Introduction to immersive learning
Modern education is being transformed by immersive technologies such as virtual reality (VR) and augmented reality (AR). These technologies are revolutionizing traditional teaching methods by introducing dynamic, interactive learning environments. Immersive learning offers a new dimension to the acquisition of skills and knowledge, facilitating total immersion that engages learners on a deeper level.
The 4 pillars of education
Learning to know: The first pillar of education is the acquisition of knowledge. Immersive technologies enable content to be discovered in an interactive and captivating way. For example, VR environments can simulate historical scenes or complex scientific processes, enabling students to visualize and explore concepts that would otherwise be difficult to grasp. This approach makes learning more tangible and memorable.
Learning to do: The second pillar concerns hands-on learning. VR and AR are particularly effective at providing hands-on experiences without the risks associated with real-world environments. VR simulations enable learners to practice technical skills and solve problems in a safe setting. This promotes greater mastery of skills and a deeper understanding of processes.
Learning to live together: Education is not just about imparting knowledge and technical skills, it also encompasses social and emotional development. Immersive technologies facilitate collaboration and interaction between learners. VR environments can recreate group work situations, enabling students to work together on projects and develop essential interpersonal skills.
Learning to be: The fourth pillar is personal development. Immersive environments offer unique opportunities to build self-confidence and emotional skills. By simulating stressful or complex situations, learners can develop stress management strategies and improve their resilience in a controlled setting. This contributes to overall development and better preparation for real-life challenges.
Active learning & immersive technologies
Definition of active teaching
Active pedagogy is a teaching approach that emphasizes the active involvement of learners in their learning process. Unlike passive teaching methods, active pedagogy encourages interaction, experimentation and critical reflection. Immersive technologies are ideally suited to this approach, as they enable learners to engage interactively and practically with the content.
The role of immersive technologies
Immersive technologies play a crucial role in active pedagogy, making learning more interactive and engaging. VR and AR create environments where learners can explore, manipulate and interact with 3D objects and scenarios. These stimulating environments foster greater understanding of concepts and greater motivation to learn.
The benefits of immersive technologies for active learning
- Increased engagement: immersive environments capture learners' attention and make learning more attractive.
- Safe practice: VR simulations enable learners to practice skills without risk.
- Immediate feedback: Immersive technologies offer instant feedback, enabling real-time adjustments.
- Adaptability: Virtual environments can be customized to meet the specific needs of each learner.
Key examples of virtual reality training
Pribeanu, Balog and Iordache (2017): A study by Pribeanu, Balog and Iordache examined the use of VR in teaching chemistry to students aged 13 to 15. The results showed that the hedonic dimension, i.e. the enjoyment of using immersive technologies, was the most important factor for students. The learning dimension came second, followed by ergonomics. This study underlines the importance of creating learning experiences that are not only effective but also enjoyable for learners.
Huang, Chen and Chou (2016): Huang, Chen and Chou studied the impact of augmented reality in a botanical garden with middle school students. The results showed that the use of AR tablets increased students' motivation and enhanced their enjoyment of learning. Students who used the tablets in combination with a human guide showed the best learning efficiency and expressed more positive emotions.
R. M. Yilmaz (2015): Yilmaz analyzed the acceptability of augmented reality applications with 5- to 6-year-old children and their teachers. The results showed that the children were particularly satisfied with flash card and puzzle applications. Teachers noted improvements in the usefulness and ease of use of AR tools. The study also revealed that active interaction with the games increased learning efficiency.
Examples of application sectors
Industry: In the industrial sector, virtual reality is used to create digital twins, virtual representations of physical objects or processes. These digital twins make it possible to simulate complex environments and train employees without the risks and costs associated with real-life training.
Healthcare: In healthcare, VR enables professionals to train for delicate medical procedures in a safe environment. This includes the simulation of surgeries or medical interventions, offering hands-on preparation without risk to patients.
Defense and aeronautics: VR is used in the defense and aeronautics industries to train teams for critical missions. Immersive simulations make it possible to rehearse procedures and interventions in simulated environments, increasing teams' confidence and efficiency before moving on site.
There are also applications for the commerce sector:
With Education Edition, Retail VR offers a range of immersive tools for training students in retail professions, using 3D and virtual reality environments. By immersing learners in realistic store management simulations, this solution enables them to apply their knowledge of marketing, merchandising and management in concrete terms. These interactive environments promote in-depth understanding of concepts and facilitate collaborative work, while offering a captivating learning experience.
To illustrate how Education Edition can energize pedagogy, let's take a look at some examples of practical exercises that highlight the capabilities of this platform. These exercises enable students to develop their marketing and merchandising skills in a variety of contexts, while exploiting the advantages of immersive environments.
First exercise: optimizing sales space
In this first example, students are given the task of improving the layout and presentation of a specific department in a virtual hypermarket. Their task is to rethink the sales space to maximize product legibility and appeal. Using various communication media such as POS (point-of-sale advertising) and signage elements, they have to create an effective visual presentation that highlights products and promotional offers. This exercise highlights the importance of product segmentation and the strategic use of visual aids to attract customers' attention and boost sales.
Exercise 2: Analysis of promotional devices
The second exercise immerses students in an analysis of the promotional devices present in a virtual store. Their objective is to examine and evaluate the tools used to promote products, such as POP and POS (Point of Sale Information). Learners have to identify the various devices, analyze their relevance and judge their effectiveness in terms of influencing customer buying behavior. This process enables them to understand how merchandising can be used to optimize the impact of promotions and enhance the customer experience.
Third exercise: promoting the offer
The third exercise puts students in the shoes of a department manager at Intermarché, with the mission of improving the customer experience and increasing sales by optimizing sales space. In this exercise, learners are asked to identify areas of the store that can be exploited for the implementation of promotional devices and cross-merchandising strategies. By strategically adding promotional elements, they aim to maximize the impact of offers while enriching the customer experience. This exercise highlights the importance of spatial organization and product presentation in influencing purchases and improving customer satisfaction.
By combining these practical exercises, Education Edition offers an integrated approach that enriches students' learning while enabling them to develop skills directly applicable in the professional world. These realistic, interactive simulations are designed to prepare future retail professionals to meet the challenges of the sector with confidence and competence.
Key figures
- 4 times faster: According to a PwC study, VR learners acquire skills 4 times faster than through traditional learning.
- 90% retention: VR learners remember 90% of the tasks they perform, compared with just 20% for traditional teaching methods.
- 40% more confidence: 40% of VR learners report increased confidence in applying the skills they have learned in real-life situations.
Conclusion
Immersive technologies such as virtual and augmented reality are transforming education by making learning more interactive, engaging and effective. They offer unique opportunities to enhance teaching methods, integrating the practical and emotional elements essential for lasting learning. As these technologies continue to evolve, they promise to play an increasingly important role in education, offering innovative and enriching learning experiences for learners of all ages.