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Using Virtual Reality to Help Teach Application Technique

Virtual paint training systems are a needed and valuable addition to teaching methods. As the accuracy and complexity of simulations improve, the industry has begun to exploit this fusion of simulation and education. This presentation explores the next step - how to use the simulation to increase student engagement, enrich their skills development, and improve the trainees’ knowledge base. 

Product Number: 41213-798-SG
Author: Matthew Wallace
Publication Date: 2013
$0.00
$20.00
$20.00

Virtual paint training systems are a needed and valuable addition to teaching methods. As the accuracy and complexity of simulations improve, the industry has begun to exploit this fusion of simulation and education. This presentation explores the next step - how to use the simulation to increase student engagement, enrich their skills development, and improve the trainees’ knowledge base. The up and coming young worker processes information in a vastly different way. The generation of iPads, Wikipedia, and computer-based training (CBT) shuns traditional pedagogical techniques. Simply put, the old way of instructing is becoming increasingly less effective at delivering the knowledge needed in a format that is palatable to the fast moving “gamer” student. The focus of this presentation is not to compare the existing simulations, but instead to introduce, explain, and demonstrate the uses of gamification and simulation in the workplace training environment. Specific focus will be given to what simulation and gamification does well and where its current iteration fails to live up to its promise.

Virtual paint training systems are a needed and valuable addition to teaching methods. As the accuracy and complexity of simulations improve, the industry has begun to exploit this fusion of simulation and education. This presentation explores the next step - how to use the simulation to increase student engagement, enrich their skills development, and improve the trainees’ knowledge base. The up and coming young worker processes information in a vastly different way. The generation of iPads, Wikipedia, and computer-based training (CBT) shuns traditional pedagogical techniques. Simply put, the old way of instructing is becoming increasingly less effective at delivering the knowledge needed in a format that is palatable to the fast moving “gamer” student. The focus of this presentation is not to compare the existing simulations, but instead to introduce, explain, and demonstrate the uses of gamification and simulation in the workplace training environment. Specific focus will be given to what simulation and gamification does well and where its current iteration fails to live up to its promise.

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