VR-(Virtual Reality) trained learners were up to four times more focused during training than their e-learning peers and 1.5 times more focused than their classroom peers”. PwC VR Soft Skills Training Efficacy Study, 2020, VR soft skills training study: PwC accessed Feb. 20th 2021 In a recent experiment conducted by PwC in 12 US locations, different forms of leadership training were conducted, namely: classroom, e-learning, and v-learn (VR). The results obtained from such experiments gave out some remarkable insights on the value of VR soft skill training as opposed to traditional and e-learning approaches. The lessons learned are fivefold. What trainees learned in the classroom took four times more (2 hours) than VR training (30 minutes). Since VR is immersive and provides a safe environment to hone out some skills, it is more likely to build confidence. The statistics in this sense are staggering: 40% more confidence build-up than in the classroom, and 35% better than in an e-learning setting. <page2image40123584.png> Background 1) “Employees in VR courses can be trained up to four times faster” VR soft skills training study: PwC accessed Feb. 20th 2021 <page2image40121856.png> 2) “VR learners are more confident in applying what they’re taught” VR soft skills training study: PwC accessed Feb. 20th 2021 2 3) “Employees are more emotionally connected to VR content” VR soft skills training study: PwC accessed Feb. 20th 2021 <page3image40333504.png> <page3image40333696.png> <page3image40333888.png> There is a deeper understanding, stronger connection and stronger memory with VR. People connect, understand, and remember things more deeply when their emotions are involved. The experiment indicates a 3.75 more content connection than in the classroom and 2.3 times than in an e-learning setting. 4) “VR learners are more focused” VR soft skills training study: PwC accessed Feb. 20th 2021 <page3image40334464.png> Experience tells us that with VR learners tend to be more concentrated than with other media or environments. 5) “VR learning can be more cost-effective at scale” VR soft skills training study: PwC accessed Feb. 20th 2021 <page3image40335232.png> As a result of lower headset costs (lower than USS 1000 and with studios developing content as well as vendors creating cost-effective software for not VR developers, the cost of in-classroom and VR achieved parity at 375 learners. At higher numbers (3000 participants), VR training ended up being 52% of the cost of in-classroom training. VR soft skills training study: PwC accessed Feb. 20th 2021 ASSIGNMENT Your assignment will consist of developing a project plan for a training program. You will be asked to pick out one of two scenarios: a) Hotel receptionist training for a worldwide hotel chain b) Sales training for a fast-moving consumer goods firm operating with retailers (supermarkets) throughout the country. Once, you select your area of interest, you will be asked to walk through the following items. Bear in mind that the firm in point does not have internal competencies in the areas related to pre and post-production of audio-visual content nor of facial recognition let alone AI. Make sure that you clearly distinguish the actual process of training deployment from that of the project itself in which your firm will deploy a series of in-house and outsourced competencies (pre-production, post-production, editing, software customization, etc.). 3 On the other hand, critically analyze the academic literature when characterizing different VR and AI methodologies as well as when you analyze service deployment contexts. Make sure to research the market for VR applications and try to be as realistic as possible when you build-up your project budget. ASSIGNMENT DESCRIPTION INTRODUCTION: As the previous report indicates, VR can be a compelling tool for training purposes from the standpoint of the trainee’s emotional involvement as well as from the duration of the actual training itself. All those VR advantages can be relevant in a type of training that encompasses a large number of employees performing a similar task. It will be important that you prepare a Project Scope document stating the rationale for the choices made. It will be important for you to distinctly identify the training goals for the given organization (research the client organization’s strategies and training goals) and analyze why it would be more convenient to use VR tools for soft-skill training as compared to in-class or e-learning methodologies. Why have you selected such an industry and sector for this type of application. STRUCTURE AND FORMAT OF THE PROJECT: This is an individual project. Project structure (Body of the project) : Identify the need for a Triple Bottomline objective as applied to the particular case (10 points)— Produce a Gantt (WBS) for the training program along with a Responsibility Matrix for each one of the departments involved in the project management (15 points). Produce an AON, diagram as well as a definition of what the critical path would be along with slack (20 points) Risk: assess the program on the basis of the project you are conducting not the actual roll-out of the application. Use a risk matrix and mitigation plan to summarize your findings (20 points). Evaluate whether crashing may make sense for the project on the basis of the time and budget considered for the project (20 points). Make a list of recommendations regarding the overall program on how to best reach the VR training objectives (15 points).