Tag: PwC report

  • From Myths to Principles Part 4 Myth: Learners learn faster

    From Myths to Principles Part 4 Myth: Learners learn faster

     

    From Myths to Principles: Navigating Instructional Design in Immersive Environments
    Part 4 Myth: Learners learn faster

    Credit: Burst and Canva


    Dispelling Myths


    With some background established on boom and bust cycles in the hype for immersive experiences (Parts 1, 2, and 3), we need to dismiss the rather rampant myths about learning within immersive experiences. In the hype, learning advantages have been overstated and over simplified. Web pages post outrageous claims (and I’ll show you!). Keynote presentations banty incredible promises (yup, it was recorded). This series addresses the four primary myths about learning within immersive experiences: that is, that it is faster, greater, active, and induces empathy.

    In this Part 4, I’ll address the “learners learn faster in immersive experiences” myth. For those of you that follow my writing, you’ll know that this is Round 3 of me taking on this myth. My argument has not changed; remember this article series is an update, but not every point needs updating. However, I continue to communicate about this because the “VR learning is faster” myth continues to circulate– mostly in the reference to “4 times faster” and the PwC report. So, TLDR, the VR experience was designed to be 29 minutes long. That’s it. No longer. The classroom equivalent in content experience was designed to be 2 hours long. That’s it. 29 minutes is ¼ of 120 minutes. Someone inverted ¼ to 4x (which is factually true) and PwC who appears to have had a cozy contract with Oculus/Meta at the time, went out to trumpet the ‘four times’ from the rooftops. But students do NOT learn faster. They experienced a learning event that was designed to be faster. Had the learners spent 120 minutes in the headset, someone would have probably greedily snatched the headset off their heads and told them that they overstayed their welcome (and wondered what they were doing for the extra 91 minutes).


    Myth: Learners learn faster in immersive experiences


    The first myth asserts that learners learn faster with immersive experiences. Particularly, the phrase “four times faster” has taken root in the publications and in public discourse. A google search on the phrase “VR is 4 times faster” returns a plethora of results repeating the myth.

    4x in the wild. And it’s not hard to catch, yo.

    The source of this phrase is suggested to be one non-peer reviewed industry report by PricewaterhouseCoopers. Within the report, VR-based learning was “4x faster than classroom training on average” (Eckert & Mower, 2020, p. 8). The results of this report were then repeated in academic literature.

    Pie graph showing classroom training took 2 hours, e-learning training took 45 minutes, and VR training took 29 minutes. Text: We were able to train employees up to four times faster in VR than in the classroom and 1.5 times faster than e-learn.
    Do not make pie graphs that do not add up to one whole thing.


    Referring to the same report, D. Clark (an educational researcher not known for getting data wrong, but he did) wrote enthusiastically that “VR was x4 faster than classroom and x1.5 faster than e-learning” (2021, p. 190). Claims that learning is completed faster attempt to represent immersive experiences as a more efficient learning method, i.e., less time to learn equals learning faster.

    Tracking down how many academic papers have cited the PwC report is difficult. I’ve seen numbers as little as 4 citations and much higher numbers if I start flexing my search. Part of the problem is that folks have not cited the report (even though it calls itself a study) correctly. Some credit PwC, a few find the Eckert and Mower authors, but in general the hand wave approach to referring to the 4x data is very prevalent.


    The cause of this supposed faster learning was attributed to how a VR headset isolates the learner’s perception, so that the learner is focused on the learning task at hand. In other words, less distraction equals more focus. In the PricewaterhouseCoopers report, Likens seemed to hypothesize that, “A lot of courses that normally take an hour could be completed in 20 minutes through VR because people are so immersed in scenarios, there are fewer distractions and the learning is very concentrated” (Zielinski, 2021, para. 10).

    To be clear, in the PwC case, classroom learning which covered the same content was designed to take two hours to complete. The immersive experience was designed to take 29 minutes. Given that 29 minutes is approximately one-quarter of two hours, PwC inverted the time ratio and touted the line that the immersive learning was four times faster. The problem is that it is not true that learning in the immersive experience was faster. The VR-based learning took less time because it was designed to be a 29-minute one-on-one learning experience designed for a shorter total time duration. When compared to classroom learning, it is already known that one-on-one personalized learning is generally faster; it moves at the speed of the learner, not at the speed of the class. Perhaps, this is how myths begin. A kernel of truth gets extended to something with no context. Lack of context is a noted and rising problem in educational research (Williamson, 2024).

    Learning faster can be confused with greater efficiency. Efficiency could have a wide range of meanings beyond just taking less time. It could also mean wiser use of resources or less teaching burden on the instructor. Another example of the loose wordplay is on an industry webpage that displayed that VR training was 50% faster than a traditional in-person medical simulation. Not stated in the distilled summary of that study is that learners scored worse in the VR training than the traditional in-person medical simulation (Katz et al., 2020).


    If faster equals worse performance, this might not be the efficiency that educators are looking for.

    The myth that learning happens faster continues when educators fail to acknowledge that a different instructional method was being used. When supporting using virtual reality for chemistry studies, Muhsinah Morris, a chemistry professor and metaverse program director at Morehouse said “You can’t see molecules, but in my virtual reality classroom where I taught advanced inorganic chemistry, you can. You can actually build three-dimensional representations of molecules … The learning tends to happen faster. They go on to the real situation faster.” (D’Agostino, 2022, para. 5).

    Side point: Learning Chemistry in Three Dimensions


    Since this is my publishing space, I am going to spend some time on Mushinah Morris’ instructional and learning point here. Again, I was involved in the online teaching of chemistry for 14 years and my research speciality was science in VR, so I’ve got thoughts. If you would like to see her talk on video on this, she’s here in this video published by VictoryXR.

    She is correct that molecules cannot currently be seen in everyday life. It makes chemistry, as a field, a more abstract or conceptual field along with physics when compared to the “you can see it before you” fields of biology or earth science. Teaching that something unseen exists and engages in reactions has always been the uphill battle of chemistry teachers. So she’s describing an accurate problem.

    There is a tiny fly in the ointment, however, in that not many students at the college level fall into a chemistry course completely unfamiliar with chemistry at all. So learners in college chemistry probably were exposed to atoms in some other prior learning experience, be it high school, a museum, or a summer-camp like situation. So do her students need to learn atoms from the very beginning? I somewhat doubt that. 


    HCHE Advanced Inorganic Chemistry


    To massively further complicate her argument, she names and shows her chemistry course “Advanced Inorganic Chemistry”. That’s HCHE 421 at Morehouse University, which in 2021 had a prerequisite:

    HCHE 322 Elementary Physical Chemistry, which itself has 3 prerequisites:

    CHE 321/321L, Elementary Physical Chemistry and Lab (which has 4 prereqs: CHE 232, PHY 154, and MTH 161 and 162)

    PHY 253 Electricity & Magnetism, which has 2 prerequisites: PHY 154 (C or better) and MTH 162

    MTH 271 Introduction to Linear Algebra, which has 1 prerequisite: MTH 161

    You see where I’m going here. It’s highly doubtful that students arriving in an advanced chemistry class after what is years at college, whose content focus is actually math (that’s what inorganic focuses on) and not spatial abilities (which arguably organic chemistry DOES focus on) have a substantial problem with visualizing atoms and molecules to the point where it is disturbing their learning performance. And therefore VR could make a difference. No. Not buying it. 

    Covered in the mentioned course’s lab. That’s math, yo.

    Nonetheless, I’ve known very smart and exposed people have trouble visualizing atoms. So it IS remotely possible and let’s pretend she is articulating only the beginning of the trouble of understanding for a lay crowd…not the only problem. Said another way, she’s speaking about VR’s affordances overall, maybe not specifically for her students in her aforementioned class. For example, some chemical reactions are easy to understand (like cooking) and some are difficult to understand (like how hair coloring works or cell electrical potentials).

    It is interesting that she said “The learning tends to happen faster.” It’s a couched statement, for sure, with the word “tends”. In science that cannot be pinned down. So she gave herself an out. But what was she describing? At this point, we have to think about the instruction of chemistry.

    How To Show Atoms and Molecules

    Within the history of chemistry itself is the continuing saga of how will atoms be depicted? As in, how do you draw them? How are they really? And how does a teacher relay that ‘realness’ to the learners– and why? 


    So we’ve had our:


    Atoms are indivisible tiny units, folks. Thank you to the Greeks! There are no pictures from that time.


    We’ve had Bohr’s heliocentric-like model folks wherein the atom looks like a solar system or set of concentric rings. To be fair, the heliocentric model really does help explain things like electron energy levels.

    We’ve had our Thomson plum pudding folks– which never translated from its culture. Which is probably a shame. I like plums.


    We’ve had our ‘cloud model’ folks – which are like the postmodern philosophers of chemistry. Truth for me, truth for you, we all get a truth, which isn’t true. But they told us that electrons cannot be pinned down and measured, they could be anywhere at any time but when we set about measuring them, that’s when they run away from us. Yes, I’m nodding to Heisenberg here. And wave/particle theory.

    Cloud model of what an atom looks like.


    After the heliocentric model, however, depictions of atoms needed to be displayed as three-dimensional, not just as two-dimensional on flat paper. By far, I’ve only selected some of the atomic model theories here. If you want to know more, study chemistry! It’s not hard.

    But, now, going against Mushinah Morris’ arguments now, educators HAVE been working on that educational problem for years (with success, mind you).


    First of all, delightful molecular (and atom) kits exist with physical manipulatives. Yeah, they look like tinker toys. I love them. They are good for at least 30 minutes of instruction, maybe more. They are usually plastic (boo, although there is nothing stopping them from being made of wood) and the kits would have to be purchased, stored, and de-germed from time to time. So they have their minor downsides.


    Second of all, 2D screens can show 3D objects…that’s entirely possible.


    Third, programming VR to follow mathematical principles – like, voila, chemistry DOES!– is actually not that hard. The first uses of VR in education that I know of were in the “physical”—that is mathematical sciences, physics and chemistry. Let’s face it. A computer understands 9.8 meters per second per second MUCH easier than a person does. (<- that’s one gravitational force).

    And get this, purchasing a simulation to teach atoms is so drop-dead cheap that it’s actually free by now. I have recommended those simulations for courses before and seen learning scores do quite well, thank you. 

    Looks pretty 3D to me



    I seriously bet that if I had been able to place that counter proposal before her administrators, I’d win the budget proposal. Ha! Bonus points that I could prove that my students would score equally to her VR students on the final exam.

    So in all, did she make a good point here? I’d say no but that’s because I recognize the instructional problem and I realize that the problem can be solved in a much cheaper and equally as efficient way. Also, she showed no data that “the learners learned faster”.

    Side point to the side point: Mushinah Morris on YouTube is highly associated with VictoryXR, the vendor that she is using when referring to her VR-for-education accomplishments. Close association with XR vendors makes for suspicious conclusions. I’m not picking on Mushinah Morris unfairly. She’s gone on the record multiple times for her claims. I could easily pick (and will in the future) other education influencers that are selling the VR-for-education snake oil.

    Back to my article

    Further, there is at least one study (so far!) that refutes this focusing-causes-faster-learning claim. Makransky, Terkildsen, et al. (2019) found that immersive metaverse environments could be sensory overload for learners and therefore decrease the learner’s focus. On the whole, claims for increased speed can often be attributed to more efficient instructional methods. Immersive experiences can allow for the utilization of comparatively faster instructional methods.

    The author finds this myth, that immersive experiences cause learners to learn faster, false.  (more…)

  • Seeking Integrity in VR Educational Research 3: It keeps on happening

    Seeking Integrity in VR Educational Research 3: It keeps on happening

     

    It keeps on happening

    If I were you, by now, I’d be asking, “Heather, why are you doing this? Why are you stirring the pot? You claim to be pro-XR for education but you are reviving research from long ago just to pick on it. It’s old news.” 

    [To protect identity, I am PURPOSELY going to change some things by asking AI to rename and reword some of these statements.]

    Heather steps up the microphone and says “Within the past 3 weeks…

    New Journal

    We’ve seen the launch of the International Journal of Emerging and Disruptive Innovation in Education : VISIONARIUM

    Title proper: VISIONARIUM :

    Abbreviated key-title: Visionarium

    Other variant title: iJEDIE

    Other variant title: International journal of emerging and disruptive innovation in education

    Original alphabet of title: Basic roman

    Subject: Dewey : 371

    Subject: Education, teaching, training of special groups of persons. Special schools

    Corporate contributor: Lindenwood University.

    Publisher: [St. Charles Missouri]: Lindenwood University, 2023-

    Dates of publication: 2022- 9999

    Description: Began with: Volume 1, issue 1 (2023)

    Frequency: Three times a year

    Type of resource: Journal

    Language: English

    Country: United States

    Note: Volume 1, issue 1 (2023) (digitalcommons.lindenwood.edu viewed Aug. 8, 2023).

    Note: Volume 1, issue 1 (2023); title from cover image (digitalcommons.lindenwood.edu viewed Aug. 8, 2023).

    Medium: Online

    Indexed by: ROAD

    Journal summary: 

     

    The journal provides a diverse, interdisciplinary forum for the
    publication of original peer-reviewed scholarship, data, and research
    addressing intersections of education and technology. Education in all
    domains increasingly incorporates emerging technologies and their novel
    use in learning environments, such as current pedagogical explorations
    of gamification, mobile and adaptive learning, digital humanities,
    machine learning, blockchain, Artificial Intelligence (AI), and
    Immersive Realities
    , to support innovative teaching methods and engaging
    learning experiences. With the rise of new educational platforms and
    metaverses, iJEDIE focuses on emerging trends in research to bridge the
    artificial divide between scholarship and innovative pedagogical
    applications. Submissions to iJEDIE will include, but are not limited
    to, the following themes of interest:

    • Emerging technology and pedagogical application in specific disciplines or learning environments
    • Issues and applications in secondary education
    • Issues and applications in post-secondary education
    • Application of education technology in enterprise, industry, and nonprofit environments

    I’m sorry, could you hit me over the head with the word application one more time?

    Published by Lindenwood University -a NOT regionally accredited
    institution, however, their Teacher education program (which this would
    appear to be under the auspices of) is CAEP accredited.  Unfortunately,
    it’s not a strong tie to claim that a particular university or
    institution’s reputation applies to the people within. It’s very
    possible (and I’ve seen it!) but it’s a weak link, IMO, as great
    researchers can be within poor institutions and vice versa.

    Interesting how the journal description looks like the panel it was derived from…

    “April 21, 2023, the Senior Editorial Board and organizing committee of the
    International Journal of Emerging and Disruptive Innovation in Education (iJEDIE)

    hosted a panel of speakers on Emerging Technologies and the Future of
    Education. The session invited researchers and practitioners from a wide
    range of fields, including Education Technology, Digital Humanities,
    Extended Reality (XR), Artificial Intelligence and Machine Learning, and
    more
    . Speakers will discuss their recent research into how emerging
    technologies
    may be used to disrupt, enhance, and/or revolutionize
    traditional approaches to education for the benefit of both teachers and
    learners.

    I italicized and/or bolded the similar wording between the panel and the journal.

    I don’t know about you, but I’m getting a very strong “applications” vibe here. Notice how application is contrasted to research. Hmm…can you say “chip on shoulder”?

    Speaking of the journal

    This is a quote from volume 1:

    “There is now clear evidence that virtual reality can greatly enhance academic performance and educational attainment for students in both academic and higher education institutions” (Rephrased via Microsoft AI).

    This sentence came from the end of a literature review section, which in fact, did NOT make this particular statement CLEAR with EVIDENCE. 

    Hello? Editors? A good editor would catch a claim like that NOT being substantiated in writing. You do plan to have editors in your edited journal, right?

    Gif from Jurassic Park with text: You do plan to have dinosaurs on your dinosaur tour, right?

    But wait there’s more

    No need to wait to read articles that contain this like of non-editing!  You can just read a special issue coming out next year that is dedicated to, ahem, utilization of XR. Membership in the parent organization is US$150/year.

    JAID special issue, sponsorted by AECT ($150/year membership):

    Journal of Applied Instructional Design (JAID)
    Special Issue: Designing Extended Reality (XR) for Authentic Learning

    Watch how the highlights are nearly all the same concept:

    For this special issue, we are interested in presenting current research in applied
    instructional design methods for utilizing VR, AR, MR, and other immersive
    technologies to foster authentic learning experiences. We are inviting articles that will
    provide readers with practical ideas, strategies, methods, and techniques on topics related
    to designing, implementing, and evaluating instruction using XR for authentic learning
    experiences.
    Furthermore, we seek contributions that provide evidence about the efficacy
    of XR technologies, including the challenges encountered during their application in
    authentic settings. The articles should inform the study and practice of immersive
    learning in preschool, K-12, higher education, or work-based contexts. We invite
    scholar-practitioner perspectives as a means of disseminating and developing new ideas
    in instructional design. We aim to share expertise, success stories, and lessons learned
    from failure. 


    Everything old is new again

    Oh and do you think the PwC thing is old news?

    5 days ago on LinkedIn:

    Capture of recent post on Linked linking to a BBC article called Virtual Reality brings new vision to workplace training.

     

    and here is the luscious “4 times” quote! (If you’ve been reading along, you know this is the key phrase to look for.)

    Capture from BBC article with text: Staff learning via VR do so four times faster than if they are in a classroom, with note debunked. Also text: The report also found that employees were 1.5 times more focused in VR classes, with note: self-reported = garbage.


    And there there was this comment, saying “That study is gold”

    Screen capture of LI comment: That study is gold. I am using it in my dissertation researching the potential impact IVR learning platforms have on teaching presence! Thank you to PwC! Heather says the study has been debunked.



    It’s a report. It’s not research. It’s marketing. Say it with me “MAR-KET-TING”

    And the commenter is using it for their dissertation on “the potential impact of IVR learning platforms on teaching presence”?

    The PwC report did not measure presence, in any of the academically accepted ways, nor any of the man-on-the street ways. The word presence is in the report zero times.

    Summary

    Falling into the trap of thinking that just because it is published means that it’s fact-checked is false.

    Most of the volunteer reviewing jobs I’ve been on contain 2 reviewers and 1 editor. Rarely do I ever run into anyone else with an educational psychology research background that knows about research models that do not stand up to publishing scrutiny (methods like comparing non-comparable instructional methods or exposing learners to novelty effect). I know a source that ran a 91-93% acceptance rate on articles. Owch! That’s the “write your name at the top of the paper and you get an A” publication standard. Cringe!

    A person’s biases show up in their writing and editing– this happens to me just the same— no stones being thrown in glass houses here.

    But there has been an undercurrent that I’ve detected running for the past 3 years:

    1. Most folks are generally skeptical about learning in VR. It looks like a game.

    2. Pro-VR people realize that “published research” is a way of adding validity & gravitas to their pro-VR stance.

    3. Pro-VR people have been slipping pro-VR pieces of research into low publication standards sources and getting their overblown and hype statements like “staff learn 4x faster” flown right under radars.

    4. Pro-VR people sit back and say “The research proves it! Come and buy some VR for education!”

    This all happened in the past 3 weeks. August…August of 2023. Can you see way this Seeking Integrity series must continue?

    I just can’t face palm enough.

    Jean Luc Picard from Star Trek The Next Generation does a face palm.


    #VirtualReality #VR #XR #VRForLearning #Technology #Future #edtech #learning #education #InstructionalDesign #research #ComparisonResearch #Media #MediaForLearning #ImmersiveExperience #Design #ResearchIntegrity #publishing #review #editor #provr #journal #specialissue

    This blog post was updated on April 11, 2026 with an improved font.

  • Virtual Reality for Soft Skills…Maybe

    Virtual Reality for Soft Skills…Maybe

     

     

    There you are, eating your morning bowl of cereal. You glance at your social media feed. Up pops these images:

     

    Screen captures of infographics and images made from the 2020 PwC VR for Soft Skills Training Report. In the lower right hand corner, a person is wearing a headset and looking amazed.

    Wow. Even the infographic people seem amazed.

    But
    if it is too good to be true, it probably is, at least where research
    and marketing intersect. Not to worry! I’m here to tear apart this and
    see what’s inside. Can virtual reality (VR) teach soft skills training?
    Verdict: Maybe.

    My Executive Summary:

     

    Heather's summary of the PwC analysis:  2 results are garbage (confidence and focus) 1 result is just okay (faster), 1 result in good (more effective) and 1 result was buried, than the learning had no significant difference.

    Let’s start with the nuts and bolts.

    Citation & Report

    Mower,
    Andrea. “The effectiveness of virtual reality soft skills training in
    the enterprise: a study”. [Place of publication not identified]:
    PricewaterhouseCoopers, 2020. Online. Internet. 21 Aug 2021. .
    Available: https://www.pwc.com/us/vlearning.

    Despite that
    academic-y looking citation, the writing does profess itself to be a
    report, not research. That’s good because reports are not held to the
    same standards of rigor as research.

    What you find at that web
    link, however, is NOT the full report. You are looking at the corporate
    summary. Remember that technically, PwC is not in the VR business (a
    plus) so they are not selling you something about VR. They are only telling about how some VR training went at their company.

    Something
    quoted the report as “73 pages” but the website is not 73 pages long,
    so I had to find the actual report. That took a little more digging but I
    found it here: https://www.5discovery.com/wp-content/uploads/2020/09/pwc-understanding-the-effectiveness-of-soft-skills-training-in-the-enterprise-a-study.pdf

    Experimental Design

    Disclosure is right up front (first sentence!) that:

    “supported by Oculus for Business and Talespin,”

    Good
    disclosure; it’s good practice. While I’m not loving that it is
    sponsored by a VR headset manufacturer and training creator, knowing
    this lets me view this with the appropriate amount of critical thinking.

    Their study started in 2019 and ended in February 2020, so they indicated when it was run.

    Note:
    Every piece of research that touches 2020 and forward into the near
    pandemic future, should clearly mention WHEN the study was run, because
    the COVID pandemic is impacting every part of our lives.  COVID does impact “reports” and we need to know if these are ‘at-home-stressed-but-sent-a-headset’ users.

    They had a hypothesis: Our
    hypothesis was that training using VR is more effective in achieving
    learning outcomes than traditional training methods (classroom or non-VR
    digital experiences).

    Remember that a
    hypothesis in experiments is good. Hypotheses guide us to our data and
    results. Bias in experiments is bad. Bias makes us ignore our data and
    results.

    And PwC defined “more effective”  with:

    • Employee satisfaction
    • Learner flexibility
    • Comfortable learning environment
    • Improved attention
    • Higher information retention
    • Confidence building

    That definition of “more effective” is a little murky. Usually time plays a very definitive role in “effective” measurements. For example: widgets produced over time. Here, time is not actually mentioned and yet time is prominent in the infographic stats later. Hmm..

    In their experimental design, PwC appears to think that they have made comparable training: 

    • classroom,
    • e-learn,
    • v-learn (VR).

    Oo, bust here.  While I hat tip to the innovative thought process expressed here, to take advantage of what VR can offer…

    “The
    classroom and e-learn course experiences were linear: A video was
    shown, the learners asked some questions, then the next scenario was
    presented.”

    “However, we determined this linear approach would not
    leverage any advantages of the VR modality. We hypothesized that
    placing the learner directly in the scenarios covered in the curriculum
    and giving them the ability to act as they might in real life would be
    more rewarding for them.” (p. 16)

    … but, owch, non-comparable methods!!  If you literally taught the information differently, you cannot compare the methods and thus, you cannot compare the results
    The key to making a good design that includes VR (and I’m giving you
    the $64,000 answer here for anyone designing “compare” research with VR)
    is to put it up against something very, very cognitively similar. 
    Right now, that technology is 360 video where you put in branching
    decisions. And add haptic bodysuits & controllers. But that convo
    is for another day.

    Now to parse out the difference between 360
    video and VR, you’ll need thousands of users. Not many investors right
    now have the willingness to spend thousands of dollars in equipment and
    time to collect that much data.  And even when you get there, you
    probably won’t find much a of difference. Why? Well, take a look at what
    you designed.  If you make a cognitively similar experience and run
    humans through it, it actually makes sense that no significant difference in the data will arise. 
    Remember at this point, I’m talking about learning outcomes ONLY, no
    other characteristic. Also, go back and look at the hypothesis. They
    already thought that the ‘learning outcomes’ would be the same (READ:
    same scores on tests) but that they could achieve those learning
    outcomes “more effectively”. That’s interesting. I wonder how much of
    this report was written from hindsight and how much was written before
    the study started. (This is why you write your hypothesis first–before
    your study.) That hypothesis is now possibly showing a bias…did they
    *think* it was going to turn out…the way it did?

    Number of participants: 1600 possible. Good. But they never disclose how many learners they actually had in each group (their Ns).
    Therefore, I’m going to call this a strong negative because they could
    have included that number (I don’t see a business reason to conceal
    it).

    Experiences: 5-7 minutes long

    Did use Oculus Quest (ahem)

    Did use Oculus for Business for remote device management

    Honorable
    mention in the report: Using the phrase “not the most gratifying” when
    talking about tagging and inventorying what must have been more than 300
    pieces of equipment.

    One more small note: The report does a nice
    job explaining how they decided to buy 100 headsets and what the cost
    and time of developing the v-learning training was. It is outside of my
    scope to analyze that but I will recommend it as good to read. Remember
    that if the cost of v-learn is dropping, it becomes a better and better
    choice over time. They do those calculations and find that it becomes
    the better choice at 3,000 users/learners.

    Let’s see what the data shows:

    Screen capture of the 4 key metrics that were made into the infographic, claiming that VR is: 4x faster to train than the classroom, 275% more confident than the classroom learners,  3.75x more emotionally connected than classroom learners, and 4x more focused than their peers.

    4x faster to train than in the classroom

    I
    might have to cede this one right off the bat because VR does provide a
    1:1 experience that most classrooms cannot beat. How many classrooms
    can provide– minute for minute– the same 1:1 attention of the teacher
    to the student? Erps. Few.

    Fly in ointment? VR can cost a great deal of money for development and for the equipment. READ: the set up.

    Counter to that?
    VR can be done for very little money and because training can be
    replicated a billion times when a 1:1 teacher cannot be replicated, VR
    wins the day on this claim.  READ: it CAN save time but after
    development is done.

    I still don’t like comparing “classroom” to VR, such a not-fair comparison.

     “What
    took two hours to learn in the classroom could possibly be learned in
    only 30 minutes using VR. When you account for extra time needed for
    first-time learners to review, be fitted for and be taught to use the VR
    headset, V-learners still complete training three times faster than
    classroom learners. And that figure only accounts for the time actually
    spent in the classroom, not the additional time required to travel to
    the classroom itself.”  

    In the report, they shared numbers in minutes. 

    Classroom:
    2 hours (Watch that crossfire, boys! They didn’t express this as 120
    minutes. Heather gives PwC a strong look for that. Don’t be mean. Or
    get a better editor.)

    E-learn: 45 minutes

    V-learn: 29 minutes

    29 * 4 = 116

    116 is close to 120. Therefore, saying V-learn is 4 times faster is accurate. [Edit: In future writing, I clarify that stating “4 times” or “4x” is not a data lie, but it expressing a truth in a deceptive way. Learners didn’t learn four times faster, the literal training session was 1/4 as long in time. So they sat through LESS training time. That doesn’t mean that they learned faster.}

    275% more confident to apply skills learned after training

    This is a poor item to measure when we are focusing on learning outcomes.  The Dunning-Kruger effect says that those least able to accurately self-measure something are actually the worst at that thing.

    They
    make an argument that particularly with soft skills, confidence AFTER
    training would help implement the soft skills in the workplace. I liked
    their design inside the V-learn module. Learners had to say their lines in the simulation. Nice touch!

    But alas, this is all future prognostication and not actual data. We can hope for something but that doesn’t mean that our hope leads to actual results.

    Screen capture of graph from report showing all numbers higher than 100% for confidence, but we can't tell what the percentages are exactly higher than.

     

    166% and 275% of what?  Where is the 100% in this diagram? Said another way, what is the baseline? Zero?

    I still can’t find this in the report.

    3.75 x more emotionally connected to the content than classroom learners 

    I’m
    not going to pick this one apart much because the errors should be
    apparent.  Often VR presents training as first person– meaning the user
    looking through the headset is often the protagonist of the adventure.
    Therefore, a story happening personally to the user creates more emotional connection than the same story in a classroom. This comes from the bucket labelled obvious
    and is frivolous data.  It also blatantly shows what’s wrong with using
    non-comparable instructional designs.  This is an apples to oranges
    comparison.

    FURTHER, newer data is showing that types of empathy count…not just general empathy or emotional connection.

    4x more focused than their e-learning peers

    There
    are some great accessibility studies and autism spectrum studies coming
    out that are showing us some very interesting research (really, it’s a watch this space
    stuff) that VR can be more cognitively overwhelming for some learners
    and hence every measurement that says learners have more brain
    engagement could actually be learners overwhelmed (yeah, obvious bucket
    again).  

    But let’s look at what was actually said here:

     

    Screen capture of table from report: Focus is on the questions:  How many times were you multitasking or distracted during this experience? and How many minutes do you estimate it took to get back on task?

    “With
    VR learning, users are significantly less distracted. In a VR headset,
    simulations and immersive experiences command the individual’s vision
    and attention. There are no interruptions and no options to multitask.
    In our study, VR-trained employees were up to four times more focused
    during training than their e-learning peers and 1.5 times more focused
    than their classroom colleagues. When learners are immersed in a VR
    experience, they tend to get more out of the training and have better
    outcomes.”

    It doesn’t say how the “more focused” was measured? I
    wonder?  Remember the clue to look closer is when the presentation tends
    to do a ‘hand wave’ approach on something.  It’s equivalent to
    misdirection by a magician.  If you look over here, you are not looking
    over there.  The text says “There are no interruptions and no options to
    multitask”.  Yes, the Oculus Quest headset design doesn’t allow a user
    to look around or to (reasonably) be interrupted by messages from outside of
    the experience.  But did that mean interruptions didn’t happen?  What
    about a “this is pulling my hair” message?  Or “it’s fuzzy” or even “I’m
    gonna puke.”   Those are interruptions caused from the inside out. 
    Were those counted?

    In the report, it looks like self-disclosure:

    Screen capture of Improved attention section of report: 45The Effectiveness of Virtual Reality Soft Skills Training in the EnterpriseAs identified in our key findings, VR-trained learners were up to four times less distracted during training than their e-learning peers and 1.5 times less distracted than their classroom peers. This was self-reported, and the team did not use any passive technology to observe this attribute. Based on experience and months of observation, the team actually felt the self-reported statistic was lower than what we observed. However, the statistic was significant and should result in higher learner comprehension and retention.

    At
    this point in the paper (p. 45), my hackles are going up because you
    cannot see data (self-reported), acknowledge it (we thought it was
    higher), then throw it out (“the statistic was significant and should
    result”??).  What? PwC?  My doubt meter is red-lining at this stage.
    Insert Mr. Potato angry eyes.

    5. VR learning can be more cost-effective at scale

    Interestingly,
    this didn’t make an infographic!! What?? What a shame because right
    here I AGREE with this paper!!!!!!!!!!!! ARGH!~!

    YES, YES, YES. VR
    is more expensive to make once (but that cost is dropping) and it can
    be replicated (which is where you win) but it is also showing
    impressive  results in FLEXIBILITY (meaning, you can change up the
    conditions quickly). VR can be made cheaply, which also means basically,
    but that might not be a bad thing.  Get over the hump of the novelty
    effect and design a basic experience which is accessible to many
    learners and you are in an effective horse race with other forms of
    learning.  What I’m trying to say is that basic and/or cheap isn’t
    necessarily bad in VR.  It should not be thrown out. Because this is
    where VR is going to eventually win.

    They are using their own
    costs and admittedly, the fact that it’s a large study now hurts them
    because that means more money was outlaid to get the training started.  

    Revisiting how many actual participants???
    They said 1600 eligible but they never said how many it was AND then
    they said that they “offered” v-learn to the classroom and e-learn
    participants as an option (and those went on to answer a smilie sheet on
    how much they liked it).

    One Result Buried

    OMG look at this that they tucked into the back of the paper, I didn’t even know it was there!!!!! Page 44.

    Screen capture from Higher Information Retention section of paper: We quickly discovered retention scores were inconclusive, as the delta between pre- and post-assessments in each modality was not significant. Indeed, the assessment team underestimated the previous knowledge experience our test population had on the diversity and inclusion topic. In hindsight, we should have selected a topic that was not already in our curriculum or selected a different test group that had not already been immersed in similar training.
    PwC study conclusion: No significant difference in retention

    No SIGNIFICANT DIFFERENCE in RETENTION!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

    I’m
    currently on the floor laughing because that is what research data has
    lead us to predict all along.  No difference.  They’re blaming the
    content in this case. OK, picking myself up off the floor and dusting
    myself off. Insert droll look here. It’s not the content, yo.

    What PwC is missing right here is this: No significant difference results eventually means that the cheaper option to learn the same material will be market dominant. Translation: make VR easier to MAKE and VR will be bought. Cha-ching.

    Final verdict: Mixed Bag

    •2 metrics (confidence, focus) = garbage

    •1 metric (faster) = just okay

    •1 metric (cost effective) = good

    •1 result (no significant difference) = buried

    Conclusions

    • Enough doubt to worry about other PwC infographics

    • Overall, not bad for a “report”

    Not research.

    Can
    VR teach soft skills? It appears so, yes, at least as well as
    classroom and elearn options. (No comment on the quality of the
    instruction or the assessment.) Right now, v-learn is an expensive
    choice. But the price for development IS dropping. I have high hopes.

    Title image for article: Analysis of PwC Virtual Reality (VR) Soft Skills Training Study 2020. Verdict: Mixed Bag. Image of shopping cart with various brown boxes.

    This was my 3rd planned article on analyzing research.

    1st article Study Does NOT Show That Instructional Designers Drive Better Student Outcomes.

    2nd article “What Happened When Student Brains — On VR — Were Scanned” Is Analyzed

    This is my 2nd article of three specifically about VR research.

    1st article “What Happened When Student Brains — On VR — Were Scanned” Is Analyzed

    More
    to come in the next few days because the next article is already
    written. That will end, hopefully (!), my series on poor VR &
    learning research. [Edit from the future: The bad research as kept on coming. My “Seeking Integrity” Series refreshes this topic.]

    #Research #VRResearch #VRReport #PwC
    #SoftSkills #Faster #Confidence #Emotion #Focus #NoSignificantDifference
    #OculusQuest #elearn #vlearn #Talespin #NotResearch

     

    This is a copy of the same article that I posted to LinkedIn on August 25, 2021. This post was slightly edited on April 11, 2026 with an improved font, re-placed banner image, and added link to further writing on this PwC study.