108 VR & AR for Behavior Change
10:45 AM - 11:45 AM PT
Wednesday, October 25
The challenges and cost of implementing AR & VR have meant that it’s important to understand what value it brings. In addition some of the regular benefits, AR & VR may also be beneficial for behavior change challenges.
For example, if you got the chance to walk around experiencing the world as a retired person, would that change your financial planning in the present? If you got to have firsthand experience of being a patient, could that change how you treat patients? If you were able to experience the results of a major safety catastrophe, would that make you safer in your daily work life?
In this session we will look at different examples from the ongoing research into using immersive learning environments to address difficult behavior change problems. Several intriguing studies suggest that having a visceral experience may be a powerful tool for behavior change.
In this session, you will learn:
- About research efforts to use VR and AR for behavior change
- About the limitations of these efforts, and what to be cautious of
- About examples of ways to use VR for behavior change
- About models for behavior change that apply to visceral experience
Julie Dirksen, a learning strategist with Usable Learning, is a consultant and instructional designer with more than 15 years’ experience creating highly interactive eLearning experiences for clients ranging from Fortune 500 companies to technology startups to grant-funded research initiatives. She’s interested in using neuroscience, change management, and persuasive technology to promote sustainable long-term learning and behavior change. Her MS degree in instructional systems technology is from Indiana University, and she’s been an adjunct faculty member at the Minneapolis College of Art and Design. She is the author of Design For How People Learn.