Virtual Reality tools are tools that simulate a simulated illusionary environment. Besides using these tools for games and entertainment, these tools have lately been introduced to other areas, such as pedagogical tools for teaching purposes, experiential tools for tutorials and practices, etc.
Virtual Reality tools allow users to simultaneously be involved in real-time in several scenarios and situations requiring investigation and cooperation, which involve various senses and many skills. Imagine, for example, that a medical student learns about different organs of the human body through a virtual tour inside various organs or a student placed in an environment that recreates parts of famous battles or is on a tour of different geographical regions around the world, is visiting museums, etc. Users thus use their other senses and skills while investigating, allowing for a more profound, meaningful learning experience.
Another advantage of using these tools stems from the fact that even for the user, the activity that incorporates virtual reality is perceived as a positive and playful activity, which lowers barriers and objections on his part, and brings him closer to the learning process and implementing this knowledge. So does the fact that while engaging in this activity, the user is disconnected from the external environment and can perform the activity without any interruptions and distractions. This contributes to enhancing his attention to learning.
Virtual Reality has also been introduced to the field of industry, where organizations can practice their organizational knowledge. This may be done by using virtual reality environments to practice daily procedures or prepare for unusual situations, such as starting or stopping a machine or an entire plant, and transferring the knowledge written in the procedures to actual practice. It also allows using virtual reality to train for emergencies that are difficult to simulate in the real world. Using the Virtual Reality tool makes it possible to reproduce all the visual and audio aspects of the emergency, which makes the training more realistic, and allows the user to feel the pressure associated with the event and prepare appropriately for the situation.
Besides undergoing the experience and learning the knowledge, many VR systems, such as Vreact, enable learning the knowledge gradually. First, the student is assigned tasks that include the guide's explanation regarding the entire process and the activities, reviewing the details and activities that must be implemented in the process.
During the second stage, the user practices specific activities that the process entails and receives feedback from the instructor regarding the exercises.
In the last stage, the user is tested on the knowledge he has learned so far. He must rely entirely on his acquired knowledge and apply it in practice. This method, which allows for practical application, enables optimal implementation of the acquired information.
VR tools also provide statistical data regarding users' activities: how many practices have been completed, the number of mistakes made and where they have been made, etc. This all allows us to assess the risk of erring in the future and address this ahead of time by improving the knowledge array related to the issue most mistakes were related to.
In conclusion, implementing knowledge in organizations is progressing toward more innovative and experiential directions. VR tools enable users to activate other senses besides the senses of sight and hearing that are usually used to read/view/listen to knowledge. Thus, we are opening a window to a new world of ideas and directions in which virtual reality tools can be used to assimilate knowledge in a wide variety of sectors.
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