt facilitator skills to these new environments. You’ll investigate which types of VR, AR, and MR learning programs require facilitator support, and then compare the similarities and differences of the traditional classroom trainer role to the new learning experience facilitator role. You'll explore five facilitation skills needed to be successful in these new environments: mastering the technology, supporting participant learning by creating comfortable learning environments, engaging a virtual/remote/distributed audience using available platform tools, enhancing your voice and virtual presence, and debriefing online simulations for learning transfer. You’ll walk away with a deeper understanding of facilitator support needed to make VR, AR, and MR learning programs a success, and also be able to determine how and when these skills could be used.
In this session, you will learn:
- How to identify the types of VR, AR, and MR learning programs that benefit from facilitator support
- The differences between traditional classroom facilitation and learning experience facilitation
- What skills are needed to be an effective facilitator in an immersive VR environment
- When to use MR/AR tools available in traditional virtual classroom platforms
- The five skills you’ll need to build to be an effective learning experience facilitator
Audience:
Designers, managers, virtual classroom facilitators
Technology discussed:
VR/MR/AR technologies
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Cindy Huggett
Principal Consultant
Cindy Huggett Consulting
As a leading industry expert and 20+ year pioneer of virtual training, Cindy Huggett, CPTD, has vast experience delivering engaging learning solutions via the virtual and hybrid classroom. She's the author of six acclaimed books on the subject, including The Facilitator's Guide to Immersive, Blended and Hybrid Learning. She is a past member of the ATD global board of directors and was one of the first to earn the Certified Professional in Learning and Performance (CPLP now CPTD) credential. She holds a master's degree from the University of Pittsburgh and was a Triangle Business Journal 30- Under-30 Award Winner.