Tony Bevilacqua, Founder & CEO, Cognitive3DGAME / INSTRUCTIONAL DESIGN
The metaverse is here and a paradigm shift from 2D to 3D is happening. Learners are moving from e-learning content consumption in web and mobile towards content participation in 3D immersive experiences.
3D apps are exponentially more personal and behavioral. Providing learners with agency to actively engage with experience. With this new dimension, there are greenfield opportunities for new metrics in understanding human behavior.
Traditional web & mobile analytics e-learning tools are insufficient. In this talk I will discuss:
- The unique challenges and considerations of measuring and analyzing learner behavior and data in immersive experiences
- The various methods and tools available for collecting and analyzing learner data, including eye tracking, position, biometric sensors, and heat maps
- How to leverage insights from VR/AR content to improve and optimize your 3D learning apps for success
The audience can get valuable insights into how learners interact with educational content in the metaverse. This can help designers and educators understand what aspects of the simulation are most effective and where improvements can be made.
The use of VR/AR analytics can help optimize the design and delivery of educational content in the metaverse, resulting in more engaging and effective learning experiences for learners.
The immersive nature of the metaverse can make it an especially powerful tool for learning and training, and VR/AR analytics can help organizations make the most of this potential.
Understanding how VR/AR analytics can help organizations track the progress and performance of individual learners and teams, allowing for more personalized and targeted learning experiences.
An action plan to use VR/AR analytics in the metaverse for their organizations to measure the ROI of their learning and training initiatives, allowing them to make data-driven decisions about how to allocate resources.