Virtual Reality Training vs Traditional Training
A Side by Side Comparison
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A Side by Side Comparison
A few months ago I posted about 10 benefits of virtual reality training giving an indepth description of each benefit, and a clear example of how they’ve been implemented in SHIIFT’s project examples, many of which have immensely helped our clients successfully improve their training.
This post is a little different, i’ll be directly comparing factors that are imprtant when deciding on a training solution between VR training and traditional training which encompasss elearning, textbooks, classrooms, lectures, instructor led training, etc.
The table below will go through everything you need to know about how each factor differentiates between the two methods.
Factor | VR Training | Traditional Training |
---|---|---|
Upfront Cost: | High upfront costs for hardware and software (Especially for custom created VR), but this can be lower depending on the number of headsets required and if you opt for a subscription based VR platform. | Lower upfront costs, but recurring expenses for training instructor fees, travel, equipment damage, etc. |
Long-Term Costs: |
Highly cost-effective after initial investment due to many factors. |
Requires long-term recurring costs due to potential to equipment damage, trainers, travel and more time investment. |
Engagement: | VR users are more connected and engaged to the content than that of classroom learners by 3.75x. | Ofen very passive learning via classroom lectures, textbooks, or powerpoints and not a lot of interactivity leading to disengagement and boredom of learners. |
Effectiveness: | VR increases learner confidence to act on what they learned by 275%, and ncreases knowledge retention by 76% compared to traditional training. The potential to build muscle memory also doesn't exist in traditional training that isn't practical. | Due to decreased engagement, and decreased knowledge retention, traditional training is less effective. |
Distractions: | Virtual reality reduces distractions, thanks to increased engagement, and also the advantage of not having as easy access to your mobile phone without taking the VR headset off. | Mobile phones are a common distraction in traditional training, further reducing engagement. |
Scalability: | Digital content that lasts forever is infinitely scalable without extra costs per equipment or instructor. | Requires instructors and equipment, as well as logistics planning for each trainee making it much less scalable then VR training. |
Safety: | Allows for risk-free practicing of hazardous or high-risk tasks/environments. | If doing practical training on high-risk equipment, there is a risk to safety which doesn't exist with virtual equipment. |
Realism | Highly immersive and realistic, especially when you have the VR headset on, it feels unreal compared to what is imagined by watching a VR demonstration on a regular screen. | It depends on the type of trainiing, but it's usually less realistic if using limited physical setups, theoretical explanations, or less detailed images or videos from powerpoitns. |
Physical Resource Requirements: | Requires VR headsets, potentially requires high-end PCs depending on graphical fidelity required. | Can require training facilities, instructors, textbooks/manuals, |
Social Learning: | VR training often focuses on individual learning, though designing for multiplayer is an option. Past that, VR sessions can ignite discussion after headsets are taken off. | Encourages true face-to-face interaction between trainees and instructors, allowing for better communication. |
Environmental Impact: | Reduces use of paper and travel. | Can involve travel and paper materials and physical infrastructure. |
Onboarding Speed: | Accelerates learning and onboarding with interactive training modules. | Generally takes longer for onboarding and learning, while needing in-person walkthroughs. |
Comfortability |
Although this is mostly an issue of the past with earlier VR headsets, even nowadays VR headsets can sometimes be uncomfortable, especially for those that aren't used to it. This isn't a problem when using shared VR. |
Training is often done sat on a desk at a computer screen or paper, and also done while standing without having uncomfortable headgear on. |
Motion Sickness | Like above, motion sickness is mostly an issue of the past due to worse design of headsets and software, but it still exists for a minority. This is usually resolved after your body is more used to i. | No motion sickness is involved with traditional training, unless it's on a physical ship. |
Ease of Use | VR is relatively new for most of the world's population, and while controls are made to be as intuitive as possible, setting VR up and using it correctly can sometimes be worried about by people new o VR. | Traditional training methods are familiar to most and this allows everyone involved to be more comfortable. |
Embarassment | Wearing a VR headset can be embarassing after seeing how funny people can look when they are so immersed in another world without seeing people around them, and watching them interact with virtual objects that are invisible to you. | Traditional training is more prone to embarrassment from peer judgement during group sessions when asking questions |
Fear |
The unfamiliarity of VR technology can intimidate some users, creating anxiety about using something new. People unfamiliar with tech might worry about "messing up" the system. |
Traditional training relies on established methods, offering a sense of familiarity and security to learners as well as training staff. |
I tried to think of all the situations which might be a reasons to stick with traditional training to keep the bias from virtual reality. Although this list isn’t as extensive as it can be, and different factors can be valued differently, from these 17 factors we can score the results:
Virtual Reality Training Score: 9/17
Traditional Training Score: 5/17
Unclear Winner: 3/17
For me, though I tried my best to remove my bias, virtual reality comes out as a clear winner in the ring against traditional methods.
On top of this, it can be argued that the areas where traditional training wins are factors where they should be considered less, such as Fear or Upfront Cost, and even some of the others.
VR Training and Traditional Training, the technology of the future and the declining methods of the present.
It’s well known that traditional approaches to learning are falling off in effectiveness recently, but there is definitely still a place for traditional training methods. Espcially with the younger population’s attention span lowering and the obsession with screens and gaming, there’s far too much to give up by ignoring the existence of better, more modernizede training methods.
Having both VR and traditional learning methods in a training curriculum is the best way to include all generations of learners and boost learning outcomes across the board.
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