Training in a Virtual Reality

“Virtual worlds provide a shared visual space for students to meet and interact (via avatars). Not only do students share the quasi-realism of a 3D environment where participants can see and hear one another. These factors provide a strong sense of group presence, which leads to engaging group learning interactions.” Katherine Franceschi is an Assistant Professor of Information Systems at the University of Puerto Rico.

In this age of electronic communications, the human resource discipline of policy makers and strategic business partners, find themselves the beneficiaries of emerging technology in the workforce management, human resources information systems and distance learning arena. New technologies like social networking, PDA and iPod software are influencing how employee training and development occur in many organizations. Training through virtual reality will become the e-learning tool of the future, and my strong belief is that it will eventually replace the traditional stand-up trainer saving companies significant dollars in salaries and benefits for instructors.

The use of Avatars allows students to create different or “like” personas which make the learning experience even more engaging. These virtual training forums create 3D environments with interactions via avatars. Unlike videoconferencing, these do not (yet) fully capture facial expressions, but the real life like images make for an interesting replica of the real thing by offering aspects of full body appearance, gestures, locomotion, and directional voice. In addition, they offer a strong sense of being in the same “place”—with the other group members, as well as the possibility to explore that place and interact with (virtual) artifacts that are available (Franceschi, Katherine, Group Presence in Virtual Worlds: Supporting Collaborative E-Learning - Dissertation February 3, 2009).

Many gaming companies are prepared to capitalize on this new cyberspace trend for training. The Cyberlore Studios, for example, announced the company is re-launching as Minerva Software – will be switching gears from entertainment titles to customized training games for large corporate clients. The new company with its new e-learning component will launch with a new product: a remake of Cyberlore's most recent entertainment game, a Sims-style title called Playboy: The Mansion, which has sold 750,000 copies to date. At a virtual gaming convention in 2006, it was reported that the game's designers altered the graphics and scenarios so that they no longer have models or potentially offensive avatar references, and replaced them with sales reps and customers. With virtual training models that mimic game environments I am convinced we will see employees signing up in droves (especially the generation Y’ers), to create their avatars and explore the virtual reality of the learning world.

Sources

Engaging Group E-Learning in Virtual Worlds -
Katherine Franceschi, Ronald M. Le, Stelios H. Zanakis, and David Hinds, 2009 –
Franceschi, Katherine, Group Presence in Virtual Worlds: Supporting Collaborative E-Learning - Dissertation (February 3, 2009). Available at SSRN: http://ssrn.com/abstract=1337342
Franceschi, K. Group presence in virtual worlds: Supporting collaborative e‑learning. Ph.D. dissertation, Decision Sciences and Information Systems, Florida International University, Miami, 2008. (available at http://papers.ssrn.com/sol3/papers.cfm?abstract_id=1337342). Retrieved November 17, 2009

Jenna, R. (2006, Mar. 27). In Virtual Training and It’s Fun!. Retrieved Nov. 24, 2009, from http://images.businessweek.com/ss/06/03/training_games/index_01.htm

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