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Learning by Doing: A Comprehensive Guide to Simulations, Computer Games, and Pedagogy in e-Learning and Other Educational Experiences by Clark Aldrich

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5.2. VIRTUAL LABS

A bigger major weakness in virtual products is that all they are, well, is products (Figure 5.9). Most product training is that the experience is isolated from the experience of actually using the product in the real world. So no matter how realistic the modeling of the actual product, if it doesn't reflect the on-the-job experience, it is not as useful.

"I would want to know what people are having trouble with the traditional training, or no training. Having a simulation teaching people how to turn on a camera is not that relevant," said Jonathan Kaye.

Figure 5.9. Aspects of a Virtual Product with Analog Controls.

"When people ...

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