Can two apparently distant worlds as Augmented Reality (AR) and Corporate Training find common ground? This is the new challenge the enterprise field is facing, the key to success labelled “Industry 4.0”.
As many may know, Augmented Reality has been employed in many different fields for years, one of which is business. The sensorial perception’s enrichment does not stop at the mere functioning of the company’s engine, though: it tackles Corporate Training as well. Corporate Training was, once upon a time, the simple “training of the newbies” in a company. It required several years in some cases, for example to prepare workers to leading positions or specific skill-requiring ones. Now, though, there are renewed perspectives: the creation of new AR branches give life to numerous possibilities for those able to make the most out of them. We are talking about an increasingly used sector, strategically so. But let us go into detail:
Corporate eLearning has been thoroughly studied through interviews to leaders, employees and through the collection of statistical data on the actual improvement in learning. Many of the interviewed have admitted they thought about employing AR in their companies thanks to the huge impact Pokèmon Go has had on the developed and developing world. It created motivation and continuous stimuli and they wanted these to be the basis of their innovative teaching method. In order to do this they had to come up with an effective way to integrate the educational side with the entertaining one. They, however, admit that for now this is possible only with the simplest topics. With these gamification does not appear as costly or inopportune.
An example of augmented reality in corporate training could be behavioural and decision-making aspects. An interesting consideration, moreover, is that this approach finds a fertile seedbed in the younger’s minds, the new arrivals in the working world. The explanation is quite simple: the one used to the usage, or merely the idea, of an alternative reality, so realistic that it confounds the majority, is the one who will employ it better. The practical application of what has been learned through AR’s technologies is sensibly easier for young people.
Augmented Reality for corporate training represents a further step towards the future compared to gamification because:
Talking about fields compatible with virtual reality, we can think of the medical one. Could there be something for med students more efficacious than an anatomical model they are able to study without running the risk of hurting someone?
To face the massive retirement wave in the occidental workforce, more and more companies have decided to employ Training in AR. In so doing a new typology of employees gets created, capable of taking advantage of different tools to achieve the same, if not more, daily duties. The possibility of uploading an app of Augmented Reality on every and each device, from tablets to smartphones, makes it an even more tempting implement.
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