Executive Summary
Second Life (SL) is a widely-available, free for users, 3D, immersive platform already used by many companies for employee training, placement and new hire orientation. Introduction of robotic avatars technology by AHG and use of such robots in training simulations makes SL truly asynchronous training tool. Now trainees can use training simulations independently from instructor. Use of secure "off-Second-Life" databases located on companies' network, allows, at the same time, full control over trainee's work and progress.
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Corporate training in Second Life often starts with a role-play, or a lecture-type setting where trainees work with real instructor. Necessity to conduct training in a synchronous mode with instructor leading the training at all times used to limit the basic appeal of e-learning in Second Life. Indeed, in e-learning we expect trainees to be able to learn and practice on their own and instructor to serve as a figure of authority and a safety net.
With the introduction of specialized e-learning "smart robots" Second Life training switches to asynchronous mode. Smart robots developed by AHG interact with trainee during training session. They look and act like regular avatars controlled by real people but in fact are operated by computer software.
For instance, in our
Working Under Pressure simulation robotic avatar plays a role of a manager. This manager unexpectedly appears in front of the trainee, demands report on the progress, orders new tasks to be performed and in general distracts and puts additional pressure on the trainee.
In the training program that deals with interaction between people, such as communication or sales simulations, robots are indispensable as a part of a self-study unit. Trainees can log in and run the simulation as many times, as they need to become comfortable with their assignment. Our experience shows that programs that start with lesson taught by a real person -- either on-line or in the class -- and then provide an opportunity to use simulation result in the best educational outcome. They are also most effective in terms of time and resources.
Every time a trainee logs in to complete assigned task or to perform self-training, our system logs the process for future assessment by trainee and instructor. Detailed reports on specific tasks and progress reports are available.
Our Second Life robot avatars are quite sophisticated in terms of their reaction to trainee's actions. Not only they provide appropriate verbal response, but non-verbal clues -- gestures, face mimics, sounds -- as well. This makes our Second Life training systems uniquely fit for "soft skills" training such as leadership, communications, sales, cultural and others.
The following two ready-to-go simulations utilizing robot avatars are available today. Both simulations can be licensed and used "as is", or serve as a basis for customized simulations. You can also order customized robot avatars for your Second Life projects.
Communication / Sales Simulation.
Because of the interactive nature of Second Life, communication and sales were the first areas of corporate training using this platform. Many of the early training programs, however, only scratched the surface of the Second Life capabilities by creating replications of real-life environment, however detailed and elaborate. To be sure, these simulations do work and are beneficial in the corporate training environment. Today, however, we have knowledge and capabilities to unleash inherent potential of
programmable 3D virtual world in corporate training.
Our communication / sales simulation is the first and the only commercially available simulation that allows trainee to get experience by practicing communications with the robotic avatars in a virtual environment closely resembling real life. Furthermore, trainee can try different variants of responses and discover what thread of communication results in a better outcome. At the end of the simulation, trainee receives feedback on performance with detailed description of strengths and weaknesses of his or her approach.
The simulation links to the database located on your network
. All sensitive data, such as dialog contents, trainee information and results of exercises are stored in the database behind your firewall. The data is accessible to administrator via password-protected web interface, and can be hosted either on your servers, located on your network, or on our servers outside Second Life. No sensitive information is stored on Linden Labs' servers.
Working Under Pressure Simulation.
Working Under Pressure simulation checks how well a person can work under pressure, as well as teaches multitasking and organizational skills. It can be used for screening new job applicants, as a placement tool and for training existing employees.
In the simulation, trainee has to complete several tasks within a pre-determined time frame. Depending on selected adjustable pressure level, various distractions and setbacks are introduced, including distractions by robotic avatars playing role of managers and customers. Trainee's performance under different pressure levels is recorded and saved in a database. The data are available for review and comparison via password-protected web interface.
Again, all sensitive information is stored in the database located outside Second Life environment -- either on your network or on AHG servers.
Conclusions
Over the last two years Second Life rapidly changed from a social networking tool to a training platform successfully used by companies in a variety of industries. Up to date necessity to keep sensitive information on outside servers and necessity to train in real time only were the major blocks in wider SL usage. Introduction of robotic avatars and technology allowing using databases on companies' networks clears the way for secure use of Second Life training simulations.