What is Virtual Training?

Virtual Training represents all the learning experiences that take advantage of the latest innovations in Web3 and Metaverse and Virtual Reality technologies for the dissemination of knowledge among users/students at different training levels. A whole series of solutions that make it possible to recreate spaces and situations that encourage immersion, motivation and autonomy of the students, as they themselves are an active part of their training. Thus facilitating the development of key skills for both students and professionals through attractive, enjoyable, gamified and immersive training.

Examples of projects based on e-learning

Ibercaja / Learning to be an Entrepreneur
Rafa Nadal Academy by Movistar
Kai XR Create

Virtual Training Applications

1. Application in the education sector

At a more scholastic and academic level, Virtual Training offers the possibility of going beyond conventional classes to turn subjects into real educational video games that awaken the curiosity and desire to learn of the new generations. All with the development of interactive and collaborative virtual campuses that, in an active and personalised way, transport students to different 3D worlds dedicated to nature, history, science, etc. Technological solutions that also provide greater support to teachers in the academic monitoring of their students, offering immediate feedback and greater control over the content. An example of this type of virtual training programmes, especially dedicated to children, is Learning to Entrepreneurship. A virtual campus developed together with the Ibercaja Foundation to bring the business world into the classroom through a gamified experience similar to video games.

2. Application in the business and Industry 4.0 sector

Virtual Training means that, more than ever, companies and their employees are putting learning by doing into practice with Web3 learning programmes that are more entertaining than traditional instruction manuals. Where training courses borrow the most characteristic aspects of video games so that workers can explore, test and learn at their own pace within virtual simulations, while interacting with all the 3D models of the different machines and with each other through their own avatars. Interactive training programmes are always available and can be accessed from different devices and browsers. In this way, training is personalised thanks to the unique combination of technology and entertainment, recreating all kinds of professional training processes. Such as the presentation through 3D models of the latest machinery of the Tenias industrial group, available at all times on its own internal website.

3. Marketing and advertising applications

Nowadays, simply advertising the product or service is not enough to convince the target public. Nowadays, customers no longer look only at the characteristics of the products/services but also at the values that the company transmits, its level of experience and, above all, its position as an expert company within the sector that can provide them with unique knowledge on the subject. Thus, training becomes one of the most effective and differentiating marketing strategies, where the brand launches a series of learning sessions around the company and products that enrich the relationship with customers and brand positioning. Trainings that can be carried out in person with a small group (involving a large cost in the organisation and preparation of the trainings) or in its large-scale digital version, taking advantage of the latest advances in immersive technologies with the development of its own virtual campus. A campus where the content is always available and the company knows at all times all the movements of the clients within the space. At the same time facilitating interaction, participation and gamification of the actions of all users. An example of Virtual Training integrated within a marketing campaign can be found in the gamified experience of the Rafa Nadal Academy by Movistar in the virtual universe. Where visitors, as well as getting to know all the facilities, discover the values of the academy and the contents of the on-site courses through quizzes and mini-games.

4. Applications in the tourism and cultural sector

Undoubtedly one of the main objectives of museums is the dissemination of knowledge about history, science and art. An educational task that benefits from the development of Virtual Learning experiences, where the visitor actively participates in his or her own knowledge gathering. Virtual Education also offers the possibility of creating virtual rooms where people from all over the world can enter and learn all the details of the exhibition. All through attractive, entertaining and different experiences that encourage curiosity and allow future visitors to get to know the work in advance in order to be able to enjoy it in person. One of the most important proposals at European level is the educational project 'Virtual Reality for Youth Skills'. A Virtual Reality platformthat brings together four European museums in a single educational space to learn about the works and artists in their galleries in a different way.

5. Applications in the health sector

If there is one sector where training and practical experience are important factors for good job performance, it is the healthcare sector. Virtual training courses allow for an in-depth study of key skills in the world of medicine with the development of 3D simulations and first-person role-plays where healthcare professionals can familiarise themselves with all the processes before carrying them out in the real world. In addition, these web spaces can be set up as large virtual campuses, accessible from anywhere in the world, to study in detail everything from diseases and the human body to the hospital's surgical equipment thanks to the development of interactive 3D models. Patients also benefit from the development of these virtual trainings, where healthcare professionals are able to prepare them and their families for the situations they will face in life outside the hospital. This makes the adaptation process much more natural, giving patients confidence as they have previously become familiar with this new situation.

Advantages of Virtual Training

- Personalised and practical learning

Virtual training allows the learner to play a more active role in their training and at the same time to deepen their practical knowledge. In addition, training through virtual recreations allows students to increase their self-confidence by being able to learn without fear of failure due to the consequences. They can explore, compare and learn from the different situations they will later face in the real world, knowing how to deal with them without any problems, having "experienced" them beforehand.

- Immersion in training

By entering these campuses and virtual worlds,students/users discover learning programmes that go beyond traditional lectures. Thanks to the development of different challenges and quests, virtual learning programmes capture students' full attention . Enhancing their engagement and feeding their curiosity to explore the different learning worlds without distractions.

- Gamification of learning

In Virtual Training, educational programmes borrow aspects from video games to make the learning experience more enjoyable. At the same time, this virtual gamification allows trainers to control and monitor in a personalised way all the actions that students can perform within the space, making monitoring much more precise and direct.

- Reduce training time and costs

Virtual Training offers high quality education while reducing costs and time. It simplifies logistics when it comes to organising both in-company learning processes and more open and multitudinous training, as it does not require the rental of large spaces or the physical presence of trainers. In addition, Virtual Training facilitates the dissemination of knowledge of great interest by eliminating distance barriers and at the same time increasing interaction, integration and communication between participants.

"We need technology in every classroom and in the hands of every student and every teacher, because it is the pen and paper of our time and it is the lens through which we experience so much of our world".

- David Warlick / Education Innovation Expert -