Immersive Learning & Simulation

Immersive Learning & Simulation

Turn lessons into places. One room per skill. Practice, repeat, remember—no headset required. Measure time-to-competency and error rates.

Most trainings still live in slide decks and PDFs, even though real learning happens in action. With Immersive Learning & Simulation, we turn your critical lessons into compact 3D practice rooms in the browser—no headsets, no app installs. One room per skill: onboarding, safety, equipment basics, customer dialogs, you name it. People enter via link, try out realistic scenarios, make safe mistakes, and repeat until it sticks. We design, build, and measure a pilot with you in 30–60 days, focusing on hard numbers: time-to-competency, error rates on the job, and confidence in real situations.


Consulting Offer: Immersive Learning & Simulation

What this consulting offer is about

This offer is for organizations that want to move from “telling” to guided practice. Instead of explaining procedures in long sessions, you give people a place where they can do the job in a safe, virtual environment.

All spaces run in a browser, on standard laptops or desktops. No VR headsets required. The idea is simple:

  • One room = one skill

  • Short, focused scenarios (10–20 minutes)

  • Clear feedback and easy retries

  • Real KPIs: time-to-competency, error rates, and confidence

We guide you from first idea to a running pilot and leave you with a blueprint you can reuse for additional skills and teams.


Phase 1: Focus & Business Case

Goal: Pick one high-value use case and make the benefits measurable.

Typical activities:

  • Remote kick-off workshop (2–3 hours) with HR/Learning, one or two business owners, and IT if needed.

  • Identify 1–2 target groups (e.g. new hires in customer service, field technicians, team leads).

  • Select one concrete skill where mistakes are expensive, risky, or frequent, such as:

    • Handling a typical customer complaint

    • Performing a safety check or lockout/tagout

    • Setting up or troubleshooting a piece of equipment

  • Define 2–3 core KPIs, for example:

    • Time from hire to “safe independent work”

    • Error, incident, or complaint rate before vs. after training

    • Self-reported confidence / readiness

Deliverable:
A short scoping brief (2–3 pages) with:

  • Defined pilot use case

  • Target audience and KPIs

  • High-level timeline (30–60 days)

  • Constraints (technology, compliance, language, etc.)


Phase 2: Experience & Scenario Design

Goal: Turn your existing training content into interactive, story-driven practice scenarios.

Typical activities:

  • 1–2 structured interviews with subject-matter experts (60–90 minutes each) to capture:

    • Typical situations learners struggle with

    • Common mistakes, near-misses, and best practices

  • Decompose the chosen skill into 3–5 key situations (“moments that matter”).

  • Design scenario flows:

    • What does the learner see when entering the room?

    • What tasks are they asked to perform?

    • Which decisions must they make?

    • What happens on success or failure?

  • Define the feedback model:

    • Immediate hints vs. debrief at the end

    • How many retries?

    • What constitutes a “pass”?

Deliverables:

  • A scenario design document with:

    • Narrative and goals for the simulation room

    • Step-by-step flow of interactions and decisions

    • Examples of prompts, feedback and branching points

  • A list of required assets (texts, images, diagrams, short videos, etc.)


Phase 3: Technical Setup & Integration

Goal: Ensure that the immersive room fits cleanly into your existing environment and can be accessed easily by your learners.

Typical activities:

  • Short technical workshop with IT:

    • Supported browsers and devices

    • Firewall and security considerations

    • Authentication (SSO, invite links, LMS integration if desired)

  • Decide on hosting and access model:

    • Pilot on a separate environment vs. integration in your existing platform

  • Configure a base 3D space:

    • Navigation style (first-person, third-person, fixed camera)

    • Entry point, exit point

    • Basic “help” UI and instructions

  • Define data collection: what will be logged and how it will be exported (e.g. CSV, LMS, dashboard).

Deliverables:

  • Technical configuration document

  • Initial demo space that is already explorable (with placeholder content)


Phase 4: Building the Immersive Learning Room

Goal: Implement the designed scenarios as a working simulation.

Typical activities:

  • Implement the room layout:

    • Placing relevant objects (machines, counters, markers, NPCs, etc.)

    • Defining click or interaction zones

  • Configure tasks and interactions:

    • Stepwise instructions or mission briefings

    • Decision points with multiple options, consequences and feedback

  • Integrate content:

    • Text prompts, tooltips, checklists

    • Simple media (images, short clips, audio snippets) where helpful

  • Internal testing with a small group (3–5 users from your side) to check:

    • Clarity of instructions

    • Technical performance

    • Usability and accessibility

Deliverables:

  • Fully functional pilot learning room

  • Short internal test report with list of quick fixes


Phase 5: Pilot Rollout & Facilitation

Goal: Run real sessions with real learners and observe what happens.

Typical activities:

  • Co-design a pilot session format, for example:

    • 60–90 minutes online session with 8–15 participants

    • Short intro, guided run-through, then free practice

  • Coach your trainers/facilitators on:

    • How to brief participants

    • How to debrief and connect the experience to real-world work

  • Collect data:

    • Completion times

    • Number and type of mistakes

    • Self-assessment before/after (“How confident do you feel now?”)

  • Run 1–3 pilot sessions, optionally with us joining in the background to observe and support.

Deliverables:

  • Summary of pilot sessions (both numbers and qualitative feedback)

  • Immediate improvement suggestions


Phase 6: Evaluation, Refinement & Scale-Up Roadmap

Goal: Decide what to do next, based on evidence.

Typical activities:

  • Evaluation workshop (2–3 hours):

    • Review of KPIs and participant feedback

    • Identifying patterns: where did the room really help, where did people struggle?

    • Translating findings into a simple ROI narrative (e.g. reduced time-to-competency, fewer errors, better retention)

  • Implement a small round of improvements (content or UX tweaks).

  • Design a scale-up plan:

    • Which additional skills or teams would benefit most?

    • What can your internal team take over?

    • What remains as external support?

Deliverables:

  • Concise evaluation report and ROI story (for management/HR)

  • Practical roadmap for the next 6–12 months (additional rooms, rollout schedule)


Rough Effort Estimation (Consulting & Implementation Hours)

For one pilot room / one skill / one target group and using an existing browser-based 3D platform:

  • Phase 1 – Focus & Business Case: 6–8 hours

  • Phase 2 – Experience & Scenario Design: 14–20 hours

  • Phase 3 – Technical Setup & Integration: 10–14 hours

  • Phase 4 – Build & Content Integration: 16–24 hours

  • Phase 5 – Pilot Rollout & Facilitation: 10–14 hours

  • Phase 6 – Evaluation & Roadmap: 8–12 hours

Total (approx.): 64–92 hours

The actual number depends on how complex the skill is, how much content already exists, and how many internal stakeholders are involved.