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Embracing Immersive Learning, From Schools To Workplaces: Domenico Zungri
Embracing Immersive Learning, From Schools To Workplaces: Domenico Zungri
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Digital Platform, after Personal Computers and Smartphones reached their
technological and financial maturity. Currently, all the Big Players (i.e.
Google, Samsung, Facebook, Microsoft, Sony) are conducting billion-
dollar acquisitions, in order to earn their own place at the table of Wear-
able Immersive Technologies.
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cial intelligence which coordinates the non-linear narrative sequences and
the interaction dynamics. The current techniques and technologies allow
an evolutionary leap toward a unique Hybrid Medium, which combines
the Emotional Strength of Cinematic Storytelling, the sense of Immersion
of Virtual Reality, and the Intense Interaction of Video Games.
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toric times, kids used to play as hunters or warriors by day, and to
gather around the campfire at night, to listen to the stories told by the
elders of their tribe. Today, the learning tools can be much more sophis-
ticated: but we’re still dealing with a powerful combination of Interac-
tion, Role-Playing, Immersion, Simulation and Storytelling. Today, thanks
to advanced psychological researches (and to medical diagnostic instru-
ments, like the Functional Magnetic Resonance), we went through a total
revolution on what we knew about our most complex – and yet myste-
rious – organ; our Brain. Latest developments on Brain Studies validate
and explain why games and stories are so effective: incorporating enter-
tainment elements into a training experience, engages and engrosses the
learner: the experience is perceived as pleasurable, and they actually
spend more time through it, instead of trying to dodge it.
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learning far more appealing than it ordinarily would be, and it works
equally well for teaching students in the classroom, as it does for teaching
employees in a workplace setting.
A few years after the explosive success of both arcade and console
video games, a genial game developer published “The Art of Game
Design”: a book about the science and philosophy of making video games,
where the concept of ‘Gameplay’ was at the heart of interactive produc-
tions. The basic rule of Gameplay, is that of player adaptation: several
levels of progressive difficulty, crafted so that users will be challenged
– but not beyond their ability – and will find material that matches their
preferred personal style of playing. It wasn’t long, before this innovative
process of acquiring new knowledge was applied to education and training
activities: it revealed to be enormously empowering for students of all
abilities and – as learners work their way – they gain a satisfying feeling
of mastery and accomplishment.
Today, we already have three generations of Digital Natives: kids who
dealt with internet and video games since early childhood. Those kids
are developing a new Mental Toolset of diverse and novel forms of intel-
ligence (Visual, Collaborative etc.) and skills (Multitasking, Problem
Solving etc.): as a consequence, their minds react to a certain kind and
frequencies of stimulations. And yet, the poor adjustments of pedagog-
ical processes in schools, and of professional training at work, make more
and more difficult the integration of individuals in our complex and inter-
connected reality. This causes a great deal of stress and frustration – espe-
cially in young people – while trying to find their motivations in outdated
models of study and work, which – in plain Digital Age – are still lying
on the typical needs and methods of the Industrial Age (notion-based
knowledge, punishment for errors etc.).
We must then embrace, conceptualize and build the Pillars of 21st
Century Pedagogy/Andragogy: based on the most recent discoveries
in ‘Brain Studies’, on the most advanced educational models (Project-
Based Learning, Emotional/Social Intelligence, Experiential Storytelling),
and by taking advantage of the proper technologies, in order to deliver
educational contents with the engaging interactions between teachers and
students.
235
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product, but what came next, was entirely unexpected. The project
generated such hype and enthusiasm, that they closed the funding
campaign with donations for USD 2 million: and when one year later
their developed prototype was tested by Mark Zuckerberg – founder
of Facebook – he was so amazed by the immersive experience, that he
acquired the company Oculus VR for USD 2 billion. The Oculus Rift
prototype is now in the hands of more than 100,000 developers around
the planet, and is expected to be released in a consumer version in Q2
2015.
The Future of Augmented Reality began in 2012 as well, but took a
very different path: Google launched a prototype of its AR Visor – Glass
– and much hype was built upon it: a handful of ‘Glass Explorers’ started
to test the prototype in everyday life, but before a consumer version was
produced, several mistakes in both technology and marketing declared
the project a flop, at least in that peculiar incarnation. Nonetheless, that
hype helped to generate interest towards the technology, and Google
acquired the company Magic Leap for USD 500 million, owners of
a very secretive and effective proprietary technology of Augmented
Reality. Media experts agree on 2015 as the year when Virtual Reality
amazed the masses, and the market for Head Mounted Displays (Virtual/
Augmented/Mixed Reality) is expected to reach USD 9,000 million
by 2019, growing at a CAGR of 55.3%. In the same timeframe, the
market for the Development of Virtual Training Contents should generate
equally impressive revenues: USD 10,000 million Worldwide, of which,
USD 4,000 million in Europe alone (source: Transparency Market
Research).
These forecasts are continuously updated – to higher and higher values
– and while the first wave will hit big for the industry of Interactive
Entertainment – Immersive Movies and Games – the professional appli-
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cations of both VR and AR are expected to be effective and consistent,
hence with infinite potential. A surgeon can simulate a complex operation
before operating on the patient, an architect can walk his clients through
their new houses – long before they are built – and commercial compa-
nies (i.e. Pepsi, Chrysler, Red Bull, Ralph Lauren) are already creating
stunning experiences of Brand Engagement, to amaze and involve their
customers.
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It’s the ideal solution for Large-Scale/Long-Distance Business Simu-
lations, Professional Training activities, Leadership Mentoring, Team-
Building exercises and Problem-Solving Skills teaching. Simulation-Based
Training is an instructional method that incorporates educational content
and learning principles into video games. It can be used in almost all
subjects and skill levels, and provides learning opportunities that engage
learners in interactive instruction. It involves both individual and team
activities, that can range from completing very simple tasks to the devel-
opment of intricate problem-solving skills. Such a compelling method
helps prepare learners to participate in the globalized, technological
society of the 21st Century.
238
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The Control Desk is for Simulation’s Coordinators, (aka ‘Puppet
Masters’). They’re equipped with sophisticated monitoring systems,
providing Real-Time feedback as the Simulation unfolds accordingly.
A feast of water, running both outside and inside the structure: relaxing
colors and sounds make it the best companion for busy minds, who need
to absorb and digest new concepts every day.
A Relaxed Lounge is the ‘virtual reward’, after a busy day of Remote
Collaboration or Training.
Essentially, the Immersive Learning Simulation is a powerful training
tool for managers and employees. They can act as a team to learn new
procedures, and practice acquired knowledge individually, using previous
sessions data to improve performance. The Simulation leads to engaging
and meaningful interactions, crafted with the same Design and Story-
telling wizardries of top Video Games.
In order to develop all these applications, the sector will need ‘squad-
rons’ of skilled professionals: this is opening new careers for Interac-
tion Designers, 3D Artists, Programmers, Storytellers, Engineers. They
are requested in high demand, but due to the extreme complexity of the
matter they are also expected to develop a multidisciplinary and cross-
sectorial curriculum preparation. However, even the techno-savvy Millen-
nials are not entirely aware of such opportunities: as previously stated,
they often ‘consume’ the digital media, but rarely foray into actual
content production.
239
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Perhaps they are not entirely to blame, since their surrounding envi-
ronment – school, family, and government – often fails to highlight these
chances, pointing instead towards more classical professions, ultimately
generating the impressive amount of unemployed youth, ever.
240
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7. Conclusions
References
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