New Work, agile workflows, and different working conditions than just a few years ago are changing how we learn and educate ourselves. Education today needs to be able to be integrated into work life to be meaningful, sustainable, and provide value. Often, face-to-face learning is boring and no longer in vogue, as it does not allow for flexibility and individuality. Digital learning, or e-learning, on the other hand, is an excellent way to adapt training, continuing education, or in-company training to the dynamic demands of the modern working world.

With digital learning platforms, e-learning enables flexible learning that is independent of time and location, which is why boredom, which often arises from face-to-face teaching, is reduced to a minimum. This in turn guarantees learning success with e-learning, which can also be tracked and analyzed. Digital learning uses the advantages, potentials and entertainment factors of virtual reality (VR), augmented reality (AR) and gamification to create learning worlds that are interesting and beneficial for users.

Our case study from the field of e-learning, gamification and virtual reality

The goal

One of our customers wanted to train his employees sustainably on the subject of IT and occupational safety. For many, this is a training course with a rather low attractiveness. So the aim was to make an unattractive topic attractive with e-learning and the help of VR and gamification. It was essential that our customer’s employees like to take part in the training courses, have fun with them and at the same time remember the learning content.

Face-to-face lessons usually lead to hours being absent when it comes to occupational safety. The attention span and concentration are usually less high. This should be counteracted with digital learning, gamification and virtual reality. The aim was to achieve significant added value through training with e-learning.

The approach

We have chosen an exciting, interesting and sustainable approach for our customers in order to inspire employees, managers and external parties alike. The basic approach of the platform was a consistent focus on playful approaches (gamification) and community-building, which maximizes the voluntary use of the users without generating costs or pressure.

The solution

Our solution consists of 4 main pillars, namely:

Windows and Mac Login-Screens

Login screens serve as a social hub and to activate employees again and again. For now, they are just static images that have different fixed content. For users, these are usually not very appealing.

As part of the project, we developed a dynamic login screen that is automatically updated every hour and displays the latest high scores of the platform's users. In this way, we were able to generate a social hub that every employee sees every day. A screen that was not very appealing thus became a dynamic element that appeals to users.

Informationpool

The central element of an e-learning platform is undoubtedly the information. In our case study, we made this available via chatbot in addition to a classic knowledge database. Employees can thus receive answers directly via chat. In this way, quick research is possible and specialist information is made accessible.

Interactive elements

On the platform we use the following elements for our lessons, which make the use of the platform attractive:

  • Chatbot with artificial intelligence to simulate social engineering
  • Virtual reality and 360° films to make critical situations tangible for the user
  • Interactive movies that engage the employee after a few seconds by asking questions
  • Multiple choice and interactive questionnaires for knowledge transfer

Educational games

Many studies show again and again that e-learning needs playful approaches to be successful. In our example, we rely primarily on a multiuser challenge quiz in which users can compete against each other or against the computer in a quiz mode similar to "Who Wants to be a Millionaire?" In addition, there are smaller games such as Password Cracker and Occupational Safety Camp, each of which conveys different content. Entertainment encourages participation and supports learning.

The result

With the help of e-learning, gamification and virtual reality, we have succeeded in our case study in making further training courses on the subject of occupational safety attractive. A topic that is usually disliked was found to be entertaining and educational. Since learning success, participation and interaction can also be tracked with digital learning, the added value became clear: the number of participants and interaction was high. The feedback from users was also consistently very positive.


Our conclusion on the subject of e-learning, gamification, VR and AR

In a constantly changing world of work, lifelong learning is essential. Digital learning, also known as e-learning, makes learning self-controlled, result-oriented, visualized, independent of location and time. The use of gamification elements in digital learning involves learners cognitively, socially and emotionally and thus provides an individual, motivating learning experience. The inclusion of virtual reality and augmented reality also promotes concentration, as learning takes place in a playful and entertaining way.

Are you planning an e-learning project with gamification, VR and AR?

Then get in touch right away. We have experience in the field of e-learning, AR and VR and will be happy to advise you without obligation.

Together we can create great things. Shall we talk about it?

hello@thisisdmg.com

Further information on our services in the field of e-learning, virtual reality and augmented reality can be found on our service page Virtual Reality and Games & Entertainment