MB11 How to Write a Winning Conference Speaking Proposal

7:30 AM - 8:15 AM Friday, July 28

Crystal

Kick-start your day with Morning Buzz, the ever-popular “Early Bird” discussions. This is your chance to grab a cup of coffee and meet other conference attendees in a relaxed, casual environment, so you can share your best practices, insights, and tips while learning from one another’s experiences.

The Program Team

The Learning Guild

The Learning Guild Program team is dedicated to creating programs that encompass everything learning professionals need. Our staff comes from diverse backgrounds in learning and development, and bring unique perspectives to the programs and content we create.

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MB12 How Can We Use VR/AR/MR to Decrease Human Error?

7:30 AM - 8:15 AM Friday, July 28

Gold

Kick-start your day with Morning Buzz, the ever-popular “Early Bird” discussions. This is your chance to grab a cup of coffee and meet other conference attendees in a relaxed, casual environment, so you can share your best practices, insights, and tips while learning from one another’s experiences.

Diana Carl

Consultant

Diana R Carl, LLC

Diana R. Carl, a consultant, has worked and published in human performance technology for 40 years in government, private enterprise, foreign agencies, and academic institutions. She has been responsible for the introduction of technology-based systems domestically and internationally for post-secondary, continuing education, and microlearning at the point of performance. She has planned and evaluated EPSS and simulation technologies to support US Coast Guard personnel. She led the US Department of Transportation pilot for mobile learning and EPSSs. Diana’s juried publications cover the evaluation and impacts of technology-based adult learning on corporations and academic institutions. She holds an EdD degree.

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MB13 Best Practices for VR User Interface Design

7:30 AM - 8:15 AM Friday, July 28

California

Kick-start your day with Morning Buzz, the ever-popular “Early Bird” discussions. This is your chance to grab a cup of coffee and meet other conference attendees in a relaxed, casual environment, so you can share your best practices, insights, and tips while learning from one another’s experiences.

Peter Guenther

Implementation Engineer

Watershed LRS

As an implementation engineer at Watershed, Peter Guenther helps enterprise-level businesses bring data from across their ecosystem (HR data, LMS data, LXP, and other vendor platforms) in consistent and powerful ways to derive insights for L&D and beyond. He has spent the last two decades in various roles at the intersection of technology and learning, and holds master's degrees in instructional design from Wayne State University and in game studies and design from Michigan State University.

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MB14 Applications of Augmented Reality in Training

7:30 AM - 8:15 AM Friday, July 28

Valley

Kick-start your day with Morning Buzz, the ever-popular “Early Bird” discussions. This is your chance to grab a cup of coffee and meet other conference attendees in a relaxed, casual environment, so you can share your best practices, insights, and tips while learning from one another’s experiences.

Ann Rollins

VP, Custom Solutions and Chief Solutions Architect

The Ken Blanchard Companies

Ann Rollins is a modern learning champion with nearly 30 years of industry experience helping form and execute learning and leadership development strategy for Fortune and Global 500 companies. Unintimidated by global scale, she always has her eyes on the technology horizon and helps clients consider how the technology in our hands outside of work today may have a place inside the learning ecosystem tomorrow. She takes a practical, design thinking approach to support clients as they transform what leadership development (and learning in general) happens in their organizations, and help drive plans to innovate to prepare for what's next.

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801 BYOL: Low-Cost, High-Impact AR Experiences

8:30 AM - 9:30 AM Friday, July 28

Crystal

Augmented reality allows you to create an immersive experience for learners. AR can combine images, sound, movies, games, search engines, databases, social media, and the web and explode them across the physical world, revealing invisible stories around products, processes, and operations. But what makes a compelling AR experience that makes learning stick, and how can you get started creating AR content?

In this hands-on session, you’ll find out how to design and create low-cost AR learner experiences that pack a punch. You’ll explore a wide range of budget-friendly AR authoring tools, learn about their strengths and weaknesses, and identify how to design around them. You’ll also investigate which AR experiences work best across different learning solutions, allowing you to target the experience you create to the context and situation it will be used in.

In this session, you will learn:

  • Which AR experiences are most likely to create sticky learning
  • About the functions and limitations of several current AR authoring tools
  • What current AR viewers are like through a live demo
  • Best practices of mobile AR design
  • How to prepare an AR experience design plan

Audience:
Novice to intermediate designers, developers, and managers.

Technology discussed in this session:
Layar, Playme, Zap, Aurasma, EasyAR, WakingApp, and ARToolKit SDK.

Technology required:
A smartphone or tablet (Android or iOS) and a laptop.

Ann Rollins

VP, Custom Solutions and Chief Solutions Architect

The Ken Blanchard Companies

Ann Rollins is a modern learning champion with nearly 30 years of industry experience helping form and execute learning and leadership development strategy for Fortune and Global 500 companies. Unintimidated by global scale, she always has her eyes on the technology horizon and helps clients consider how the technology in our hands outside of work today may have a place inside the learning ecosystem tomorrow. She takes a practical, design thinking approach to support clients as they transform what leadership development (and learning in general) happens in their organizations, and help drive plans to innovate to prepare for what's next.

Myra Roldan

Program Manager, Technical Curriculum

Amazon Web Services

Myra is an L&D thought leader who brings a unique mix of technical, business, and adult education expertise to the game. She is a TEDx speaker, author, and technical designer who has won awards for her learning designs. Her superpower is her natural ability to make complex technical subjects easy to understand by breaking them down in a way that makes it easy to consume and move forward with action. She strives to evoke transformation by doing her part to decolonize technology. Myra works at Amazon and she has earned a Bachelor of Computer Science, MSEd, and an MBA.

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802 Wayfinding, Storytelling, and Structuring Interaction in VR

8:30 AM - 9:30 AM Friday, July 28

Gold

Navigating larger-scale virtual spaces presents difficulties for learners. The difficulties and the solutions parallel those in eLearning but take unique forms in VR. How do learners know where they are? How do learners know where to go or look next? How can multiple paths be presented and organized?

In this session, you will look to architecture, web, and eLearning design for wayfinding solutions in virtual reality. You will learn a variety of spatial, visual, and storytelling strategies to help direct the learner and minimize extraneous load. You will explore alternate solutions to wayfinding issues and leave with a toolkit of strategies to use in various situations.

In this session, you will learn:

  • About the unique wayfinding issues that VR presents
  • How to examine wayfinding strategies used in eLearning and web design
  • How to contrast wayfinding strategies in architecture
  • About spatial and visual strategies for situating VR users

Audience:
Novice to advanced designers, developers, and directors.

Technology discussed in this session:
A variety of wayfinding solutions in a pair of Unity-developed examples for HTC Vive and mobile VR.

Peter Guenther

Implementation Engineer

Watershed LRS

As an implementation engineer at Watershed, Peter Guenther helps enterprise-level businesses bring data from across their ecosystem (HR data, LMS data, LXP, and other vendor platforms) in consistent and powerful ways to derive insights for L&D and beyond. He has spent the last two decades in various roles at the intersection of technology and learning, and holds master's degrees in instructional design from Wayne State University and in game studies and design from Michigan State University.

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803 Using Immersive 360-Degree Video to Treat Hospital Anxiety

8:30 AM - 9:30 AM Friday, July 28

California

Technology is being used in many settings to augment work, but mainly in task completion. VR and immersive 360-degree video, however, can aid people in more emotionally challenging situations. The Hospital for Sick Children sought to help children who face severe hospital-based anxiety in the preoperative area. The team also faced the challenge of making 360-degree videos acceptable to parents and healthcare professionals.

In this session, you will explore the theoretical framework of managing anxiety and learn how 360-degree immersive videos provided a solution for managing anxiety in children. You will learn how to use a framework, aligned with pragmatic research, to create and develop 360-degree videos. You will learn about the strategies that were effective in encouraging adoption of 360-degree videos by key stakeholders, and key steps for developing scalable 360-degree videos.

In this session, you will learn:

  • About the role of 360-degree videos in providing exposure therapy to reduce anxiety
  • The steps to rapidly develop and assess 360-degree videos for side effects in children
  • Strategies useful for encouraging institution-wide adoption of virtual reality
  • How to assess the user acceptance of new technologies

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

Technology discussed in this session:
360-degree video.

Clyde Matava

Director of Anesthesia Innovation, Informatics and Technology

Hospital for Sick Children

Clyde Matava is an assistant professor in the anesthesia department at the University of Toronto and a staff anesthesiologist at the Hospital for Sick Children. Clyde, an MD, has been involved in medical education across all levels: undergraduate to faculty development. He led the development and implementation of interactive eLearning modules for the new anesthesia flipped clerkship at the University of Toronto and other apps and eLearning resources. He is a co-founder of the Collaborative Human Immersive Interaction Laboratory at the University of Toronto. He is investigating the role of augmented, virtual, and mixed realities in improving patient outcomes and medical education.

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804 Alternate, Virtual, and Mixed Realities Are Mobile Strategy Musts

8:30 AM - 9:30 AM Friday, July 28

Valley

For years, training departments and instructional designers have struggled to develop quality mobile learning. Users don’t want to access eLearning courses designed for a computer or watch 30-minute training videos from their phone while using up all their data. And technologies like VR and AR sound expensive and difficult to make scalable for a company.

In this session, you will learn how to build a new and improved mobile strategy that may include augmented, virtual, or mixed realities. You’ll find out how to turn those boring training videos and eLearning courses into completely unique and engaging interactive learning experiences with the power of the mobile phone. And you’ll even learn how you can fit AR and VR into your existing budget.

In this session, you will learn:

  • How to create a learning strategy that includes AR and VR
  • How to budget for the development of these technologies
  • How to elevate mobile learning to greater heights
  • How to make AR and VR scalable

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

Technology discussed in this session:
Anatomy 4D, Elements 4D, String app, Layar, Blippar, Vuforia, YouTube 360, Unity, Articulate Storyline, Samsung Gear VR, Google Cardboard, and 360fly cameras.

Jason Marian

Senior Instructional Design Media Manager

VCA

Jason Marian, a senior instructional design media manager for VCA, has managed the development of instructional design and training materials and services since 2000, developing virtual world scenario-based trainings, advanced gaming-based lessons, and engaging online courses that drive measurable business results. Jason specializes in adult learning theory, gamification/edutainment, and eLearning and mLearning, targeting Generation X and Y in the workplace. He has managed award-winning teams that have researched new ways to integrate technology to enhance learning, reinforce content, and improve efficiency in business operations. He joined VCA in 2012 to develop and deliver cutting-edge training to the veterinary industry. Jason holds an MS degree in educational/instructional technology.

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805 When to Use AR and VR for Learning—and When Not To

8:30 AM - 9:30 AM Friday, July 28

As virtual and augmented reality technologies continue to advance, it becomes more important than ever to determine how best to utilize these tools in eLearning and training programs.

In this session, you will explore various use cases for virtual reality and augmented reality. More importantly, you will explore situations in which you should NEVER use VR or AR. During this highly collaborative session, participants will outline cost-effective best practices for training industry professionals to apply over the next six to 12 months. No single organization has all the answers, but L&D pros can work together to create some usable guidelines.

In this session, you will learn:

  • Best practices for getting started with augmented or virtual reality
  • From early use cases of AR and VR in practice
  • When NOT to use AR or VR

Audience:
Novice to intermediate designers, developers, project managers, managers, and directors.

Technology discussed in this session:
Virtual and augmented reality.

Brian Brereton

Sales Director

nawmal technologies

Brian Brereton is a sales director with nawmal technologies. Brian has more than two decades of learning industry experience, and he has been involved in building corporate training programs as well as helping organizations use training more effectively. His engaging style and passion for learning have kept him at the forefront of the industry.

Christopher Goodsell

CEO

iLX

Christopher Goodsell is the CEO of Interactive Learning Experience (iLX). He is driven by a love for people and learning and a desire to leverage evolving technologies, leading the iLX global team to deliver content in the most effective, engaging way possible. Christopher holds a BA in marketing communication and design from Oxford Brookes University, as well as a master’s degree in divinity. He has over 25 years of experience in visual communication, creative direction, training, project management, and operations. As CEO, he develops outstanding relationships and builds iLX’s ability to deliver highly interactive learning experiences and performance-based learning that exceeds expectations.

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901 Interactive Storytelling in VR

10:00 AM - 11:00 AM Friday, July 28

Gold

Two of the more important elements in quality eLearning are interactivity and storytelling. Virtual reality enables you to take those two elements to new heights, but it also presents new and unique challenges.

In this session, you will learn the story behind The Price of Freedom, a mind-bending spy drama that takes place entirely in VR. You will learn about the challenges that came up in building the game and how the storytelling evolved. You will learn about what makes VR storytelling unique, and how to harness VR platforms to create new and immersive experiences.

Amy Stewart

Director of Engineering

Construct Studio

Amy Stewart is a director of engineering at Construct Studio and the lead writer and programmer of The Price of Freedom, a critically acclaimed VR narrative experience. She was also the lead writer of the 360-degree film Imago, a game designer for the award-winning Beatstep Cowboys, and a Unity instructor for Upload Collective. As a writer, programmer, and designer, Amy enjoys combining multiple disciplines to create immersive interactive narrative. She holds a master’s degree in entertainment technology from Carnegie Mellon University, where she studied screenwriting and game design.

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902 The Future of Leadership Development: VR for Human Understanding

10:00 AM - 11:00 AM Friday, July 28

Empire

Many global companies today are aiming to develop deep understanding of the human side of organizations, markets, and societies. The challenge many organizations face, as they seek to develop their leaders, is how to bring about this level of insight and understanding without sending all of their managers and leaders around the world. Enter 360-degree immersive video.

This session will focus on the use of 360-degree immersive video for manager and leader development. You will look at how Duke Corporate Education has applied this technology, immersing leaders in new environments and tasking them to use observational skills to uncover patterns. You will learn how 360-degree immersive video is helping managers and leaders discover what biases they have. Finally, this session will provide real-life examples, walking you through design and implementation considerations along the way.

In this session, you will learn:

  • About applications of 360-degree video to leadership development
  • Through example footage and materials related to Duke Corporate Education’s work
  • About design and implementation considerations
  • How to engage in discussion about using this technology for leadership development

Audience:
Novice to advanced designers, managers, and directors.

Technology discussed in this session:
Kodak Pixpro SP360, monopods and tripods, sound equipment, and Samsung Gear VR (with Galaxy S7).

Steve Mahaley

Digital Learning Strategist

Duke Corporate Education

Steve Mahaley is a digital learning strategist at Duke Corporate Education. A member of the strategic leadership solutions group, Steve leads the firm’s investigations into what lies at the intersection of new technologies, global organization needs, learner profiles, and innovative educational design. He has created, sourced, and applied online learning tools for learning beyond the classroom, blending simulated and real learning environments; he has also designed and conducted live online events, and he continues to experiment. Steve’s latest inventions include a mobile app for photo-based insights, 360-degree VR for in-market immersion, and a museum-based experience for sharing personal development stories.

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903 AR as a Video Distribution Model

10:00 AM - 11:00 AM Friday, July 28

California

When you’re about to launch new software, hardware, or programs, you may be focusing on the technical aspects of the launch. But there’s another angle you need to consider: user buy-in. That was the concern for USPI, a company that owns more than 300 surgical centers and hospitals across the US, when it was preparing for its new staffing software rollout. This software was mandatory for all employees to use, and with so much on the line, the team knew engagement was key to success. But how could they build that staff buy-in when they lacked both an established communication platform and, more importantly, an existing culture of change to lean on?

In this case study session, you’ll find out how USPI leveraged augmented reality as a key component in its launch communication campaign and how this boosted overall buy-in. You’ll see how the team used posters, video, and the Aurasma app to deliver AR content to their audience in a way that was budget- and device-friendly. But AR alone doesn’t make for a successful campaign, which is why you’ll also explore how an interactive, feedback-driven campaign like this can maximize audience participation and engagement, contributing to more audience buy-in.

In this session, you will learn:

  • How to create a branded, multifaceted communication campaign using AR technology
  • How to create an AR campaign that can reach a varied demographic with equally varied technology
  • How to structure a virtual campaign around a narrative
  • How to produce iterative content based on audience feedback
  • What an AR-based campaign can look like with a live demo of the project

Audience:
Novice designers, developers, project managers, managers, and directors.

Technology discussed in this session:
Aurasma (augmented reality app for Android and iPhone); video and posters.

Jeff Kribs

CEO

Infinitude Creative Group

Jeff Kribs is the CEO of Infinitude Creative Group. A classically trained actor, he is now a storyteller by trade. Since its founding in 2000, Infinitude Creative Group has been recognized with multiple Brandon Hall Awards, as well as the 2016 AXIS Award for change management. Jeff is a graduate of the University of Southern California School of Performing Arts (BFA) and LeTourneau University (MBA).

Bill Hengstenberg

Team Lead, Video Development

Infinitude Creative Group

Bill Hengstenberg leads the video development team at Infinitude Creative Group, where he has been a producer and director since 2010. He has over 20 years of experience performing live as well as in front of the camera, and has played every role possible behind the camera. Bill has spent an inordinate amount of time in the audio booth as both voice-over talent and audio engineer for videos, training modules, and audiobooks. He has been involved in almost every video or training project that contained video or voice-over since he started at ICG.

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904 Augmented Intelligence for Learning Solutions

10:00 AM - 11:00 AM Friday, July 28

Valley

Today’s learners are faced with an ever-growing surplus of content to learn, process, and employ in their careers. Companies have terabytes of knowledge, skills, behaviors, and standard work required for successful day-to-day operations. They need to empower their employees with a system for efficiently building on or augmenting the capabilities each person brings to the organization. Augmented intelligence is one possible solution.

In this session, you’ll examine several major AI voice technologies and how they’re being used today, including API.AI, Google Home, Alexa, and several others. You’ll then take a look at how voice-user interfacing can be used for learning and information, including demonstrations of hands-free, multi-level instruction complemented by audio and visual feedback. This session will give you the opportunity to engage in a conversation about what new user experiences this technology can give your audience—not years in the future, but today!

In this session, you will learn:

  • About voice-user interfaces
  • About the API.AI open-source technology
  • How to create a basic Alexa skill or Google action
  • About potential uses for AI in your employee development programs

Audience:
Novice to intermediate designers, developers, project managers, and directors.

Technology discussed in this session:
API.AI, Google Home (Google Actions), Alexa (Amazon Echo, Dot, and the Alexa Skill Kit), and other integrations (Google Calendar, Internet of Things, Amazon DynamoDB).

Kenneth Hubbell

Sr. Mgr. Instructional Design Strategy & Innovation, SVP

Wells Fargo Bank

Kenneth Hubbell is a senior manager of instructional design at Wells Fargo. He is an award-winning instructional design professional with over two decades of experience creating and producing engaging learning experiences. An animator for the EPA at the forefront of digital technology in the 1980s, he became a multimedia pioneer, including a pivotal role on the team developing Shockwave 3D in 2000. Ken holds a bachelor’s degree in industrial design and an MS in instructional technology. He is an accomplished learning strategist, designer, programmer, and videographer. He currently researches advanced techniques for business and education, leveraging games and video to promote learning innovation.

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905 Cancelled: A Strategic Approach to VR: How to Get It Right the First Time

10:00 AM - 11:00 AM Friday, July 28

Empire

Virtual reality has great potential for learning and development. Like any new technology, VR also comes with risks, such as investments of time, money, and other resources. To minimize these risks, it’s important to do everything you can to get things right the first time.

In this session, you will explore case studies of global organizations that have embarked on their first VR training programs. You will examine specific briefs, proposals, and results from real clients that have already walked this path. If you are considering implementing VR training in your organization, you won’t want to miss this session.

In this session you will learn:

  • About the criteria for technology and methodology to evaluate your training approach and where VR fits in
  • Questions to ask yourself about VR
  • How to vet a technology partner
  • How to get executive buy-in and secure funding

Audience:
Novice to advanced project managers, managers, and directors.

Technology discussed in this session:
Virtual reality.

Brian Whitaker

Director of Immersive Learning

Mutual Mobile

Brian Whitaker, a director of immersive learning for Mutual Mobile, has extensive experience designing and delivering large-scale learning and performance solutions for Fortune 500 companies across the transportation, oil and gas, and healthcare industries. Prior to leading the award-winning instructional design team at Mutual Mobile, his academic career included teaching graduate coursework in employee development, staffing, performance management, and leadership. Brian holds a PhD in industrial-organizational psychology from the University of Akron, is a frequent speaker at international conferences, and has published in numerous top-tier, peer-reviewed outlets including Journal of Management, Human Performance, and Journal of Safety Research.

Shane Stearns

Director of Innovation

Mutual Mobile

Shane Stearns is a director of innovation at Mutual Mobile and group director of the company’s VR team. An accomplished strategist and consultant with more than a decade of experience, he has led global clients in the creation of industry-defining experiences with emerging technology. Shane has aided in the technological advancement of many Fortune 500 companies, including Walmart, Nestlé, Salesforce, and Lego, across mobile, IoT, wearables, VR, and AR.

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GS04 KEYNOTE: Lessons Learned from Early AR and VR Adopters

11:15 AM - 12:30 PM Friday, July 28

Regency Ballroom

AR, VR, and enhanced reality technologies are truly disruptive. The potential of these technologies isn’t just to enhance the work of L&D professionals; the real potential lies in doing something different and viewing your work through a different lens. If you want to harness the potential of these technologies, you need to see the work you do differently. In this closing panel, you will hear from early adopters of these technologies. You’ll learn from their successes, their failures, and the surprises they discovered along the way. They will discuss the path that the industry is forging, and debate whether the L&D field is headed in the right direction or whether it needs to shift course. This panel will put what you’ve learned at Realities360 into context, preparing you to blaze your own trail of discovery as you return to work.

Chad Udell

Chief Strategy Officer

Float and SparkLearn

Chad Udell is the award-winning managing partner, strategy and new product development, at Float and SparkLearn. He has worked with Fortune 500 companies and government agencies to create experiences for 20 years. Chad is an expert in mobile design and development, and speaks at events on related topics. He is author of Learning Everywhere: How Mobile Content Strategies Are Transforming Training and co-editor/author, with Gary Woodill, of Mastering Mobile Learning: Tips and Techniques for Success and Shock of the New.

Kate Pasterfield

Chief Innovation Officer

Sponge

With 15 years' of learning experience, Kate Pasterfield is committed to driving innovation. Her pioneering work harnessing the latest technologies such as data analytics, VR, and games to deliver bespoke training solutions has received industry-wide recognition. Kate was awarded Learning Technologies Designer of the Year 2016 and now works as chief innovation officer at Sponge, Learning Provider of the Year 2019. Kate combines her passion for creativity and learning to help organizations such as AstraZeneca, Toyota, and Tesco improve people performance to address serious business challenges. With a focus on human-centered design, Kate encourages L&D teams to inspire learners through creativity.

Marco Faccini

Chief Commercial Officer and CLO

Immerse Learning

Marco Faccini is the chief commercial officer and CLO at Immerse Learning. Marco helped create a start-up called Creative Learning Media in 2001, which subsequently became known as MindLeaders. The company supported 17 million learners worldwide and was sold to Skillsoft in 2012. He co-invented the el-box in 2003—the world’s first mobile learning platform. In 2012, Marco was invited to become a fellow of the Learning Performance Institute. He has consulted for companies such as Microsoft and spoken at many events. Since 2015, he has been working in the VR learning space, creating applications for learning-based outcomes.

Clyde Matava

Director of Anesthesia Innovation, Informatics and Technology

Hospital for Sick Children

Clyde Matava is an assistant professor in the anesthesia department at the University of Toronto and a staff anesthesiologist at the Hospital for Sick Children. Clyde, an MD, has been involved in medical education across all levels: undergraduate to faculty development. He led the development and implementation of interactive eLearning modules for the new anesthesia flipped clerkship at the University of Toronto and other apps and eLearning resources. He is a co-founder of the Collaborative Human Immersive Interaction Laboratory at the University of Toronto. He is investigating the role of augmented, virtual, and mixed realities in improving patient outcomes and medical education.

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