2019 the Year of Immersive Learning (VR/AR)?
i analyzed and compiled the current blog articles on the topic of learning / HR / R&D with regard to statements on the topic of VR / AR-Learning. Will 2019 be the year of Immersive Learning? Apparently it is at least increasingly one of the trend topics in the field of Learning and HR/R&D. Many articles have included the topic in their TOP topics for 2019. It remains to be seen how companies and educational institutions handle it. It is definitely a good development that the topic is now an issue and can be highlighted and gained in perception.
Have fun reading and dedicating activities.
- eLearning Trends In 2019 – Section 4: Other Notable Trends To Watch Out For—The Future Is Here!
- eLearning Trends For 2019: Which Form The Top 8?
- Acht Top eLearning Trends für 2019
- 2019 Instructional Design Trends
- Four top trends for digital learning in 2019
- e-Learning Trends For 2019
- eLearning Trends You Can’t Ignore in 2019
- 3 Trends in Focus for TechKnowledge 2019
- Here are the top 10 learning trends of 2019
- Gartner Top 10 Strategic Technology Trends for 2019
- 5 trends to transform the way we learn in 2019
- Impactful L&D Trends to Watch in 2019
- Top Learning Trends for 2019
- Top E-Learning Trends for 2019
- Established eLearning Trends For 2019: Are You Blazing The Tech Trail Or Lagging Behind?
- Learning Management Trends to Watch in 2019
- Emerging Technologies And Corporate Learning
- Trends in Corporate eLearning Part 1: VR, AR and MR in Learning and Training
- Top 5 Digital Transformation Trends In Education For 2019
1. eLearning Trends In 2019 – Section 4: Other Notable Trends To Watch Out For—The Future Is Here!
1. AR/VR and MR for Immersive Learning
eLearning Trends In 2019 – Trend #16: AR/VR And MR For Immersive Learning
L&D Teams’ hunt to evaluate immersive learning strategies is an on-going endeavor. Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR) are acknowledged as superb approaches to provide highly immersive learning experiences for a few years now.
High price and substantial lead time to develop them have been two factors that have limited their wider usage. Also, the use cases that justify the investment and ROI are limited.With main authoring tool providers like Adobe and Trivantis getting into VR solutions, the price points have dropped. Their design approach also makes it easier to author these learning experiences in a short time. I see further traction on VR solutions in 2019 as these solutions become more affordable and can be offered to supplement the formal training.
In my opinion, 2019 will see a wider adoption of AR-based training, including mobile apps that embed VR features. The use cases will expand to include soft skills training as well as learning to trigger behavioral change.
2. eLearning Trends For 2019: Which Form The Top 8?
Virtual Reality and Augmented Reality are both growing rapidly as important modes of implementing learning content. It has been observed that K-12 has adopted Augmented Reality in a rapid way to teach various subjects, such as Science and Math.
The great thing about Augmented Reality is that it can augment the existing content through interesting overlays of graphics and images that can pop out and thrill the learners. More than the thrill, it is the experience itself that helps learners connect to the content better.
Virtual Reality continues to grow as it is used in teaching various safety-related procedures. Organizations are now looking at Virtual Reality as an important solution, as eLearning companies use effective Instructional Design strategies to enhance the VR experience. Using a mixture of 360-degree photographs, interactions, and many more elements, VR is becoming a useful experience. Organizations are also investing in cognitive learning products that are augmented by VR especially for children and people with special needs.
Added to AR and VR is the exciting new modality called Mixed Reality or MR. Already big players are making investments in MR which combines AR and VR to a great effect.
Organizations will continue to take advantage of this interesting trend in the year 2019 and beyond.
3. Acht Top eLearning Trends für 2019
Augmented Reality / Virtual Reality / Mixed Reality
Virtual Reality und Augmented Reality gewinnen in der Weiterbildung weiter an Boden. In amerikanischen Schulen etwa wird Augmented Reality schon heute eingesetzt, um naturwissenschaftliche Fächer und Mathematik zu unterrichten.
Die Nutzer erleben Augmented Reality als begeisternd. Vorhandene Inhalte können mit Grafiken und Bildern überlagert und erweitert werden. Besondere visuelle Effekte erhöhen den Reiz. Der Nervenkitzel wie auch die Lernerfahrung an sich „verführen“ den Nutzer, sich auf den Inhalt einzulassen.
Die Virtual Reality spielt ihre Stärken besonders dort aus, wo es um sicherheitsrelevante Situationen geht: Ein Gebäude räumen. Öl-Tanks löschen. Verletzte bergen. Die Liste lässt sich beliebig erweitern.
Auch die Virtual Reality hat sich in den letzten Jahren weiter entwickelt. Das Nutzer-Erlebnis wird zunehmend besser: 360-Grad-Fotos, Interaktionen und viele andere Themen machen Virtual Reality zu einer nachhaltigen Erfahrung. Ein weiterer Anwendungsfall ist dieser: Organisat
4. 2019 Instructional Design Trends
AR AND VR
Augmented reality (AR) and virtual reality (VR) have been making waves in the learning and development (L&D) arena for some time. The technologies make learning interactive, creating digital spaces and representations of items or situations that can allow employees to gain knowledge by doing instead of merely reading or listening.
AR and VR can increase engagement dramatically. Plus, as the technologies become more commonplace, the cost of the devices ends up more reasonable.
5. Four top trends for digital learning in 2019
4. Augmented and virtual reality
Both AR and VR have been in the learning industry for a while now, Learning Technologies 2017 was littered with stands demonstrating both. But we’re yet to see a huge real-life application of either. But why?
Let’s start with the difference between the two:‘
Virtual reality is an immersive experience through technology. You’ll most likely recognise VR by the headset worn – transporting users to a computer-generated environment.
Augmented reality combines digital information with the individual’s ‚real-life‘ environment. For example, a QR code to display information on a mobile phone, based on the individual’s location.
We know that both AR and VR provide an immersive experience for our learners, triggering an emotional response. This is known to reinforce learning – so why isn’t there more of an uptake?
Until recently, AR and VR have been a costly learning strategy. Coupling this with the ‘fear of the unknown’, organisations have been reluctant to give it a go. However, there are some clear real-life applications of this technology, which would benefit organisations worldwide, including:
- Immersive branching scenarios, evoking real world emotions. Enabling employees to practice tasks without the fear or risk of failure
- Putting your product in the (virtual) hands of your learners
- Allowing your new starters to experience and explore the work environment before their first day
With these great, real-world examples coming to life, and the cost of AR/VR implementation decreasing, I predict 2019 will be the year more organisations test the waters with augmented and virtual reality.
6. e-Learning Trends For 2019
1 . Virtual Reality
Virtual Reality is among the significant e-learning trends that are transforming education today. The technology helps develop real-world images and sounds for use by users in a unique virtual environment. Users wear virtual reality headsets to enter virtual environments simulating real-world for close-up learning experience.
Right now, there are several major companies that provide their own version of virtual reality experiences. All of the following products have already been used to create educational apps that implement augmented or virtual reality technology:
- Oculus Rift by Facebook
- Gear VR by Samsung
- HTC Vive by HTC
- Hololens by Microsoft
- Cardboard by Google
Virtual learning is among the list in our e-learning trends 2019 due to its ability to create digital learning scenes. Learning content is transformed into scenarios that help increase a learner’s experience. Thus, enhancing their understanding of complex topics where it is impossible to have the experience simulated in real life.
Virtual learning has been integrated into other e-learning technology trends including mobile learning and augmented learning to provide learners with a rich learning experience.
Right now, virtual learning is not very widespread. However, as costs lower and software becomes easier to use, this looks like to later become a widely adopted technology. It is essential for content developers to take into account e-learning future trends during the design of programs and ensure updating to remain relevant with the passage of time.
7. eLearning Trends You Can’t Ignore in 2019
Trend #1. AR & VR are on the Rise
Augmented and virtual realities have been buzzwords for a couple of years now and have finally made their way to the training field. Learners are people, after all, so their attention can be easily distracted by hundreds of things: funny videos sent by friends, their Facebook newsfeed, or even constant IM notifications from colleagues. As for AR and VR, they’re excellent at both engagement and entertainment.
Imagine you’re in charge of training people who do insurance inspections after a fire or other disaster. With AR or VR technology, you can take a real house and overlay smoke damage all over it. The investigator goes in and learns how to identify and mark it. Then you change the task and turn fire damage into damage from a collapsed roof or a flood. All just like magic, without needing to change the physical house.
Yet, the future possibilities of these two awesome technologies aren’t the same. While virtual reality can create a really immersive learning experience, it’s AR that will most likely take the lead.
Jane Bozarth: “I see enormous potential for augmented reality. Everybody is kind of in love with VR, and it’s very sexy and very cool, but I think there is a lot of practical application now for augmented reality.”
AR offers better accessibility as users only need their smartphones, which most of them already have. As for VR, the biggest issue is the need to wear a headset, which can be a problem for two reasons: the price, and the limitation of users’ mobility.
Another thing that may delay a quick win for both AR and VR in eLearning is their technical complexity and longer development pipeline.
Richard Goring: “If you have lots of teams going after ‘we wanna do the next greatest things with virtual reality,’ that’s fine. But you might spend your entire learning budget or time doing it, which is problematic. So maybe it is a question of playing and dabbling with it to see what is possible, but wait for it to come to you rather than for you to go out and rush to it. Maybe it is the best way to overcome this obstacle of huge time or budget.”
8. 3 Trends in Focus for TechKnowledge 2019
ATD’s TechKnowledge 2019 Conference & EXPO is fast approaching. We’re excited to be moving the event to sunny West Palm Beach next February. With more than 125 education sessions, an exhibit hall featuring more than 70 e-learning suppliers, in-depth hands-on sessions, numerous networking opportunities, engaging discussions in the Disrupt Room, and new experiences at the TK Hub, there’s a lot to do.
No matter how you schedule your time at the conference, make sure to check out a session or two in the new Trending Technologies track. Sessions in this track showcase tech that is starting to see more use, adoption, and potential for talent development.
There are three technologies in focus in the Trending Technologies track.
Trend #1: Augmented and Virtual Reality (AR and VR)
AR and VR are often mentioned in the same breath (as we’re doing here), but they’re quite different—and have very different applications in the workplace. VR’s application lies in creating fully immersive environments. Even just a few years ago, developing a VR solution was likely out of reach (and budget) for most training departments. Costs of hardware have since gone down (the new Oculus Go headsets retail for under $200) and the developer community has grown. Leveraging 360-degree video, you can even experiment with creating VR content with little to no development experience.
Whereas VR excels at creating immersive environments and allowing us to create complex, realistic simulations in a risk-free environment, AR supports workers on the job. You may recall the crash and burn of Google Glass a few years back; what you might not know is that Glass quietly relaunched in 2017 as an enterprise tool. Glass and other AR headsets like Microsoft HoloLens are gaining in popularity, especially in manufacturing where the devices can overlay critical information and provide instruction while keeping workers’ hands free.
You may not think your organization is ready for a VR or AR solution, but now is the time to begin thinking about how it might fit in your organization’s learning strategy. A recent ATD TDXCI (Talent Development Executive Confidence Index) report found that 79 percent of respondents are not yet using AR/VR and do not have plans to begin using it next year. Conversely, a recent Harvard Business Review pulse survey, Mixed Reality: A New Dimension of Work, found that 54 percent of organizations surveyed felt that mixed reality will be important in helping the enterprise achieve its strategic business goals in the next three years, and 57 percent felt mixed reality had the greatest potential for training and educating employees. The gap here is striking. Even if you’re not ready for AR and VR, it might be time to start discussing it. At TechKnowledge, we have a number of sessions to help you begin utilizing AR and VR in your organization:
* If your goal is to understand how you can use VR in your organization and how other organizations are using it, check out “Transforming Your Training With Immersive VR” with Derek Belch.
* If your goal is to begin building simple VR/AR applications to use within an existing program, check out the hands-on session, “Practical Solutions for Creating Simple 3D AR/VR Interactive Lessons” with Allen Partridge and Debbi Richards.
* If your goal is to develop an AR experience and explore low- and no-cost AR tools, check out the hands-on session “Getting Started With Augmented Reality” with Destery Hildenbrand.
9.Here are the top 10 learning trends of 2019
Gen Z has a set of unique behavioural attributes which are shaping the needs of the education industry and pushing them to develop ways to deal with them.
7. Engaged or Immersive Learning
The learner today desires a learning experience with engaging, interactive content that includes games, puzzles, and surprises embedded within. Hence, there is a growing trend of designing content using technologies like augmented reality and virtual reality to create immersive and engaging experiences.
10. Gartner Top 10 Strategic Technology Trends for 2019
Trend No. 6: Immersive technologies
Through 2028, conversational platforms, which change how users interact with the world, and technologies such as augmented reality (AR), mixed reality (MR) and virtual reality (VR), which change how users perceive the world, will lead to a new immersive experience. AR, MR and VR show potential for increased productivity, with the next generation of VR able to sense shapes and track a user’s position and MR enabling people to view and interact with their world.
By 2022, 70% of enterprises will be experimenting with immersive technologies for consumer and enterprise use, and 25% will have deployed to production. The future of conversational platforms, which range from virtual personal assistants to chatbots, will incorporate expanded sensory channels that will allow the platform to detect emotions based on facial expressions, and they will become more conversational in interactions.
Eventually, the technology and thinking will shift to a point where the experience will connect people with hundreds of edge devices ranging from computers to cars.
11. 5 trends to transform the way we learn in 2019
3 Immersive Learning
Using innovative technologies such as augmented reality (AR), virtual reality (VR) and mixed reality (MR), the concept of Immersive Learning allows individuals to experience realistic scenarios which make for an interactive and memorable learning experience.
Immersive Learning is about experience and exploration. It enables people to put into practice existing skills and knowledge in a dynamic environment, while creating a safe space to try out new skills and knowledge. However, due to cost and lack of understanding, the implementation of Immersive Learning is still in its preliminary stages.
Tip: Identify where you think an immersive experience will help individuals to learn most.
12. 5 Impactful L&D Trends to Watch in 2019
Trend #2: Exploring Immersive Technology
Much of the current excitement around augmented reality and virtual reality is centered around gaming, but these technologies will have a larger, lasting impact on the L&D. A 2018 Capterra survey on top tech trends found as many as 46% of U.S. small and medium-sized businesses are looking into leveraging VR in the next two years.
Virtual and augmented reality are becoming more accessible each year. These emerging technologies have the greatest potential to help manage change in an organization. AR/VR replaces traditional courses and assessments with a single solution where the mastery required is taught and practiced in a simulated environment.
Imagine sales training where a new hire learns your company’s sales process (knowledge acquisition) then immediately enters a scenario to practice and refine learning through a pair of glasses or VR goggles (skill building). Each stage of your process would have this balance of learning then showing what you’ve learned. i.e. This is how you pitch to the decision-maker. You try it. This is how you get the SOW through legal. Now you do it.
Virtual simulations like these provide rich, emotionally connected experiences that feel real. No one loses a real client in virtual reality, but a well-designed virtual scenario will evoke the same emotions associated with a loss in the learner. In other words, it will feel real.
The process can be slowed or broken down so each step of a call can be evaluated and practiced. Variations on the core simulations help learners extend their learning into new products and markets.
2019 is the year to start giving these new technologies some of your time and resources. You might not be ready to jump in with both feet, but investing in a VR system and testing out some of the early L&D resources would be a measured first step. If this is too much of an investment now, read up on the companies that are early adopters. Learn from their experiences now so you are ready when the price allows your company to jump in.
13. Top Learning Trends for 2019
Another one that’s not going away any time soon – 46 percent of companies say that AR/VR will become mainstream in their organizations within the next three years. AR and VR must track back to the LMS so that learning is captured and performance gaps can be improved. Roundtable Learning is one of the only learning companies that creates customized immersive reality experiences that are based on the principles of instructional design and can be tracked in our LMS. Note that even though the use of VR in applications can be highly impactful, 66 percent of organizations believe AR to be more applicable to them than VR.
True Immersion for AR/VR: Reaching Results in your LMS
Augmented and virtual reality are the ever-shiny tools that you keep hearing about at conferences and in industry blogs and publications. There’s a reason the learning community is eager to don a pair of goggles and see a new reality. Immersive technology has huge implications for learning. By the end of 2018, eMarketer estimates that there will be approximately 51.2 million AR users and 36.7 VR users in the United States. There’s no shortage of use-cases for immersive technology in learning, either. Everyone from instructional designers to CLOs can think of a scenario for AR or VR-based instruction.
We love AR/VR, too. This month, we’ve been hard at work creating immersive realities for amusement parks, distribution centers, and retail stores. We can’t wait to unveil some of these experiences at DevLearn.
However, what good is a new reality if we can’t capture value from it? What’s the point of training anyone if we can’t measure their success?
Roundtable is answering this question by building an integration between our learning-centered AR/VR experiences and our learning management system. This integration captures completion and reports it back to the LMS – ensuring that your learners aren’t just trying a new training technique, but they’re actually getting credit for it in the LMS. This creates a fully-integrated learning experience that spans platforms and technologies. We’re working with clients to identify how we, as an industry, define success in AR/VR experiences.
Everything in the experiences we build can become a learning component and can be communicated back to the LMS. This means that we’re not testing on the experience itself, but the interactions within the experience.
Take our most recent point-of-sale AR experience, for example. During the experience, the learner is faced with multiple tasks from listening to the guest, entering a correct order and offering the correct upsells. This allows the learner to try and test the POS machine before making costly mistakes with real customers. That experience can be marked as complete within the LMS, just like an eLearning module or ILT component. However, we’re taking this even further by tracking on-screen interactions within the experience so that we can not only help our clients test for success but also areas where more training is needed. If Jim repeatedly gives Sally the wrong order, doesn’t properly offer the right upsells, or doesn’t even look Sally in the eyes when communicating with her in his AR experience, our client can see those metrics and evaluate where they need to spend more time instructing Jim.
The point is that AR/VR is an amazing tool for learning, but it doesn’t mean much until it’s tied back to your LMS. We create the LMS, the custom AR/VR experiences, and now, the integration between the two.
14. Top E-Learning Trends for 2019
AR and VR are showing a lot of promise
Augmented Reality and Virtual Reality are emerging as very engaging and effective ways of implementing learning. They give that “hands-on” quality that is so important for in-depth understanding and information retention. While it may not become the norm for e-learning in 2019 (mainly due to cost restrains), immersive learning will still grow and become increasingly present in corporate e-learning.
15. Established eLearning Trends For 2019: Are You Blazing The Tech Trail Or Lagging Behind?
1. Virtual Reality
From immersive simulations that reduce on-the-job risk to engaging serious games that blend reality with virtual elements, Virtual Reality has proven that it’s one of the most beneficial real-world experience builders in online training. Since tech is evolving rapidly and related hardware is becoming more affordable, it’s sure it will gain even more ground in years to come. If you aren’t ready to dive headfirst into VR training, why not wade into the waters with AR? It allows you to blend real environments with virtual objects to enhance the immersion, while still providing practical know-how. Die
16. Learning Management Trends to Watch in 2019
3. New realities emerge
Think virtual and augmented reality are fads for gamer geeks? Think again. According to many big names in business—like Honeywell, Walmart and Tyson—VR and AR are one of the next big things for employee training.
By 2022, enterprise virtual reality training is predicted to generate more than $6 billion. Expect to see a major influx of learning management use cases in 2019, when experts expect the technology to really take off.
17. Emerging Technologies And Corporate Learning
Pervasive And Immersive Computing
Over the last 40 years, the cost-performance ratio of computers improved exponentially. This has allowed computers to propagate from the cold glass room to the active badge that one wears to enter the workplace. Some are so integral to modern life that people often do not refer to them as computers. At the same time, new interaction paradigms such as virtual and augmented reality have brought Disney-theme-park-like realistic experiences into the home. Such experiences, although virtual, leave a very realistic mark on the human brain. A combination of these technologies has already started to revolutionize learning.
Step one of pervasive computing is mobile computing. A modern learner is hamstrung if the learning material is not available on the mobile phone, which has clearly become an integral and required part of corporate learning. Along with improved access to learning, the phone provides new opportunities: It makes new modalities like audiobooks more useful. It allows better retention via mobile gaming paradigms. And it allows for learning reinforcement via carefully placed alerts and quizzes.
Immersive experiences like VR/AR are already part of many kinds of specialized learning. For example, when Walmart wanted a new way to train its employees that was different and more effective than the standard training practices, the retail giant enlisted the help of STRIVR, a specialist in VR training content and a Skillsoft partner. The partnership resulted in a next-gen learning program that utilizes VR technology.
Retail is not the only ideal use case for immersive training experiences. Initial applications will be found in custom training for factory and other field workers because interactions with machinery and physical goods are simply better learned via such simulated experiences. For more generalized learning, VR will be combined with AI to create a dynamic experience for the learner, such as a presentation skills course that virtually places you in an auditorium and incorporates audience reactions as you are speaking.
Obviously, no one has a crystal ball. The combination of the above technologies, however, is certain to create valuable and exciting new learning experiences unheralded in the previous decades. The end result? We will learn faster, better, deeper than ever before.
18. Trends in Corporate eLearning Part 1: VR, AR and MR in Learning and Training
It wasn’t all that long ago when speculation about the utility of artificial intelligence felt more like science fiction than science fact. Then along came virtual reality (VR), and more recently augmented reality (AR) and mixed reality (MR). Businesses in the brave new digital world have to sort through all these technological developments and figure out which ones will give their corporate eLearning functions the competitive advantage they need to succeed.
In this four-part series about trends in corporate eLearning, I’ll explore whether and how VR, AR and MR are transforming the way learning and training happen throughout the corporate landscape.
Defining Corporate eLearning; VR, AR and MR
Before taking a deep dive into the ways VR, AR and MR are being utilized in companies for more effective corporate eLearning and training programs, it’s important to understand what these three technologies are and what they potentially bring to table.
Virtual Reality: According to the Virtual Reality Society, “Virtual reality is the term used to describe a three-dimensional, computer generated environment which can be explored and interacted with by a person. That person becomes part of this virtual world or is immersed within this environment and whilst there, is able to manipulate objects or perform a series of actions.”
As you might imagine, the ability to put people into an environment that feels real without physically entering that space opens up a huge range of potential scenarios for corporate learning and training programs. eLearning Inside has previously reported on instances of OSHA and even KFC fry cook training imparted largely through VR training exercises.
The big issue then becomes how real does the VR environment need to be? Developing a VR environment that seamlessly interacts with all human senses is no easy feat, nor is it inexpensive. The good news is that there is a full spectrum of less-than-total VR scenarios and environments that might be just right for a wide range of corporate eLearning and training programs.
Augmented Reality: This is one case where the Wikipedia definition is one of the best you’ll find anywhere: “Augmented reality (AR) is an interactive experience of a real-world environment where the objects that reside in the real-world are ‘augmented’ by computer-generated perceptual information, sometimes across multiple sensory modalities …” The sensory modalities most often include sight, but could also include sound, touch or even smell.
If you’ve seen any of the Iron Man movies where you view the action through Tony Stark’s super-suit, you’ve seen his view of the real world augmented by the visual display in his helmet. The Pokémon Go smartphone game marks another version of augmented reality where your view of the real world through your phone’s camera is augmented with computer-generated overlays. In the world of classroom learning, GeoGebra has recently developed an AR graphing and computing app.
19. Top 5 Digital Transformation Trends In Education For 2019
Augmented Reality / Virtual Reality
While I don’t know of any schools taking weeklong virtual field trips to Egypt just yet, I do think we’ll start to see some growing interest in using AR and VR to help students “experience” things like history, travel, and even STEM program development in the coming year. Products like Google Expeditions are aiming to make classroom AR more attainable, with a wide range of experiences available via simple phone apps. Indeed, Expeditions already offers some 900 different expeditions, including visits to the Louvre and Mt. Everest. These are the types of things that can keep our students engaged and excited about learning into the future. I anticipate we’ll be seeing a lot more interest in AR/VR learning apps—free or affordable—in the coming year.