Applying Instructional Design and Game Design to VR Solutions to Produce Real Behavioral Change. Finding the perfect balance of methodologies for virtual reality training.
2. Your Presenters
Bill West
Founder and CEO
Thirty years of experience in learning technologies
Founded of four start-ups in elearning. Five times Inc. 5000
He held VP positions at GP Strategies, LEO, Xerox, and
eLearning Brother Custom
His expertise spans every modality in the learning ecosystem
He has served over 100 global clients and won over 50 awards
Wrote two highly acclaimed books, inc. “Rockstar Vendors”
Senior Instructional Designer
Focuses on the design of a range of elearning solutions
She has worked in L&D for over 15 years
A Master of Science in Adult Education
Supportive research and constructivist methodologies
Built VR solutions for the world’s largest companies
Specializes in empathy in the learning experience.
Julie Havill
3. Meet REGATTA
We believe in XR. We have the data to prove it.
REGATTA specializing in VR, AR, and AI, collectively
referred to as extended reality (XR).
For over 25 years, our team led the elearning
evolution, serving over 50 of the world’s most respected
companies and amassing 30 industry awards.
The blend of our patented XR/ID, XR/UX, and
XR/xAPI frameworks consistently leads to highly
effective of XR solutions.
Our cornerstone product, iLIBRARY and our Sexual
Misconduct Prevention program, is producing real
behavior change for the world’s critical issues.
4. Know Your Audience
Who has trouble spelling VR?
Who here has experience with VR?
What experience do you have?
What would you like to take away from our session?
5. What is VR?
Schroeder (1996) defines virtual environments and
virtual reality technology as “a computer-generated
display that allows or compels the user to have a
sense of being present in an environment other
than the one they are actually in, and to interact
with that environment.”
Where does it work?
● Transport you into another place (and
time)
● Realistic interpersonal interactions from
customer service to sexual misconduct
● Safe practice for hazardous jobs like
construction or medical device handling
● Endless scenarios for jobs that have many
variables and many ways to get it wrong
● Treating mental and emotional issues,
from acrophobia to PTSD
10. The Old Guard: Games
2.5Bplayers
Out of 7.6B People in the World
11. Games Continue to
Evolve in Learning
Option Six
GP Strategies
Option Six
GP Strategies
Option Six
GP Strategies
LEO
The Game Agency
2000
2010
2020
Regatta VR
VR
13. Balance Produces
Ultimate Results
Instructional Design
...is the practice of systematically
designing, developing and delivering
instructional experiences, both digital
and physical, in a consistent and
reliable fashion towards an efficient,
effective, appealing, engaging and
inspiring acquisition of knowledge,
skills, and behaviors.
Game Design
...is the art of applying design and aesthetics
to create a game for entertainment,
educational, exercise, or experimental
purposes. Game design creates goals, rules
and challenges to produce desirable
interactions among its participants and,
possibly, spectators.
14. Why ID?
● Moves experiences beyond the
wow-factor of VR
● Moves games beyond the realm of
entertainment
● Ensures a focus on the learner and
learning
● Provides a strategy for achieving
specific learning and performance
outcomes
Why Games?
Games are scientifically proven to
affect growth in specific areas of
the brain relating to spatial
orientation, memory formation and
strategic planning.
Ok, we won’t overwhelm you with
what you already know… games
work, they’re cool, and we all want
to know how to do them…
17. iLEARN
● Guides you to creating
instructionally effective
virtual learning experiences
● Provides keys to unlocking
the potential of VR for
learning
● Helps to avoid common
mistakes
● Based upon research and
experience with VR and
learning
Immersive
Learners believe they are truly in another
space.
i
Learner-Centric
The learner is at the center of the virtual world.
L
Engaging
Learners need experience relevancy, beyond
content relevancy.
E
Action-Oriented
Learners must feel compelled to and be able
to interact with the virtual world.
A
Realistic
Learners should believe the illusion you’ve
created is real.
R
iNtuitive
The virtual world should be easy for the
learner to navigate and understand.
N
19. Game Design
1. Players know who they
are and why they are there
2. Players have agency and
make decisions
3. Players are trying to
achieve something
4. Players understand ways
of operating
5. Players receive information
about the consequences
of their actions
6. Players have a reason to
play again and again
01
02
03
04
05
06
Challenge
Rules
Feedback
Re-play
Identity
Choice
20. Balance = Results
Too much game and the learning objectives are lost
Not enough game and interaction and benefits are lost
The learner is an active participant with an identity
Immerse them in a realistic environment
Integrate reasons to re-play
01
02
03
04
Provide a clear challenge and feedback system
21. Notary
● Multiple scenarios
● Branching dialogue
● Interactive 360 degree video
Identity – Bank associate
Challenge and Reward – Complete
notarization process and build customer
relationship
Feedback – Customer responses, scores
Re-play – Try again to to get better
customer responses and scores, to see
consequences of options not selected
22. Sexual Misconduct Prevention
Game Play
● Several situations throughout the day
● Branching dialogue
● 360 degree video for realism
Identity – Man in the office
Challenge and Reward - Positive/Negative reactions
Scoring - Archetypes defined by actions
● Gentleman
● Respectful
● Flirtatious
● At Risk
Re-play - To see the consequences of options not
selected
23. Negotiations
● Multi-party, branching conversation
● 2-D video in computer-generated
environment
Identity – Salesperson
Challenge and Reward – Seal the deal
Feedback – Deal acceptance or rejection
Re-play – Continue until deal is accepted,
branching, permutations
24. Virtual Reality Point of Sale
Game Play
● Customer Interaction
● Rules & Processes
● POS Proficiency
Identity – Store Clerk
Challenge and Reward -
● Customer service (difficult customer)
● Product coding; stock management
● Money management
Score - Behavior and accuracy
Re-play - Process customers faster
27. Bill West Julie Havill
Founder and Captain Senior Learning
Strategist
phone 812.360.2077
email bill@regattavr.com
web regattavr.com
Thank You.
See it to believe it!
REGATTAVR
Booth 222
28. The Game Designer’s Responsibility
➔ Know what the game is about and
ensure it teaches that thing
➔ Nothing should be in the game that does
not contribute to the lesson
➔ It has a point, a moral of the story, which
is both the glory and the problem
➔ Once you learn something, it’s over
VR Gamer’s Corner
➔ Realism
➔ Call to action
➔ Role/Identity
➔ Toddler Time
➔ Level design
➔ Simple Rules
➔ Cognitive load
➔ Cause/Effect
➔ Show don’t tell
➔ Use lots of visuals
➔ Lots of practice
➔ Create a safe place
to practice
➔ Feedback
➔ Reflection
➔ Scores/Metrics
Design Tips
Why Games
➔ Because they work
➔ Engagement is everything
➔ Reach beyond cute to
effective
➔ Change simple Q&A to real
decision making
➔ Nothing easy...
Tactical Tips
➔ Spend time on design. Use
physical layouts
➔ Never lose sight of the
objectives
➔ Know your audience
Connect with them
➔ Focus on context, not eye
candy
➔ Flashy isn’t the same as
effective
Know your audience
➔ Achievable goals and instant feedback:
people who work in uncertain
environments where outcomes are not
immediately clear.
➔ Fast paced and ongoing interaction:
people who don’t experience this at
work or home.
➔ More measured approach to interaction:
people who live in fast paced
environments
29. How does that apply to VR?
Identity/Role/Character
Emotion
Challenge
Reward
Replay-ability
Safe Practice
Feedback
Reflection
Choices
Rules
Engaging conversation
Multi branching
Goal based
Decision and consequences
The use of game mechanics to
make learning and instruction more
fun.
The idea of engagement, story,
autonomy, and meaning.
A safe environment to explore,
think, try new things.
Provides motivation and reduces
the sting of failure.