VR in employee engagement
jon.allen
Created on February 28, 2021
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Transcript
04.03.21
The role of Virtual Reality in Employee Engagement
Seeing is Believing
- VR deployment at work: Headlines
- Employee Engagement & VR - Supporting Mental Health, Building Teams, Developing skills
- Conversation: How can VR benefit your teams?
AGENDA
- Adoption Rates: The global market for business use of VR hardware and software is expected to grow from $1 billion in 2018 to $12.6 billion by 2025 (Tractica Research)
- Accessability:Costs of headsets, integration with LMS platforms and software all significantly reduced. In 2016 VR Oculus Rift headset was 3.5k, in 2020 £300.
VR At Work
vr AT WORK: RESEARCH
Edgar Dale
VR pioneers; Simulators, medical training, oil & gas exploration, air Traffic control
why is VR so impactful?
facilitating rapid new hire onboarding
eg Unconscious Bias
eg Royal Mail Post Service
eg de-stress & refresh
eg Discomfort by design for perspective taking
eg Gymshark Customer Support
Onboarding / Team Meetings
Diversity & inclusion
Mindfulness & well-being
Communication /Team skills
Customer Service
Health & Safety
EXCITING APPLICATIONS for VR AT WORK
GUIDED MEDITATION
- Gaming meets Wellbeing: Supporting Employee Mental Health
- Meditation and calm environments have been proven to reduce stress, anxiety and blood pressure
- Little as 5 mins
- Immersive environments like a beach, countryside, mountains help to focus relaxation techniques
- Some games come with guided meditation from meditation teachers and information about heart rate
- Available in cardboard headsets with an app and phone - approx £10
- Available in high end headset, immersive experience - £300
- Travel any where
BACK TO WORK
- Employee Engagement & the organisations purpose
- 5 minutes with the leaders
- Site visits/back to the floor
- Immersive presentations and whiteboarding
- Spatial - Mattel, Nestle and Pfizer
- Memorable, personal and innovative
sallie.allen@enploy.co.uk
04.03.21
How virtual reality is redefining training
Seeing is Believing
As a more flexible, hybrid way of working starts to emerge post pandemic which areas would you consider most impactful for your organisation to be supported by VR training experiences?
- Health & Safety
- Diversity & inclusion
- Communication skills
- Team building
- Well being and relaxation techniques
- Organisation specific training
- I'm not sure. I need to find out more.
CONVERSATION
LaunchigMarch 21Interested?
- Send headsets between people at home (high performance)
- (Quarantine headsets for 72hrs/UVC contamination box, replacable face cushion/protocols - not using when feeling ill etc..)
Best Performance
- Send headsets to people at home
- Start at £12
- VR Merge £40 (low performance/less interactive) work for procedural or onboarding
Most accessible cost
x360 experiences
Platforms
- Covid secure training centres with social distancing, PPE, health monitoring,
- Keep the benefits & protect your team
Innovation
DURING & Post COVID-19...
Are you currently using VR within your organisation?
- Yes
- No
POLL
Learning Model
Learn With VR 2021
VR is most effective when it is part of a blended learning experience How can we adapt the VR learning model to enhance employee engagement
Use VR to facilitate evaluation & direct relevant interventions
Learn
Measure
Build
Keep in mind theseimportant questions
CHECKLIST
Review against initial objectives. What worked, what can be improved, what do others say? Be honest and critical - learn fast, iterate and value will grow
Ensure you've provisioned sufficient training & ongoing support. A depth of scenarios for different levels & assessment points enable you to support a greater range of people / longer VR experiences.
Pilot; test tech & identify delivery blindspots. Trainer & participant feedback is crucuial to build long term repeatable value
Refine
Assessement
Pilot
VR in isolation is unlikely to deliver meaningful impact; but it's a great tool to facilitate learning & blend with other methods - what's your blended, post Covid-19 proposition?
Consider how you will manage and use VR and the training and internal team needed.
Crucial and rapidly evolving. Mistakes cost time & money. Learn from existing before high capital investment? Exertise & advice de-risks
What concerns are there for using VR? What does 'great' look like - off the shelf or bespoke?
What are you trying to achieve, how will VR enable better outcomes and how will you measure success?
Why use VR in your training? What function/purpose will it fulfil? How will tech be used & managed from a practical point of view ?
Blend
Team
Tech
Research
Objectives
Understand