, and BMW Group
are just some of the organisations L&D Professional
has interviewed about implementing virtual reality (VR) in their L&D programs.
Now, a new study reveals that that 91% of L&D professionals are planning to use VR for learning in their organisation, with more than a third planning to roll out VR over the following three years.
More than 200 learning L&D professionals in the UK were surveyed by Kallidus to find out what they really think about using VR for learning.
A whopping 95% of respondents said they see VR as being useful for enhancing L&D, while just 8% feel VR is ‘just hype’.
Further, 81% think it has ‘real potential’ for learning, and another 11% are calling VR the ‘next big thing’.
The three major areas that L&D professionals would most like to see VR used within their company include technical skills development (64%), health and safety training (54%), and onboarding/orientation (41%).
L&D practitioners are also seeing the potential VR offers for developing interpersonal, customer service, sales and leadership skills.
The main benefits of using VR according to the respondents are helping to create a more engaging learning experience (89%), making high-risk or impractical training achievable (84%), and helping the organisation to be more innovative (81%).
While the biggest barriers that could hold learning professionals back from adopting VR include perceived cost (73%), lack of knowledge on how to use VR (61%) and lack of cultural appetite (38%).
Tim Drewitt, Product Innovator at Kallidus, said that despite only a third of the L&D professionals surveyed having any hands-on experience of VR, the vast majority are very excited about its potential.
“Time will tell, but it’s possible that this exciting immersive technology could be adopted faster than previous new learning approaches and may prove to be as game-changing in learning as the advent of the PC,” he said.
Philip Pyle, Sales and Marketing Director at Kallidus, added that the survey highlights that the learning profession doesn’t seem to be put off by VR.
“Instead it sees it as a great opportunity to offer learners something truly engaging and innovative at a time when many internal corporate functions are struggling to catch up with consumer-grade technologies that increasingly feature in people’s everyday lives,” said Pyle.
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