Building Trades "Virtual Reality Makes Learning Easier"

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  • 8/2/2019 Building Trades "Virtual Reality Makes Learning Easier"

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    e.Learning Age N 120501

    Building tradesIt

    is possible to build vocational skills faster with innovative 3D simulations , as Genny Dixondiscovered

    f you' re looking forways in which games technology can accelerate thelearning process and reduce training costs , Train4TradeSkills offers a new

    approach .Its solution scooped two golds in the 2011 E-Learning Awards.Interactive 3Dsimulated learning environments can help engage learners

    and speed up the time to competency . But howcan they make a difference forlearning traditional skills when the learners are not regular computer users?

    The challengeThe challenge which Train4TradeSkills faced was to findan innovative method of

    training apprentices and adult returnees that wouldretain their interestandenthusiasm and provide rapid formative feedback to raise their flaggingconfidence levels.

    With over 500 students at any one time studying a range of building skills

    plumbing , joinery , plastering and even traditional trades such as stone masonry and

    thatching - Train4TradeSkills wanted to raise achievement rates and give its students

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    a flexible, engaging , safe environment in which to learn . It would also be a place

    where each student' s skills and confidence could be built up and theirfear of failureaddressed . I t also wanted to reduce the waste and environmental costs associatedwith practising these skills using expensive raw materials such as copper piping.

    The overall objective was clear , to increaseachievement . This was

    accomplished by :engaging the user and increasing user confidence ;decreasing peer pressure ;providing a safe environment in which to learn the more dangerous elementsof trade skills

    ;

    making hands-on learning easily accessible and providing greaterflexibility forthe learners.

    In addition the project aimed to :increase profits by the reduction of waste and the increase in student throughput ;reduce the cost to the environment ;

    N and issue date : 120501 - 01/05/2012Circulation : 9500Frequency : MonthlyeLearningAge_120501_12_304.pdfWeb Site: http://www.technology-in-education.co.uk

    Page : 12Size : 90 %932 cm2

    Copyright (e.Learning Age)No reproduction without authorisation

    1 / 2

    Train4TradeSkills

    http://www.technology-in-education.co.uk/
  • 8/2/2019 Building Trades "Virtual Reality Makes Learning Easier"

    2/2

    e.Learning Age N 120501

    e provide a learning platform where traditional trades , such as stone masonry or

    thatching that are often handed down from generation to generation , could be

    taught cost-effectively and become more easily accessible ;ti increase the speed of production of highly effective 3D virtual reality training

    appropriate across a multitude of skillsets.

    The learning solutionTrain4TradeSkills developed a 3D interactive virtual environment in which learners

    could practiceusing the tools of their trade using an innovative hand-helddevice" the Unanomote " which becomes the mode of operation forallthe tools withinthe virtual world . The device is able to mimic any tool , and requires the user to

    produce the same movements that would be required if they were using the

    actual tool in the workshop and can become a screwdriver , a drill , a saw , or anytool which the user needs to employ in order to complete a task .Hinged at oneend with a built in resistance ,the device helps , forinstance , the student feel theyare actually using a pipe bender . Byusing this , they master the technique of how

    to bend a pipe without wasting several pieces of copper pipe as they learn.The custom builtand patented motion-tracking interface represents a unique

    and groundbreaking development in vocational training ,and comprises three

    pieces of hardware : the Unanomote ; an infraredcamera ; a head-mounted display.This hardware solution provides a lowcost unitwhich willallow students to

    use i t at home , as wellas in the classroom before attempting taskswithin theworkshop . The system can be used withPC and Mac , mobile devices such asiPads and iPhones and via any web browsers , and allows students to determine

    their own learning path depending on their base knowledge and learning abilities.In designing the solution , Train4TradeSkills' firststep was to research all the

    processes withthe help of specialist tutors . However , while the processes were

    largely described as being the same , each tutor had slightly different approachesto the variousdetails of the methods . i t used flowdiagrams and storyboards to find

    the optimal path through each individual task , before going through them with

    each of the tutors to findthe common , universally-approved progression structure.Students use the Unanomote within a virtual house , where they can navigate ,

    select tools , measure components and master each task . The tutor can observeand reinforce correct methods as wellas discuss any misuse of the tools , so thatthe student is better prepared andsafer when they enter the workshop.

    Alluser interactions had to be representative of the real-life procedures theywould be expected to undertake in the workshop . However , the simulation had tostrike the right balance between the multiple repetitions needed in real life tolearn each task

    ,

    with the number of repetitions needed to explain the process ,while keeping the learner wellengaged and enjoying learning.

    The hardware design itself presented additional challenges. The high

    sensitivity needed to simulate the action of the various tools using accelerometer

    metrics and motioncontrols was not ideal formouse or cursor control on thescreen . This was overcome by using a limited number of buttons onthehandheld device to control the menus andicon lists in the virtual environment.

    The i3Dsoftware engine provides a structured way to develop training byusing core object-oriented programming concepts that encourage reuse of code.This significantly reduces development time and increases speed of production.

    ResultsThe value of the system was demonstrated by dividing the class intotwo groups ,withone groupusing a traditional handbooks / workshop approach and the other

    group integrating the interactive virtual videogame in their learning.

    Those who practiced their skillsin

    the virtual simulationshoweda

    greater degreeof familiarity with the tools and processes involved . As a result , they acted with more

    Box : Seven tips forengaging learners ingame-based learning

    " Identify the right needMake a point of considering games and simulations when dealing with

    costly ,wasteful or dangerous training environments or workplaces." Make sure it works

    Ensure the virtual environment can run successfully on anyplatform , including learners' own mobile devices.

    " Measure the benefitsA control group who continue to use traditional classroommethods can help.

    " Build confidence in a safe environment

    Older learners in particular may lack confidence . Allowthemthe

    opportunityto succeed in a safe environment to build their

    confidence.

    " Don' t forget thetutorTheir role is an important part of the virtual training world ,both in clarifying the design and in observing and reinforcingcorrect methods.

    " Competition motivates!The experience of winning an enjoyable serious game canhelp learners overcome their fear of failure.

    " Adapt to individual needsLet learners determine their own learning path dependingon their base knowledge and learning abilities.

    III

    skilland confidence when faced with the corresponding task in the workshop.The system met allits objectives , increasing the confidence and engagement

    of learners, allowing them to succeed free from peer pressure and fear of failure.

    The system also brings significant benefits in reducing the risk of injury as the

    student is better prepared before they enter the workshop.The solution also met the aims of reducing the amount of waste and the

    associated costs typically incurred by thissort of professional training :Costs spent on copper pipe assets reduced by 20%% .For a fullclass of thirty

    apprentices , the costs in copper pipe assets run to 49 ,400 a year . However , after

    incorporating the learning simulation into the course , the company realises an

    impressive saving of just under 10 ,000 forevery class of thirtyover the durationof a fullteachingyear.

    Time spent training reduced by 10-30%% . This system reduced the amount of timethat a student needed to spend in class byan estimated 10%% , and in the workshop

    by30%% , resultingin a

    possible savingof

    90 ,600 for the educationof a

    fullclass.The i3Dengine offers great potential forexpansion , allowing Train4TradeSkills

    to develop it into otherfields of professional vocational training . Bybreaking free

    from the traditionalconstraints of textbook and workshoplearning , it can supplyboth students and course providers withan effective way of teaching . In addition ,the i3DEngine delivers an engaging yet powerful simulation in the form of aneducational game.

    The students enthused;

    their comments included : " This is definitely going to

    give me confidence."

    "

    It's an easy way to learn , it' s more interactive . The concept

    of this idea is pretty amazing."

    DrGenny Dixon , head of research ,Towards Maturity

    Created as partof

    the e.learning age andTowards Maturity Good Practice Partnership

    f7 ' Pe4(

    GOOD PRACTICEk

    PARTNERSHIP

    N and issue date : 120501 - 01/05/2012Circulation : 9500Frequency : MonthlyeLearningAge_120501_12_304.pdfWeb Site: http://www.technology-in-education.co.uk

    Page : 13Size : 90 %932 cm2

    Copyright (e.Learning Age)No reproduction without authorisation

    2 / 2

    Train4TradeSkills

    http://www.technology-in-education.co.uk/