Imagine if all your leaders and all your sellers could be lifted to the level of your best leaders and best sellers? Imagine if corporate training turned from something your teams have to do to something they want to do?
Now, imagine you could achieve all this at a fraction of the cost and time of traditional learning methods, like classroom training? What would all this mean for revenue growth, customer retention and employee engagement?
One of the biggest and most frequent challenges to improving performance and driving business transformation in mid- to large-size companies is the inconsistency of people and performance management skills among a wide and distributed community of managers. This longstanding problem has been exacerbated by the lack of scalable and effective alternatives to high-impact teaching methods, like classroom training.
Indeed, whilst classroom training and role-plays are among the most powerful tools for building and reinforcing workforce skills and behaviors, they are also the least available to leaders and learners due to cost and execution difficulty and risk. This is particularly true in the emerging post-pandemic distributed workplace environment, where 79% of L&D pros surveyed in the 2021 LinkedIn Workplace Learning Report expect to spend less on Instructor Led Training and 85% expect to spend more on online learning.
We are MetaSim – a next-gen training and development company that creates immersive and authentic virtual reality experiences that help people acquire new skills faster and practice difficult situations in a highly realistic, engaging and safe environment, without the need to travel or mobilize others.
We combine cutting edge technology with behavioral science to dramatically accelerate the learning curve of key employee functions to help drive revenue growth and customer retention, reduce legal risk and foster an attractive company culture. Our immersive, gamified solution turns corporate training form something your teams have to do to something they want to do.
The superpower of VR is that it taps into all three learning systems of the brain
The superpower of VR is that it taps into all three learning systems of the brain– cognitive, behavioural and emotional – which together create incredibly rich neural connections which massively accelerate the learning curve and improve recall and confidence. With VR learning, we are not simply measuring completion but impact: data on response times, gaze, speech, motion and choice all come together to create a uniquely objective feedback loop with an instant and infinite practice opportunity.
VR enables a human to experience and understand another human’s perspective.
Because VR taps into the emotional learning system of the brain, which creates connections that improve recall, retention and motivation, it propels learners to new practices and behaviors. In VR you can put learners in nuanced situations that will teach them to vary their approach in given scenarios in order to achieve optimal outcomes. This effectively augments, or sometimes even replaces, learning on the job for challenging, sensitive and highly nuanced interpersonal skills.
VR offers an unlimited creative capacity for powerful simulations that can “teleport” a human into a given place, time and situation without the need for travel or mobilizing others.
This means that VR experiences feel real but, unlike their real-world equivalent, are delivered at a fraction of the cost and with consistent quality. The simulations range from something otherwise costly, like a conference hall with 1000 people in it for a speaker, to something that would otherwise be too dangerous, or even impossible, to create in reality, like a burning building, faulty machinery, or a meditation dojo on the surface of Mars.
Learners in Virtual Reality (v-learners) complete training on average four times faster than classroom training and 1.5 times faster than e-learn.
V-learners are up to 275% more confident to act on what they learned after training – a 40% improvement over classroom and 35% improvement over e-learn.
V-learners are 3.75 times more emotionally connected to the content than classroom learners and 2.3 times more connected than e-learners.
V-learners are up to four times more focused than e-learners.
V-learn is estimated to be more cost-effective than classroom or e-learning modalities when delivered at scale.
“V-learning will likely be an accelerator that helps drive a new age of enterprise training and education by delivering a cost-effective, immersive, and efficient experience to train employees on soft skills”
“Measurable improvements are emerging across a vast range of [VR] use cases for building and enhancing employee skills, including de-escalation, public speaking, managing difficult conversations, improving workplace diversity and inclusion, interviewing, and sales.”
“What I think is truly unique about the Oculus Quest is that it
merges the high quality of an enterprise-grade device with the affordability of a consumer
device,” he says, “and that will make it a lot more scalable for us.”
Max Andaker, Global Digital Innovation Manager for Nestlé
“Research indicates that the closer you can bring a learner to
the actual work environment, the more they will learn and retain. Virtual Reality does just
that. It is absolutely the future of learning.”
Senior Director of Learning Innovation for Hilton
“We can safely immerse people in the shipment process. That’s
where VR really works for our business.”
Rick Jackson, SVP, Group Certified Initiative & Global Head of CIS for DHL Express