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Virtual Reality in Professional Training:

An Example from the Field of Bank Counselling


Michael D. Kickmeier-Rust Michael Leitner Philipp Hann
University of Teacher Education Create 21st Century University of Graz
Insttitute for Educational Assessment Vienna, Austria Department of Psychology
St. Gallen, Switzerland michael.leitner@create.at Graz, Austria
michael.kickmeier@phsg.ch philipp.hann@edu.uni-graz.at

Abstract—Virtual Reality has become a mature and activity, or practical relevance, is maintained [5]. One way to
widespread technology in many application fields, including increase the learners’ arousal and interest is to address
design, industry, defense, health care, and gaming. Also, in multiple cognitive channels (e.g., vision, haptics, audio) and
education, the potential of immersive technologies is multiple cognitive systems (e.g., spatial cognition or emotion).
acknowledged more commonly. Evidence-based insights in the Today’s Virtual Reality (VR) technologies have opened a new
mechanisms and impacts of VR trainings are still sparse, dimension of combining different cognitive processes,
however. This paper introduces a VR-based professional perceptual channels, and depth of interaction and helped
training solution for bank counsellors, where soft skills, achieving a next level of immersion with digital contents and
communication skills, attention, and awareness are in the focus.
environments [6]. These characteristics, undoubtedly, are key
In a study, we compared a VR-based training solution with a
face-to-face presence training covering the same domain. The
factors for a successful and deep learning and understanding.
results show that the VR solutions excelled the expectations of VR-based learning and training scenarios allow students to
participants and that learning motivation was higher as opposed grasp objects, to change the parameters of the world, to replace
to the conventional presence training. In the perceived and expand the real world, and to make invisible things visible
effectiveness, the VR condition achieved equal results than the – all combined with a strong sense of feeling physically and
face-to-face training condition. The results provide some socially present [7], [8].
evidence that VR solutions are an appropriate and effective The history of VR originates from the entertainment
solution in professional training. Moreover, the study revealed
industry of the 1960’s [9]. Pioneers like Morton Heilig
distinct characteristics that make VR-based training more
accepted and satisfying than conventional trainings.
developed machines such as the Sensorama Simulator, a
motorcycle simulator that played a 3D movie along with stereo
Index Terms—virtual reality, serious games, professional sound, aromas, and wind in order to create an immersive
training, vocational training sensory environment. In the recent years, VR has gained a lot
of attention in various fields of research such as gaming and
I. INTRODUCTION education [10]. In the 1980s flight simulator training and
Finding a possibility, a method, a technology that exercises used VR technologies to train future pilots, in the
facilitates human learning has been in the focus of educational, early 1990s the use of VR entered K-12 and higher education
psychological, and technological research for a very long time. [11]. There existed many limitations that made a broader use
A famous metaphor for this endeavor is the “Nuremberg of the technology in schools impossible, for example, the high
funnel”, a jocular description of a mechanical way of learning: costs of the required devices. However, the higher level of
if one could find only the right method, instrument, or immersion that is provided by VR was considered to increase
technology, people could swiftly absorb new knowledge and students’ motivation and learning benefits [12]. As it was the
learn everything in no time and almost without effort. The case for many other new technologies, VR and the related field
knowledge could be literally “poured into the human brain of Augmented Reality (AR) have received advance laurels and
through a funnel” [1]. Certainly, educational and raised high expectations, however, to date the implementation
psychological research has told us, that this vision cannot of VR in education is still at an early stage. Educators, still
come true. However, research has also demonstrated that some need to understand the underlying pedagogical mechanisms
methods and technologies can substantially facilitate learning and identify design strategies to enhance learning experiences
and teaching processes and are superior to others. Specifically for broader use effectively. Finally, there is a clear lack of
recording, analyzing, and understanding of information about empirical evidence for the educational value that was expected
individual learners and their learning processes (learning from VR solutions [8]; this is a characteristic that VR shares
analytics, in other words) turned out to have a high impact on with many other technologies, for example, serious games.
learning outcomes [2]. As another example, digital games In the literature, there is typically a separation between low
demonstrated their potential to engage and motivate learners, immersion and high immersion VR. Low immersion VR
leading to a better, deeper, and more permanent learning [3]. usually refers to a virtual environment, which is displayed on
Finally, research has demonstrated that the presentation of a computer screen with sound coming through speakers. The
multiple sensory modalities and novel perspectives facilitates interaction with the virtual world is controlled through typical
learning processes. In contrast, conventional educational computer devices (e.g., gamepad or mouse) [8]. Most studies
methods (e.g., ex-cathedra lectures) are not necessarily that investigated educational benefits of VR focused on this
effective [4], specifically when it comes to understanding and type of low immersion VR [6]. Even though desktop VR
applying concepts (as opposed to a simple recall of facts). cannot provide a fully immersive virtual experience, their
Students often lose interest in the topics if a traditional photorealistic computer graphics demonstrated their capacity
educational approach, characterized by little to no interaction, to enhance engagement and motivation of the learners [13].

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The use of low immersion VR is much cheaper because of the This and other trainings are part of the vocational training
drastic reduction in the costs of devices. There are some protocols of the bank, meaning that all counselors undergo
empirical studies and meta-analyses that have shown that such trainings on a frequent basis. The population, therefore,
desktop VR results in better cognitive outcomes and attitudes is the group of bank counsellors of this bank. One group (34
toward learning than more traditional teaching methods [14] participants) was trained traditionally with a face-to-face one-
and that they have a greater motivational value [15]. day presence workshop (F2F group). This workshop is
mandatory for counsellors of this bank. A second group (12
High immersion VR is characterized by the use of a head- participants) was trained using a high immersion VR training
mounted-display called VR headset, which provides room- game (VR group). The VR session was conducted prior any
scale virtual reality and 360° coverage immersion experience other trainings in the domain. The 12 participants of the VR
[16], so the interaction in the virtual environment is controlled group attended the regular workshop after their participation
through head motions. This approach is closer to the real world in this study. The 12 participants were recruited on a voluntary
than controlling a scene solely through typical computer basis and in accordance with the head of the training academy.
devices. There is less empirical evidence that high immersion The different group sizes resulted from practical constraints in
VR increases cognitive and motivational outcomes beyond the recruitment. Participants were between 19 and 54 years old
desktop VR, but there are still studies that have found positive
(M = 26.56, SD = 8.84) and there was no age difference
results favoring high immersion VR [17], [18]. However, between the two groups (t = -.73, p = .467). In the F2F group,
research findings are limited and inconclusive whether more 19 participants were female and 15 participants were male, in
immersion leads to higher levels of presence and therefore the VR group, 9 participants were female and 2 participants
better learning outcomes and a better knowledge transfer than were male. The participants of the VR group had more work
desktop VR. experience in their current job (M = 9.18, SD = 10.27) in
Although VR technology has been studied in the comparison to the participants in the F2F group (M = 3.24, SD
educational context for many years now, it is still a long way = 3.77; t = -2.91, p = .006) but the two groups did not differ in
to bring it into the mainstream classrooms [16]. VR might be their general working experience in the banking sector (t =
used as a means to engage and motivate students, decrease the 0.146, p = .885). On average, the working experience was 7
time to achieve skill mastery, cut down on material usage, and years.
improve final performance outcomes in various fields of study
B. Materials and Procedures
like surgery, construction management [19], professional
skills training [20] and military training [21]. In a recent study, The participants of the study attended a general
nursing students who practiced in VR environments were professional training program, organized by the bank institute.
more engaged, more focused, and spent more time practicing Create 21st century is a company specialized in developing
than the students who practiced traditionally [22]. It should be professional multimedia learning solutions. Create 21st
noted that all the aforementioned studies focused on acquiring century was contracted by the bank to develop and evaluate a
and practicing physical/motor skills; only few studies exist prototype VR training solution in the domain of customer
that focus on learning social skills and how to interact with dialogues (i.e., attention to customers, engagement strategies,
other people in specific situations, amongst them studies on negotiation techniques, cross selling, and sales talk skills). The
cultural awareness (e.g., in military operations, distance VR training was evaluated in the course of this study, prior to
counselling, or interpersonal problem solving [23]). its practical application for professional training. Both groups
(F2F, VR) had to complete a post-experience questionnaire
The aim of the present study is to investigate the effects of after the training sessions, asking for personal information
a game-based VR training solution in a field where “soft”, including media use, personal preferences, and biographic
interpersonal skills in combination with acquiring declarative information. The F2F group attended a conventional face-to-
knowledge are in the focus. This domain is rather novel to VR face workshop on the same domain. The F2F workshop was
research in education, yet, it is a domain that might composed of ex-cathedra teaching/lecturing elements as well
substantially benefit from the characteristics (and potential as interactive elements such as role-plays. Typically, a
advantages) of VR. The training solution is compared to a workshop is attended by 15 to 16 professionals. The VR group
conventional face-to-face (F2F) training solution in form of a was trained by using high immersion game-like VR solution
presence workshop. This comparison was made since personal composed of interactive 360° videos (Fig. 1). The videos were
coaching can be considered the gold standard of developing filmed in a typical bank, the bank clerk and customers in the
interpersonal skills. Moreover, such workshops are the most videos were played by professional actors. In the VR
frequently used professional training method in this domain. experience, the trainees could observe real situations in a bank,
We hypothesize that the participants who use VR training will for example, overserving a customer entering the bank or
be more motivated to learn and will learn more than the observing a bank clerk starting a conversation, etc.). Similar
participants who use the traditional F2F training. Moreover, to an interactive game, the trainees could intervene in the
we hypothesize that VR training is considered more effective scenes and make certain pre-defined decisions (e.g., selecting
in the sense of a lower time consumption to carry out the responses of the bank clerk to certain customer questions or to
training. directing the attention of the bank clerk to specific customers).
The entire procedures and materials were supervised and
II. STUDY DESCRIPTION
approved by the head of the bank’s training academy. The
A. Participants details of the training cannot be disclosed. Technically, the
In total, 46 bank counsellors of an Austrian bank solution was realized in Unity3D for the Oculus Rift headset
participated in the study. The participants were recruited in and touch controllers (www.oculus.com/rift-s). The VR
cooperation with the bank. Essentially, we recruited training took place in the VR laboratory of Create 21st century.
professionals undergoing a standard training in the domain Each session lasted for about 30 to 40 minutes. As part of the
“customer dialogues” in the institution’s training academy.

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TABLE II. LEARNING PREFERENCES
YouTube Search Personal
Books Videos
tutorials engines contact
strongly 15 13 11 32 15
agree (32.6%) (28.3%) (23.9%) (69.6%) (32.6%)
8 7 8 16
agree 6 (13%)
(17.4%) (15.2%) (17.4%) (34.8%)
14 10 10
undecided 6 (13%) 3 (6.5%)
(30.4%) (21.7%) (21.7%)
8 11
disagree 4 (8.7%) - 1 (2.2%)
(17.4%) (23.9%)
str. 8
Fig. 1. Screen capture of the 360° video: a bank counsellor having a sales 3 (6.5%) 3 (6.5%) - 1 (2.2%)
disagree (17.4%)
talk with the customer.
missing 4 (8.7%) 4 (8.7%) 3 (6.5%) 3 (6.5%) 3 (6.5%)

post-experience questionnaire, the participants completed the


BFI-10 personality scale [24] to assess their personality The most important results concern the expectations and
profile, based on the so-called “big five” (i.e., extraversion, the experiences with both trainings. While the majority of
agreeableness, conscientiousness, openness, and neuroticism). participants stated that their expectations regarding the
The BFI-10 was selected because it is a reliable standard short training session were satisfied or even excelled (see Fig. 2),
(ten items) scale available in German language. In addition, there was a significant difference between the F2F group and
scales for motivation and estimated training effectiveness the VR group (t = 4.34, p < .001). The VR group was
were completed. significantly more satisfied with the training session (M =
2.46, SD = 0.45) than the traditional group was (M = 2.09, SD
III. STUDY RESULTS = 1.18). The self-assessed effectiveness was slightly higher in
First, we looked into the media use and media affinity of the F2F group, this difference was not statistically significant,
participants. Overall, the majority of the participants use however (p = .135). The most distinct finding was that the VR
digital media quite often at work and in their private life (see condition significantly clearer met and excelled the trainees’
Table .). Also, the participants strongly believed that expectations (t = 3.22, p < .001). Moreover, as shown in Table
digitization has – and will increasingly have – a significant ., there were significant differences between the F2F group
impact on their work (M = 2.05 on the 5-point Likert-scale; and the VR group in their motivation (t = 2.38, p = .022) and
SD = 1.06). As shown in Table ., the most preferred and their impressions about the effectiveness of the training
most commonly used method for acquiring necessary method (t = 4.82, p < .001). The VR group perceived the
professional skills and knowledge is using (unguided) search training as more motivating (M = 1.48, SD = 0.36) than the
engine queries on their smartphones (almost 90%). About F2F group (M = 1.89, SD = 0.55). The VR group also
60% of participants preferred personally engaging with other perceived their training as generally more positive and
experts and teachers. About 40% of the participants indicated satisfying (M = 1.43, SD = 0.33) than the traditional group (M
that they like to learn by watching videos and movies or = 2.52, SD = 0.75).
acquiring knowledge by reading books. Approximately the
4
same number of participants liked to watch tutorials on VR F2F
YouTube. FThere was no difference between the F2F and the 3

VR group regarding these preferences (t = 1.76, p = .087). In


turn, many participants were undecided regarding the question 2

if they see the future of further training in the digital or virtual 1


world - a large part agreed with this statement. There was a
significant difference between the traditional group and the 0
Expectations met Satisfaction Effectiveness
VR group (t = 4.40, p < .001). The VR group (after the VR
training experience) agreed more with the statement that they
see the future of further training in the digital or virtual world Fig. 2. Comparison of VR and F2F groups.
(M = 1.42, SD = 0.90) than the traditional group (M = 3.20,
As shown in Table ., there were no significant
SD = 1.28). This result speaks for a certain potential VR
differences between the F2F group and the VR group in any
learning experience.
of the personality traits (extraversion: t = 1.79, p = .080;
TABLE I. DIGITAL MEDIA USAGE agreeableness: t = 0.31, p = .755; conscientiousness: t = .35, p
= .732; neuroticism: t = 0.18, p = .857; openness: t = 0.562, p
Private Digital Digital Media use Internet = .577). Thus, there is no reason to believe that any of the other
Media use at work usage
identified differences between the two groups in this study are
34 the result of personality differences between the traditional
very often 26 (56.5%) 21 (45.7%)
(73.9%)
group and the VR group.
9
often 17 (37%) 10 (21.7%)
(19.6%) A remarkable finding concerned the estimated amount of
3 time the participants reported to have spent on actually
moderate 3 (6.5%) 10 (21.7%)
(6.5%) relevant and important tasks (reported as percentages). While
sparsely - 4 (8.7%) - the F2F group reported that they had spent about 47.5% on
never - 1 (2.2%) - important and relevant tasks, the VR group reported 70%.

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IV. DISUCSSION AND CONCLUSION interpretation of the results. As it holds for most educational
The aim of this study was to investigate whether a high measures, an open question is the transferability of training
immersive VR training solution is a viable method for effects to the real world (by our example the business world of
professional training in the banking sector. The comparison bank counsellors). Since the participants of the present study
between a traditional educational training method, that is, a had to undergo the face-to-face workshop a while after the VR
face-to-face presence workshop and a VR training game was session, no thorough follow-up analysis is possible.
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