103 Novelty or Necessity: Is Immersion the Right Play?
10:45 AM - 11:45 AM Tuesday, June 25
Piedmont
Immersive technology can be alluring. It is a fresh canvas waiting for you to explore. However, just because it is exciting and new doesn't mean it is the right modality for your learners, the right fit for your team, or the best outcome for your organization. Are you considering AR/VR technology because it is novel and might grab some attention? Or is this a necessary tool with which you can finally fully explore subject matter in greater depth?
In this session, you will learn methods to accurately assess your learning requirements, and weigh them against immersive technology and traditional modalities. We will explore the impacts of new technology required to move training into the virtual/augmented reality space, and evaluate the benefit versus the investment. You will be able to utilize this process to vet each new project with confidence.
In this session, you will learn:
- Which questions to ask about your target audience to ensure they are ready for immersive technology
- How to analyze your production staff and identify any skill gaps when starting out in AR/VR
- To determine if your organization is ready to support immersive technology financially, technologically, and strategically
- How to determine whether AR/VR is the right tool for your project
Technologies/platforms discussed:
- AR
- VR
- CBT/WBT
- ILT
Audience:
Designers, developers, managers, senior leaders
Steve Lee
Chief Delivery Officer
Allen Interactions
Steve Lee is an award-winning instructional designer, eLearning developer, EPSS designer and developer, project manager, and renowned "trusted advisor", assisting companies developing their own internal learning development teams. With learning industry experience spanning the last three decades, Steve has provided strategic learning and consulting services for over 400 major organizations including participation in multiple large-scale military and commercial aviation eLearning projects. As a college professor of computer science for over 14 years, Lee has developed/instructed curriculum on hardware, gaming, and information security, and is considered an expert in the use of multiple delivery platforms, "game- theory", and social networking in learning.
105 BYOD: Using AR and VR for Active Learning
10:45 AM - 11:45 AM Tuesday, June 25
Crystal
Immersive reality is cool and mysterious, but faculty often have difficulty seeing how to tie the use of it into learning objectives. Additionally, the vast technology associated with it seems out of range for the classroom. So how do you incorporate what is often a singular experience into a classroom opportunity? More importantly, how do you engage students as content creators? This session will address the pilot experiments and result of a multidisciplinary classroom approach using virtual reality, 360-video, and Google Expedition into coursework. The results speak volumes to where this is going.
In this session, we will discuss and explore the opportunities of AR and VR for active learning. These technologies have changed the learning game, which is limited merely by our own imagination. These ideas began as student initiatives at Penn State Lehigh Valley, and are developing further because of their creative thinking. Learn how to be facilitators to the active learning that is reigniting education like never before.
In this session, you will learn:
- The pedagogical approach for developing and delivering immersive content using the Harvard Graduate School of Education model of See, Think, Wonder
- How to lead a Google Expedition
- How to create a Google Expedition
- How to develop assessments to measure outcomes
- How to develop learning objective for immersive learning
Technologies/platforms/devices that will be discussed:
- HTC Vive
- Google Expedition
- Ricoh Theta 360 Camera
- Garmin VIRB 360 Camera
Audience:
Designers, senior leaders (directors, VP, CLO, executive, etc.)
Technology required:
Cell phone, laptop, or tablet
Through the use of a cell phone, iPad, or computer, participants will openly share thoughts and questions while simultaneously learning about the academic potential of immersive experiences. Additionally, it is recommended that participants download the Google Expedition App to have the opportunity to participate in a structured or independent Google Expedition. Finally, teams will create a 360 Expedition of their own, using tools available through Google.
Kate Morgan
Director of Virtual Education
Penn State Lehigh Valley
Kate Morgan is the director of virtual education at Penn State Lehigh Valley. She has a knack for pairing technology and innovative thinking with twenty-first century learning. A veteran of the USAF, the former journalist holds a bachelor's degree in journalism and public relations from Mississippi University for Women and a master's degree in interactive design from the Savannah College of Art and Design. In 2017 she won the Academic Director's Award for Innovation and Applied Learning at Penn State Lehigh Valley.
Eileen Grodziak
Instructional Designer
Penn State Lehigh Valley
Eileen M. Grodziak has worked in the field of educational technology for over 10 years. She earned a master's of education in instructional systems from The Pennsylvania State University. As an instructional designer at the Penn State Lehigh Valley campus, Eileen works with faculty to find effective uses of technologies that improve student learning. She regularly publishes and presents at regional and national conferences.
202 Transforming Learning with Digital Reality
12:45 PM - 1:45 PM Tuesday, June 25
Gold
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 Fortune 200 healthcare leader DaVita train a global organization to see the world through the customers’ eyes? How do some of the world's largest companies create realistic rehearsal environments to teach technical skills? How do you deploy VR solutions at scale in a large enterprise, safely integrated with legacy LMSs and LRSs?
In this session, learn how industries are unlocking business value with virtual and augmented reality, games, and immersive simulations. Live VR demos will take you inside of digital rehearsal spaces where learners feel a visceral sense of "presence" of actually being in the situation they're practicing. This session will also give you the inside scoop on how a 3-D mobile game teaches associates of the world's largest employer, Walmart, to run their departments like small businesses. Get inspired by industry leaders who are ushering in a new era of immersive learning at scale.
In this session, you will learn:
- How full-body VR offers a digital rehearsal space of such convincing verisimilitude that trainees feel they are actually there
- How mobile games reinforce new skills and concepts, multiplying "reps and sets" of skill rehearsals while having fun
- How transformational technologies like AR, VR, and mobile gaming are on a converging trajectory squarely aimed at disrupting the learning industry
- How to deploy VR solutions at scale in a large enterprise, safely integrated with legacy LMSs and LRSs
- How industry leaders are ushering in a new era of experiential and visceral learning with immersive learning and gaming
Technologies/platforms/devices that will be discussed:
- HTC Vive Focus
- Oculus Quest
- Magic Leap
- Samsung HMD Odyssey Windows Mixed Reality
Audience:
Managers, senior leaders (directors, VP, CLO, executive, etc.)
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.
302 Immersive Technologies Playbook: Lessons from Enterprise Deployment
2:30 PM - 3:30 PM Tuesday, June 25
Piedmont
Enterprise adoption of virtual reality is gaining traction. This is particularly true for L&D organizations tasked to provide training for complex, large-scale operations, often in remote locations. However, the cost, timeline, and deployment challenges may hinder implementation, and the speed of development in the immersive technology sector can overwhelm those looking to take the first steps. Where do you begin?
In this session, you will learn about a variety of immersive technologies being developed for training and performance support within Schlumberger. By sharing in our early journey and lessons learned, you'll acquire key takeaways to consider as you look to implement and advance these technologies in your organization.
In this session, you will learn:
- About IT considerations for deploying VR in the enterprise
- How developing an internal 3-D asset library can facilitate prototyping of virtual reality training
- The key role of instructional design in VR training development
- About the potential for using VR simulations for competency assessment
Technologies/platforms/devices that will be discussed:
- Interactive VR
- 3-D rendering software
- Unity
- HTC Vive
- 360 Content/Cameras
- Google Cardboard
Audience:
Designers, developers, managers, senior leaders
Susan Spark
Learning Technology Manager
Schlumberger
Susan Spark is the learning technology manager at Schlumberger. Along with her exceptional team, she is focused on bringing L&D into the fold of the corporate strategy toward digital platforms, big data, and innovative technologies. Susan is responsible for the development of emerging learning technologies such as virtual and augmented reality, as well as implementation of a modern, adaptable, learning ecosystem. She effectively integrates 14 years of Schlumberger experience across diverse roles in data management, recruiting, HR compliance, and training center management.
304 The Actual Reality of VR and AR: Cognition and Experiences
2:30 PM - 3:30 PM Tuesday, June 25
Empire
VR and AR have been around for a while, and the good news is they’re getting easier to do. The bad news is that it’s easier to do the wrong things! Remember PowerPoint presentations in Second Life? Don’t be that person. While there are some compelling examples now showing us the way, we want to make sure we’re doing what makes sense and not missing any opportunities.
In this session we’ll review the fundamentals of how we learn, with a particular focus on our interactions with reality. Then we’ll look at the core capabilities that are offered by virtual and augmented reality technology. Finally, we’ll derive prescriptions for what makes sense in each environment, and what doesn’t. We’ll look both at what we can do now, and what’s coming. So if you’re merely exploring the idea of immersive technologies for learning, have just began your work in this space, or you’re looking to assess your direction thus far, come learn more about the real power of realities for accelerating organizational success.
In this session, you will learn:
- How what we perceive becomes what we know
- The cognitive elements that make reality-based learning successful
- How to design reality-altering experiences that lead to learning (and how not to)
Audience:
Designers, developers, managers, project managers, directors
Clark Quinn
Chief Learning Strategist
Upside Learning
Clark Quinn, PhD is the executive director of Quinnovation, co-director of the Learning Development Accelerator, and chief learning strategist for Upside Learning. With more than four decades of experience at the cutting edge of learning, Dr. Quinn is an internationally known speaker, consultant, and author of seven books. He combines a deep knowledge of cognitive science and broad experience with technology into strategic design solutions that achieve innovative yet practical outcomes for corporations, higher-education, not-for-profit, and government organizations.
402 Connecting the Dots: Tracking Data from the Headset to the LMS & LRS
4:15 PM - 5:15 PM Tuesday, June 25
Crystal
Imagine designing a VR experience that enables the learner to explore a 3-D world; practicing, succeeding, failing, and learning along the way. Imagine also that this passes your IT department’s security requirements and produces tons of data that is all nicely organized and presented in analytical charts that actually provide meaningful results. Designing an engaging VR experience in the headset is the "easiest" part of the solution. How do you implement and deploy in your corporate environment? How do you safely deploy content behind the firewall? Moreover, how do you connect the data from a learner's experience in the headset to the LMS? How do you implement xAPI and a LRS to gain the full spectrum of data? We'll outline how to do so.
In this session you'll learn how global companies are safely and effectively introducing VR. You will learn how data is stored in the VR devices, how to capture it in an LRS, and how to synchronize with your LMS. You'll learn how to effectively present VR data, and how companies are interpreting that data. You'll learn how standard firewalls are configured, and the advantages/risks of private cloud solutions. You'll learn about organizations that have effectively introduced VR on a global level. You'll leave this session with a broad understanding of the secrets to success and the challenges of implementing VR at an enterprise level.
In this session, you will learn:
- How to diagram your technical ecosystem
- How to design the ecosystem for VR
- How to select the tools best for your company
- How to create ROI models for VR implementation
- How to analyze VR data
- What VR technology is optimal for your environment
Technologies/platforms/devices that will be discussed:
- Headsets: Oculus, VIVE, and others
- Learning Record Store (LRS) platforms
- xAPI scripts
- Public clouds
- CGI development
- VR authoring tools
Audience:
Designers, developers, managers, senior leaders
Michael Hruska
President/CEO
Problem Solutions
Michael Hruska is a technologist and design thinking (DT) practitioner with experiences spanning across standards, emerging technologies, learning, and science. As a former researcher at the National Institute of Standards and Technology (NIST), Hruska provides technology, business model, and innovation solutions to Fortune 500, government, and startup companies. Hruska speaks at industry events, conferences, and webinars on topics spanning the continuum between advanced research on adaptive learning ecosystems and emerging technology solution/product design in a variety of industries. Hruska is an advisor/mentor to Ed Tech startups for GSV Capital, along with mentoring local and regional entrepreneurs. He is on the advisory board of a number of companies that support entrepreneurship and early- stage companies, as well as being recognized at industry events internationally.
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.
405 Immersive Tech Strategy for the Retail Environment
4:15 PM - 5:15 PM Tuesday, June 25
Piedmont
Corporations invested $87.6 billion on training in 2018, according to Training magazine. Current technology and design in the industry makes learning dull, costly, and restricts the ability to learn in an effective way. Investing in AR/VR/MR can help solve all of these problems, while helping learners increase knowledge retention and speed up their time to competency.
Although a study by Harvard Business Review indicates that training and educating employees using AR, VR, and MR shows great potential, many retail companies have not implemented or even put this technology on their roadmaps. In this session, you will gain an overview of Sprint’s immersive learning strategy, and through various use cases gain a first hand look at how Sprint has expanded its organizational learning offerings and impact.
In this session, you will learn:
- About unique use cases for retail employees
- How Sprint is using VR and AR to improve employee performance
- About Sprint’s immersive retail learning roadmap
Audience:
Designers, developers, managers, directors
Technology discussed:
Augmented reality, virtual reality
Dan Williams
Immersive Solutions Designer
Sprint
Dan Williams is an immersive solutions designer at Sprint. He holds a bachelor's degree in business administration and information systems from Emporia State University. His passion is developing augmented reality/virtual reality solutions to make learning more immersive and engaging for both employees and customers. Dan developed the first use of augmented reality in-store and in the classroom for training purposes for any wireless company in the US. He has robust experience with different learning management systems, eLearning development tools, multi-media creation software, and wireless technologies.
Surnish Nirula
VP of Business Development
Studio216
Surnish Nirula is VP, business development for Studio216. They're helping businesses transform their learning & development programs with Altoura XR, Studio216's multi-user, device agnostic, immersive XR platform. They're building their product in a manner that makes deploying existing training content super simple, and empowering their customers to do so themselves.
407 How Real is Real Enough in AR/VR and Screen-based Simulations?
4:15 PM - 5:15 PM Tuesday, June 25
Valley
When facilitating a simulation-based activity, do you sometimes hear participants say, "Yeah, but in the real world, I would do this…"? How real do you need to get with AR, VR, and screen-based simulation activities? In our world of emergency nursing students, realism is critical to meeting the learning outcomes of the program. In order to increase competence and confidence, our emergency nursing students need to be exposed to a multitude of patient cases in simulation form. So which simulation modality (AR/VR/screen-based) provided the most realism and was the most practical—in terms of design, development, and delivery— for on-campus and distance students?
In this session, you'll hear about one nursing program's journey of designing, developing, and delivering three simulation modalities: AR, VR, and screen-based. You'll hear about the lessons we learned when increasing the levels of realism (something as simple as adding a blanket to a seizing patient) to 3-D characters, and the balance between realism and practicality. You'll have an opportunity to see for yourself how a nursing student is immersed in an emergency room scenario, and how the use of VR helps promote feelings of empathy towards patients and improve clinical reasoning skills. You'll leave this session with a better understanding of how realistic your simulations experiences need to be, and which modalities may work best for your situation.
In this session, you will learn:
- Which modality (AR/VR/screen-based) is best for your learning objectives
- What needs to be considered when increasing the fidelity of your simulation
- What are the deployment considerations for each of the modalities
- What are the considerations when buying or developing your own application
- What is the overall impact of each of the modalities in improving the competence and confidence of the learners
Audience:
Designers, developers, managers, senior leaders (directors, VP, CLO, executive, etc.), educators
Technology discussed in this session:
Unity, Oculus Go, 360 Video, HoloLens
Vincent Farquhar
Faculty, Specialty Nursing
British Columbia Institute of Technology
Vincent Farquhar started his emergency nursing career 21 years ago in Scotland. Since leaving Scotland he has traveled the globe, working in emergency departments in Abu Dhabi, Australia, and Saudi Arabia, which is where he completed his masters in medical education. Vincent is currently on faculty with the emergency nursing advanced specialty program at British Columbia Institute of Technology, and is the lead subject matter expert for the virtual simulation project. His work in this area contributed towards the 2018 Sim Innovator Award. When not at BCIT, Vincent works at Vancouver General Hospital as an emergency nurse.
Kathy Kennedy
Program Head, Specialty Nursing
British Columbia Institute of Technology
Kathy Kennedy has been in nursing and nursing education for over 20 years, and is currently the program head for BCIT's emergency and pediatric nursing programs. She also leads the virtual simulation and specialty nursing simulation strategy projects. Kathy is very passionate about the advancement of simulation and simulation technologies in order to create a more realistic and engaging environment for learners. Her work in this area created opportunities for government funding and contributed towards the 2018 Sim Innovator Award.
Michelle Kearns
Project Manager and Instructional Designer
British Columbia Institute of Technology
Michelle Kearns has been in education and training for over 30 years in the roles of learning specialist, facilitator, instructional technologist, project manager, and instructional designer. She is currently the project manager and instructional designer for the virtual simulation and simulation strategy projects. Her passion for games and simulations comes through in the courses she develops and facilitates. Michelle was the instructional designer and project manager for projects awarded the AMTEC's Award of Excellence for Instructional Interactive Media, WebCT's Exemplary Course Award, and the 2018 Sim Innovator Award.
503 Building a Business Case for Immersive Technologies in Education & Training
10:45 AM - 11:45 AM Wednesday, June 26
Valley
While it’s become easier to find strong use cases for immersive technologies like AR and VR, it’s still a challenge to go one step further and build solid business cases for this technology. Like every industry, the education and training fields are looking for business models for adopting immersive technologies that make sense for our needs. But what should be the focus for building a business case in education and training: learning outcomes, learning engagement, both, or something else? What details do we need to build a strong business case for investing in these immersive technologies in our field?
In this session, you will get an overview of how to build a business case for investing in immersive technologies for education and training. You’ll start with an overview of what's happening in different segments of those fields regarding VR and AR. You’ll then walk through the factors you’ll want to cover when building your own business case for these technologies. You will also get a chance to practice your skills by working on building two business cases: one for education and the other one for training. You will walk away from this session with a better understanding of what makes a strong AR and/or VR business case, and how to customize this approach to meet your organization’s needs.
In this session, you will learn:
- Concepts for building business cases for immersive technologies in education/training
- What real business cases for AR and/or VR can look like, and strategies you can use to build them yourself
- What resources can help you build an AR and/or VR business case for education or training
- How to connect to community resources focused on VR and AR in education/training
Audience:
Designers, managers, senior leaders (directors, VP, CLO, executive, etc.)
Pradeep Khanna
Asia Pacific Executive Director & Global Co-Chair Education & Sydney President
VR AR Association (VRARA)
Pradeep Khanna is executive director, Asia Pacific, Sydney chapter president, and global co- chair education for the Virtual Reality Augmented Reality Association (VRARA). Pradeep is also founding member of IEEE ICICLE X-Reality for Learning and Performance Augmentation SIG, and the CEO of Global Mindset. He has 30+ years of executive experience, has been a leader for IBM GBS Australia/NZ, and is adjunct professor at a number of institutions in Australia, Singapore, and India. He has an MBA from AGSM, a MSc (Computer Science) from UTS, and B Tech from IIT Delhi.
602 Case Study: Developing an AR/VR Learning Strategy at Kaiser Permanente
12:45 PM - 1:45 PM Wednesday, June 26
California
Kaiser Permanente's Health Plan Workforce Development (HPWD) group, which is always striving to bring leading-edge technology to its learning solutions, believed that AR and VR delivery would be especially important in engaging and retaining younger workers over the next several years. But with its finite resources, HPWD needed to figure out how these technologies could be used most effectively. Of HPWD's many learning audiences (ranging from sales and marketing to underwriting and product support) and their disparate learning needs, which would truly benefit from AR or VR delivery? And how should initial, proof-of-concept forays into these technologies be targeted?
In this case study session you'll learn how Kaiser Permanente's HPWD group developed an AR/VR learning strategy that focused their initial development efforts, familiarized stakeholders with the possibilities of AR and VR, and guided solution priorities over the next five years. You'll explore their strategy components— Vision, Audiences and Learning Needs, Delivery Methods, Procurement, Technology and Infrastructure, Assessment and Evaluation, Organizational Structure, and Implementation Plan— and discover the role each plays in a cohesive strategy. Finally, you'll see how HPWD has executed its strategy during its first six months, and the results it has produced so far.
In this session, you will learn:
- The key topics to cover in an AR/VR learning strategy
- The importance of sequencing the topics so one informs the next
- How to align AR and VR with performance support and training
- How to pick which tools and hardware to use to develop an AR/VR solution
Audience:
Managers, senior leaders (directors, VP, CLO, executive, etc.)
Technology discussed in this session:
Augmented reality and virtual reality development tools and headsets/devices
Matt Kurtin
Senior Director, Technology and Visual Design
Innovative Learning Group
Matt Kurtin, Innovative Learning Group's senior director of technology and visual design, provides leadership for ILG's programmers and graphic designers. For over 20 years, he has advised client organizations on their overall technology strategy for learning and performance improvement. Matt provides insight into leading best practices for use of mobile solutions, learning portals, and learning management systems. He consistently applies the latest advances in digital capability, such as augmented and virtual reality, to practical application in learning. Matt has a bachelor's and master's degree in electrical engineering from Virginia Polytechnic Institute and State University.
David Livingston
Executive Director
Kaiser Permanente
David Livingston, PhD is the executive director for health plan workforce development, serving Kaiser Foundation Health Plan, Inc. David's areas of expertise are sales, sales leadership, marketing, and learning and development. During his 15+ years of experience, he has successfully led sales organizations, launched new products worldwide, and managed corporate learning and development organizations. He is an author of Influence of E-Learning on Sales Productivity. He holds a BS degree in marketing from the University of Maryland, a MS degree in information systems management from The American University, and a PhD in education from Capella University.
604 What's Your Reality? AR and VR for Learning
12:45 PM - 1:45 PM Wednesday, June 26
Valley
In this session, The eLearning Guild’s director of research, Jane Bozarth, hosts an overview of The Guild’s most recent reports on AR/VR in learning and development efforts. Joined by Cindy Plunkett, co-author of the Guild's April 2019 report, “Augmented and Virtual Reality for Behavior Change,” and The Guild's David Kelly, the session will cover user data regarding popular tools and approaches, as well as current and planned use. It will also offer a review of the literature on leveraging these approaches to change behavior/improve performance.
In this session, you will learn:
- Ideas for implementing real-world uses of AR and VR in the workplace
- A model for thinking through behavior change interventions
- Research-based strategies for matching instructional approaches of AR/VR with desired outcomes
Audience:
Designers, developers, managers
David Kelly
Chairman
The Learning Guild
David Kelly is the Chairman of the Learning Guild. David has been a learning and performance consultant and training director for over 20 years. He is a leading voice exploring how technology can be used to enhance training, education, learning, and organizational performance. David is an active member of the learning community, and can frequently be found speaking at industry events. He has previously contributed to organizations including ATD, eLearn Magazine, LINGOs, and more.
Cindy Plunkett
Director, Learning Design & Development
PointClickCare
With over 20 years' experience in instructional design, development, and project management Cindy Plunkett is the Canadian eLearning Conference Executive Director, part-time professor in the faculty of education at Ontario Tech University, and co-creator of the Educational Technology for Health Practitioner Education course at the University of Toronto's department of Family and Community Medicine. Cindy has worked with three of the largest academic teaching hospitals in Canada on high profile projects like the SEME program, and has experience speaking and facilitating both nationally and internationally.
605 AR/VR Case Study Showcase
12:45 PM - 1:45 PM Wednesday, June 26
Garden
One of the best ways to learn how to apply a new technology is to learn from the proven practices of early adopters. By listening to the lessons they learned from their projects, you can make your initial projects more effective, while also reducing the risks generally associated with piloting a new technology.
In this session you will explore four different case studies of XR technologies being deployed to support learning and development. For each project, you will learn why an XR solution was chosen and the impacts the effort provided. Each example will examine the why, what, and how of their story, providing context and lessons that you can apply to your own projects.
The four case studies to be discussed include:
- HoloDiesel: 0 to 60 in Ten Minutes. Presented by Josh Janikowski and Kristina Wilson
- Flipping the Classroom from Inside to Out There! Presented by Marco Madrazo
- Simulating Practical Conversation Skills with VR . Presented by Jeff Meador and Dan Schneider
- Virtual Reality-based Training Program for Wellsite Operations. Presented by Susan Spark
Audience:
Designers, developers, managers, directors
Bianca Woods
Customer Advocacy Manager
Articulate
Bianca Woods is a customer advocacy manager at Articulate. Her past experience includes working on the community and event programming for the Learning Guild, learning and communications roles at BMO Financial Group, and teaching art. Bianca is passionate about how visual design and multimedia can help people learn, loves test-driving new technology, and collects photos of bizarre warning signs.
Marco Madrazo
Head of Learning Experience Design
Holiday Inn Club Vacations
Marco Madrazo is the head of learning experience design at Holiday Inn Club Vacations. In this role, he has been a key partner in the creation of innovative talent development initiatives, including the newly formed EXPANSIONS Leadership Development Series. Prior to joining HCV, Marco was the program manager for US retail training at Microsoft. In this role, he supported the launch of flagship products such as Office 365 and Xbox One. Throughout his 16-year career in learning and development, Marco has crafted numerous award-winning programs that have increased competence, confidence, and advocacy.
Susan Spark
Learning Technology Manager
Schlumberger
Susan Spark is the learning technology manager at Schlumberger. Along with her exceptional team, she is focused on bringing L&D into the fold of the corporate strategy toward digital platforms, big data, and innovative technologies. Susan is responsible for the development of emerging learning technologies such as virtual and augmented reality, as well as implementation of a modern, adaptable, learning ecosystem. She effectively integrates 14 years of Schlumberger experience across diverse roles in data management, recruiting, HR compliance, and training center management.
Josh Janikowski
Software Engineer
Fox Valley Technical College
Josh Janikowski is a software developer at Fox Valley Technical College, specializing in VR and AR development. As a member of the learning innovations team since 2005, Josh has a passion for using new technology to create mobile games, mobile applications, HoloLens programs, and websites. He has created hundreds of interactive learning objects and experiences for faculty and private industry. Currently, he is exploring how to use VR and AR to improve knowledge retention in education. Josh enjoys teaching others and has shared his work with students learning about STEM, manufacturing executives, and other AR/VR developers.
Kristina Wilson
Learning and Development Designer
Fox Valley Technical College
Kristina Wilson is the learning and development designer at Fox Valley Technical College. She brings over 10 years of experience in creating, writing, and editing training materials and eLearning, in addition to a bachelor's degree in professional communications and emerging media from UW Stout. In her current role, she helps instructors and private industry teams determine training/learning needs, write engaging and learner-focused content, and verify training effectiveness. She enjoys creating new and exciting types of content, including AR/VR simulations, scenarios, eLearning, SOPs, and manuals. Kris has presented at conferences for the National Communication Association, the Wisconsin Library Services, and the Correctional Education Association.
Jeff Meador
Principal
JMXR.pro
Jeff Meador is the founder of JMXR and also serves as the co-chair the VR/AR Association's training committee. He began his career working with Stanford's Multimedia Laboratory in the 1990s, developing some of the first online interactive experiences for classrooms. He has maintained his passion for leveraging and extending technology to create effective and engaging methods of learning. In recent years, his focus has turned to immersive media such as virtual and augmented realities. He works directly with both enterprise and start up clients, providing a clear, straightforward path to successful implementation and adoption of immersive reality technology.
Dan Schneider
VR Evangelist
HP Americas
Dan Schneider is the virtual reality evangelist for HP Americas. He is a 10-year veteran of HP, with a long-time focus on virtual experiences. Dan regularly speaks about commercial VR emphasizing key verticals, training and simulation, product visualization, location-based entertainment, and healthcare. Dan has a passion for helping companies find great VR solutions for every industry. Prior to HP, Dan was an IT consultant for six years. He is a graduate of Western Illinois University.
607 Thinking Outside the Goggles: Mixed Reality in the Wild
12:45 PM - 1:45 PM Wednesday, June 26
Piedmont
When you hear the words “augmented and virtual reality,” do you automatically think about either Pokémon GO! or putting goggles on your face? Did you know you could experience VR without a headset? Did you know you could augment a sandbox? To fully appreciate AR and VR and how it could be useful, you should understand the entire spectrum of mixed reality technologies. It’s a lot more than meets the eye!
In this session, we’ll be talking through the spectrum of mixed reality using cutting edge examples from the defense industry. Full disclosure: If you’re looking for examples of practical technology you can buy at your favorite electronics store, this session will not be helpful. If you want to have a better understanding of mixed reality, what it looks like applied across a broad spectrum of technologies, and what it could look like for you in 5-10 years, then this is the session for you!
In this session, you will learn:
- How AR and VR relate to each other on the spectrum of mixed reality
- How the technology behind AR and VR can be applied outside of the headset form factor
- How the DoD is applying MR to solve a variety of problems for warfighters
- The DoD’s vision for how advances in AR and VR will transform training in the future
Technologies/platforms/devices discussed:
AR, VR, simulators, holograms
Audience:
Designers, developers, managers
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.
706 Encore Session: BYOD: Using AR and VR for Active Learning
2:30 PM - 3:30 PM Wednesday, June 26
California
We’re giving you two opportunities to catch this popular session – at this time or on Tuesday in Session 105.
Immersive reality is cool and mysterious, but faculty often have difficulty seeing how to tie the use of it into learning objectives. Additionally, the vast technology associated with it seems out of range for the classroom. So how do you incorporate what is often a singular experience into a classroom opportunity? More importantly, how do you engage students as content creators? This session will address the pilot experiments and result of a multidisciplinary classroom approach using virtual reality, 360-video, and Google Expedition into coursework. The results speak volumes to where this is going.
In this session, we will discuss and explore the opportunities of AR and VR for active learning. These technologies have changed the learning game, which is limited merely by our own imagination. These ideas began as student initiatives at Penn State Lehigh Valley, and are developing further because of their creative thinking. Learn how to be facilitators to the active learning that is reigniting education like never before.
In this session, you will learn:
- The pedagogical approach for developing and delivering immersive content using the Harvard Graduate School of Education model of See, Think, Wonder
- How to lead a Google Expedition
- How to create a Google Expedition
- How to develop assessments to measure outcomes
- How to develop learning objective for immersive learning
Technologies/platforms/devices that will be discussed:
- HTC Vive
- Google Expedition
- Ricoh Theta 360 Camera
- Garmin VIRB 360 Camera
Audience:
Designers, senior leaders (directors, VP, CLO, executive, etc.)
Technology required:
Cell phone, laptop, or tablet
Through the use of a cell phone, iPad, or computer, participants will openly share thoughts and questions while simultaneously learning about the academic potential of immersive experiences. Additionally, it is recommended that participants download the Google Expedition App to have the opportunity to participate in a structured or independent Google Expedition. Finally, teams will create a 360 Expedition of their own, using tools available through Google.
Kate Morgan
Director of Virtual Education
Penn State Lehigh Valley
Kate Morgan is the director of virtual education at Penn State Lehigh Valley. She has a knack for pairing technology and innovative thinking with twenty-first century learning. A veteran of the USAF, the former journalist holds a bachelor's degree in journalism and public relations from Mississippi University for Women and a master's degree in interactive design from the Savannah College of Art and Design. In 2017 she won the Academic Director's Award for Innovation and Applied Learning at Penn State Lehigh Valley.
Eileen Grodziak
Instructional Designer
Penn State Lehigh Valley
Eileen M. Grodziak has worked in the field of educational technology for over 10 years. She earned a master's of education in instructional systems from The Pennsylvania State University. As an instructional designer at the Penn State Lehigh Valley campus, Eileen works with faculty to find effective uses of technologies that improve student learning. She regularly publishes and presents at regional and national conferences.
707 3-D Clearance Rack: Add Affordable 3-D Content to eLearning Simulations, AR, and VR
2:30 PM - 3:30 PM Wednesday, June 26
Valley
3-D content is phenomenally cool—from basic polygonal models to full human-like characters, buildings, vehicles, and even complete environments. Because 3-D content has historically taken vast resources (i.e., time and money) to create, 3-D resources are often relegated to video games, simulations, and/or VR only. However, creating, editing, or obtaining 3-D models for everyday use in eLearning doesn’t have to be cost-prohibitive or take a lot of time.
This session will discuss tools, software, and online sites that allow you to create, edit, customize, and display 3-D models—all available to use right now. You’ll explore what’s out there, what each tool does, and possible ways to use the elements within your existing content. These resources are free or “near-free,” requiring little in up-front costs. You’ll also learn how to use 3-D content in photos, images, animations, vignettes, and even VR demos and full-blown simulations. Finally, you’ll explore real-world solutions and possible ways to use 3-D: reusable characters with editable facial expressions and poses, customized 3-D objects and backgrounds, and embedded real-time 3-D object viewers.
In this session, you will learn:
- About available tools, software, and resources to create 3-D content
- About the basics of 3-D character creation
- What rigging/posing is
- What blendshapes are
- About various open-source 3-D tools
- How to easily add 3-D to eLearning
Audience:
Designers, developers, and managers.
Technology discussed in this session:
Mixamo, TurboSquid, and Sketchfab. Participants may download the following solutions prior to the session, though they are not required: Blender, Adobe Fuse CC, and MakeHuman.
Michael Sheyahshe
Founder and Technologist
aNm
Michael Sheyahshe, a founder and technologist at aNm, has a vast breadth of experience in information technology, eLearning, and innovation spanning two decades and several industries. His extensive career encompasses design and development of various eLearning and training content, specializing in animation, simulations, and interactive content. Michael is an expert in numerous 3-D software tools, game engines, programming languages, mobile devices, platforms, and coding frameworks. He holds two bachelor of arts degrees from the University of Oklahoma in film and Native American studies, and a master of fine arts degree in 3-D modeling from the Academy of Art University.
802 Encore Session: How Real is Real Enough in AR/VR and Screen-based Simulations?
8:30 AM - 9:30 AM Thursday, June 27
Crystal
We’re giving you two opportunities to catch this popular session – at this time or on Tuesday in Session 407.
When facilitating a simulation-based activity, do you sometimes hear participants say, "Yeah, but in the real world, I would do this…"? How real do you need to get with AR, VR, and screen-based simulation activities? In our world of emergency nursing students, realism is critical to meeting the learning outcomes of the program. In order to increase competence and confidence, our emergency nursing students need to be exposed to a multitude of patient cases in simulation form. So which simulation modality (AR/VR/screen-based) provided the most realism and was the most practical—in terms of design, development, and delivery— for on-campus and distance students?
In this session, you'll hear about one nursing program's journey of designing, developing, and delivering three simulation modalities: AR, VR, and screen-based. You'll hear about the lessons we learned when increasing the levels of realism (something as simple as adding a blanket to a seizing patient) to 3-D characters, and the balance between realism and practicality. You'll have an opportunity to see for yourself how a nursing student is immersed in an emergency room scenario, and how the use of VR helps promote feelings of empathy towards patients and improve clinical reasoning skills. You'll leave this session with a better understanding of how realistic your simulations experiences need to be, and which modalities may work best for your situation.
In this session, you will learn:
- Which modality (AR/VR/screen-based) is best for your learning objectives
- What needs to be considered when increasing the fidelity of your simulation
- What are the deployment considerations for each of the modalities
- What are the considerations when buying or developing your own application
- What is the overall impact of each of the modalities in improving the competence and confidence of the learners
Audience:
Designers, developers, managers, senior leaders (directors, VP, CLO, executive, etc.), educators
Technology discussed in this session:
Unity, Oculus Go, 360 Video, HoloLens
Vincent Farquhar
Faculty, Specialty Nursing
British Columbia Institute of Technology
Vincent Farquhar started his emergency nursing career 21 years ago in Scotland. Since leaving Scotland he has traveled the globe, working in emergency departments in Abu Dhabi, Australia, and Saudi Arabia, which is where he completed his masters in medical education. Vincent is currently on faculty with the emergency nursing advanced specialty program at British Columbia Institute of Technology, and is the lead subject matter expert for the virtual simulation project. His work in this area contributed towards the 2018 Sim Innovator Award. When not at BCIT, Vincent works at Vancouver General Hospital as an emergency nurse.
Kathy Kennedy
Program Head, Specialty Nursing
British Columbia Institute of Technology
Kathy Kennedy has been in nursing and nursing education for over 20 years, and is currently the program head for BCIT's emergency and pediatric nursing programs. She also leads the virtual simulation and specialty nursing simulation strategy projects. Kathy is very passionate about the advancement of simulation and simulation technologies in order to create a more realistic and engaging environment for learners. Her work in this area created opportunities for government funding and contributed towards the 2018 Sim Innovator Award.
Michelle Kearns
Project Manager and Instructional Designer
British Columbia Institute of Technology
Michelle Kearns has been in education and training for over 30 years in the roles of learning specialist, facilitator, instructional technologist, project manager, and instructional designer. She is currently the project manager and instructional designer for the virtual simulation and simulation strategy projects. Her passion for games and simulations comes through in the courses she develops and facilitates. Michelle was the instructional designer and project manager for projects awarded the AMTEC's Award of Excellence for Instructional Interactive Media, WebCT's Exemplary Course Award, and the 2018 Sim Innovator Award.
902 AR and VR in K-12: What L&D Can Learn
10:00 AM - 11:00 AM Thursday, June 27
Empire
In California, a fifth grade teacher encourages his students to roam a museum freely. No problem: it's an augmented reality learning experience. In Texas, a teacher creates an undersea environment where students move through schools of fish identifying flora and fauna, without getting wet. Students do this without buses or chaperones or brown bag lunches. Augmented and virtual reality is already a part of K-12 education. What can we learn from what they’re doing now?
In this session you'll learn how K-12 educators have begun using augmented and virtual reality in their classrooms. Armed with this awareness you will be able to rethink adult learning with AR and VR. You’ll learn how K-12 teachers apply augmented and virtual reality to support their pedagogy. You’ll also be able to compare and contrast how adult audiences might be served by the approaches to teaching and learning kids use increasingly in schools.
In this session, you will learn:
- How devices learners already own can be used in and out of a classroom to increase efficacy
- How to create augmented reality activities outside an LMS
- The budget you will need to get started creating AR and VR activities
- AR and VR evaluation methods to assess efficacy
- How to determine if your audience is ready for AR and VR training
Audience:
Designers, developers, managers
Technology discussed in this session:
Google Expeditions, Merge Cube, PearDeck, Oculus Go, Google Cardboard, Wakelet, 360 cameras, smartphone apps
Urbano Delgado
Learning Experience Designer
Connect the Dots
Urbano Delgado is a learning experience designer at Connect the Dots. Using mostly low-cost apps and mobile devices along with a design thinking workflow, he saves time, effort, and budgets by putting ideas to work soon after they first see the light of day. Urbie holds an MSEd in instructional design and a BA in behavioral science. Since 1998, he has produced interactive learning experiences for humans in high- technology manufacturing, finance, K-12, law enforcement, and healthcare.