Virtual Reality for inductive learning has been around for some time, and it’s only now breaking into the scene – with entertainment offering submersive gaming and movie-watching experiences. But what can this do for learning and development? How can a virtual environment improve training retention? Dr. Kelly Monahan, a research manager at Deloitte, describes how gaming and gamification models can better engage System 2 thinking from learners.

She also covers how augmented reality can be key in activating audience emotion and the emotional intelligent aspects of the critical thinking process.

Some of the biggest challenges we’ve seen with this modality is using the form of Virtual Reality for inductive learning to enhance the content. What are some responsible and innovative examples of VR that you’ve seen done in a training environment?

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