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Interactive Virtual Learning World

Discoverable, authentic and emotional

Purpose: With the virtual learning world your employees have the possibility to learn based on experience and to develop a general understanding of complex topics and relationships. A multitude of diverse learning media can be incorporated into it. The interactive virtual learning world is customized to your employees’ workplace allowing them to learn more authentically.

Knowledge transfer: Your employees explore the learning world, moving through it and actively dealing with exercises and problems from their daily work life to gain and develop new knowledge or apply existing knowledge.

Highlight: Interactive virtual learning worlds can be enriched with various fun and playful elements on request, which leads to increased motivation. Points-based rankings, high scores boards, badges and awards can all be integrated into the learning world. Your employees’ curiosity is awoken if, for example, a new learning media can only be unlocked in the learning world once a particular fun exercise has been completed. Through the use of various elements and a combination of further exercises the learning world can be transformed into a work context-based learning scenario in which your employees can discover their work world without risk and in a fun way. Here they can proceed to unlock further options in the learning world only once they have, for example, completed certain tasks, or learned from mistakes (serious learning).

Video-based learning world: An even more authentic learning environment is offered by the video-based interactive learning world. Using a video-based approach, this enables even more realism and practical learning which considerably increases the motivation of the learner. In video-based learning worlds, the distance between the learning situation and the applicable situation reduced to a minimum and with that the authenticity is maximized. The learner sees the scene from his or her own camera perspective and can move around within the scene forwards and backwards and even turn from side-to-side. The learner can view the whole scene, display information, operate machine or devices, make decisions and speak with people. All of these actions contribute to how the story of events unfolds.

Area of use: The virtual learning world can be used alone or within the framework of an e-earning or blended learning training measure.

Provision: It can be used on mobile end devices (tablets) as well as standard devices.


  • Conceived for the development of an authentic and spatially experienceable overall understanding of complex topics and relationships
  • Practical, situational adoption of knowledge in an authentic learning environment
  • Suitable for novices and experts alike
  • Motivation through the use of gamification


  • Multimediality:
Animations are displayed Images are displayed Videos are displayed
  • Area of use:
Suitable for blended learning Suitable for mobile learning Not optimized for performance support/workplace learning
  • Target groups:
Suitable for beginners Suitable for advanced Suitable for experts
  • Interactivity:
No low level of interactivity No medium level of interactivity High level of interactivity

Oliver Esser

Self-Learning Media Consultant

Tel.: 0241 18292 40
E-Mail: esser.oliver@inside-online.de

Enquire now!



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Aachen, 2017