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Monthly Meeting: Next-gen simulations, games and virtual reality

  • 27 Sep 2018
  • 5:30 PM - 7:30 PM
  • Wake Tech, 10908 Chapel Hill Rd., Morrisville, NC 27560
  • 10


  • Prospective Member - limit one event per year
  • TODN/ICF Member

Registration is closed

Virtual and augmented reality are here. Two billion phones have been turned into a magic lens that can arm your field organization with superpowers. Full-body VR offers a digital rehearsal space of such convincing verisimilitude that trainees feel they are actually there. Meanwhile mobile gaming is used to reinforce new skills and concept while having fun. Join us for a session packed with demos case studies on how to unlock business value of virtual and augmented reality, game and simulation-based learning.  Watch how enterprise leaders are using virtual reality is a “flight simulator” for any technical task that’s too dangerous, expensive, or inconvenient to practice in real life. Learn why VR is also hailed as the “ultimate empathy machine” for any soft skill training like customer service and coaching. See how they are leveraging mobile learning games that challenge players to level up through increasingly complex real-world tasks and offer feedback and recognition along the way.

In this session, you will learn how industry leaders like Walmart, KPMG, and DaVita are ushering in a new era of experiential and visceral learning with immersive learning and gaming.

Packed with demos and cases, you’ll see:

  • How repeated movements in virtual and augmented reality causes changes in brain structure, which in turn improve performance in the real world
  • How to teach cyber security in a tower-defense game format, customer service in virtual reality, and product demonstrations with augmented reality.
  • How learning games thrive on a sense of engagement, storytelling, character identification, immersion, level progression, problem solving, and accomplishment.
  • How to make the business case for virtual and augmented reality learning, games and simulations.
Leave the glowing desktop screen and classroom behind and step into a new world of immersive learning, tailored for a generation of learners who have spent more time with video games than in school. 

Anders Gronstedt,  Ph.D. – President of The Gronstedt Group, is an author, public speaker and entrepreneur. He is an advocate of using Next-Gen Learning tools to advance real-world skills through virtual and augmented reality training, game and simulation-based learning. The Gronstedt Group has been instrumental in helping global companies like Walmart, KPMG, Google, HP, DaVita, and Kimberly-Clark and government clients like the Department of Transportation and the City of New York improve performance with innovative learning approaches. Anders is a former faculty member of the University of Colorado–Boulder School and his articles have appeared in the Harvard Business Review.

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