We’re just a bit over halfway through 2018. Man, did time fly. So much has happened already in 2018: we earned a learning technology award, attended some awesome conferences like ATD ICE and SHRM, hosted our own conference eLBX, released Safety Training Customizable Courseware, moved offices, etc. But, we’re not here to take a trip down eLB memory lane. We want to look back at a couple of the predicted eLearning trends for 2018 and see if they came true.
Virtual reality was on almost every list of eLearning trends predicted for 2018. So, has it panned out? As we learned at eLBX, retail behemoth Walmart uses VR to prepare their works for the crazed hordes of shoppers that descend upon stores on Black Friday. They also use VR to train employees how to stack produce, but that’s not nearly as exciting, right?
Now, the Walmart example is the most common instance that comes up when you look for documented VR training successes. So, you may have already heard about it—or maybe you attended eLBX. Diving into more examples, Farmers Insurance also uses VR for training. At first, I was like “What sort of training do insurance agents need that could benefit from HR?”
It turns out that before the advent of VR, Farmers would build detailed sets to train their adjusters on how to estimate different types of damage. Now, that sounds very expensive to me (but also kind of fun to explore) and of course, it limits their ability to portray the many different types of claims they could encounter. And they had to pay for employees to travel to that one particular site with all the sets. With VR they can create virtual simulation so many more different situations. They also reduced travel to training costs by $300,000/year.
Virtual reality training is exploding across industries these days. Volkswagen Group uses VR headsets to train employees on everything from logistics and transport to packaging and vehicle production. UPS uses VR to teach defensive driving to its delivery drivers. The list goes on and on!
Near the beginning of 2018, Home Depot introduced a mobile gamification app called the PocketGuide that uses gamification strategies to help train new hires while they’re on the job. PocketGuide delivers product knowledge and learning activities to the palm of an associate’s hand, significantly reducing backroom training. Coca-Cola also uses a virtual business simulation game called Revenuepoly. Coke “recorded a 52% voluntary participation rate and an average length of usage of 5 hours per user when they introduced the game.
We’ve had a little bit of firsthand experience with gamification’s enduring nature in the learning industry. We launched The Training Arcade at the end of 2017 and it continues to be a very popular product.
Looks like these two predicted eLearning trends were right on target! What’s next for 2019—games INSIDE virtual reality?!
We’ll just have to wait and see. In the meantime, keep on creating awesome eLearning with our expansive library of resources.