Immersive Learning Technologies Training Course

Duration 10 days 19 modules · 65 contact hours
Level Intermediate Certificate on completion
Who attends Learning and Development Manager, Learning Experience Designer and others
Fee from USD 2,200 KSh 190,000 for Kenyan organisations
Where 52 cities + online See dates by city
Next start 9 Nov 2026 Course code SD-LD-181

Before you join: Participants should understand basic workplace learning concepts such as learning objectives, audience analysis and evaluation.

Dates & prices

Two start dates a month in every city, and live online on weekdays or weekends. Fees are per participant; classroom fees include tuition, materials, lunch and refreshments, and the certificate.

Suggest a date or city

Showing the next six months. Later dates, other cities and private deliveries for your team are available on request.

Course overview

Immersive learning technologies can make difficult, high-risk and infrequent workplace tasks safer to practise and easier to assess. Augmented reality (AR), virtual reality (VR), mixed reality and 360-degree media are being used for equipment maintenance, customer conversations, emergency response, clinical procedures, security awareness and leadership scenarios. The challenge for learning teams is not buying headsets; it is selecting problems that merit immersion, designing credible experiences, managing suppliers, protecting learner data and proving that performance improved.

This course equips L&D professionals to plan, specify and evaluate immersive learning solutions. Participants examine the strengths and limits of AR, VR, mixed reality and 360-degree video; identify suitable use cases through task analysis; define learning and performance objectives; create scenario flows and storyboards; select platforms and devices; and set requirements for accessibility, safety, privacy and support. The course also covers xAPI learning data, pilot design, business cases, procurement criteria and evaluation using the Kirkpatrick Model.

Teaching combines short instructor briefings, sector cases, technology demonstrations, group design work, simulation reviews and structured application planning. Participants progressively develop an immersive learning proposal from the first week, refining its user journey, content specification, measurement plan and implementation controls. They leave with a reusable solution blueprint and the supporting materials needed to discuss a pilot with sponsors, IT, procurement, risk and external vendors.

The course is suited to L&D teams introducing immersive learning, digital learning specialists improving existing programmes, and managers responsible for workforce capability in operational, regulated or safety-critical settings.

What you will be able to do

  • Assess workplace tasks for AR, VR, mixed reality or 360-degree learning suitability
  • Conduct task analysis and convert critical behaviours into immersive learning objectives
  • Create a scenario map and branching storyboard for an immersive learning experience
  • Specify hardware, software, content, accessibility and support requirements for a pilot
  • Apply xAPI event design to capture learner actions and performance evidence
  • Build a business case using benefits, costs, risks and pilot success measures
  • Evaluate immersive learning using Kirkpatrick levels, observation data and performance metrics
  • Present a complete immersive learning solution blueprint for stakeholder approval

Benefits of attending

For you

  • Produce credible AR and VR proposals for business and technology stakeholders
  • Design scenario-based learning beyond conventional e-learning page structures
  • Ask suppliers informed questions about content, devices, data and implementation
  • Build a portfolio-ready immersive learning blueprint based on a workplace problem
  • Evaluate whether immersive technology is justified before committing budget

For your organisation

  • Improves selection of immersive use cases with measurable operational value
  • Reduces wasted spending on unsuitable headsets, content and platform contracts
  • Creates safer rehearsal options for hazardous, rare or costly workplace situations
  • Establishes clearer requirements for accessibility, privacy, support and procurement
  • Generates evidence for scaling pilots through performance and learning data

Course modules

19 modules over 10 days

Participants can distinguish immersive technology formats and identify their appropriate workplace uses.

  • AR, VR, mixed reality and 360-degree video compared by learner interaction
  • Presence, embodiment and spatial context as learning design variables
  • Workplace use cases: maintenance, safety, customer service and clinical rehearsal
  • Immersion versus simulation fidelity when selecting a learning medium
  • Technology maturity assessment using learner, task and operating constraints
  • Common failure patterns: novelty spending, weak objectives and unsupported deployment

Participants can identify and prioritise workplace problems suitable for immersive learning.

  • Performance consulting distinguishes knowledge gaps from environmental or process barriers
  • Critical incident analysis identifies errors, consequences and required recovery actions
  • Frequency, risk and cost matrix prioritises candidate immersive learning tasks
  • Job observation notes capture physical actions, decisions and environmental cues
  • Interview guides elicit expert heuristics, exceptions and novice failure points
  • Use-case hypothesis links immersive practice to measurable business performance

Participants can translate a workplace task into observable actions, decisions and standards.

  • Hierarchical task analysis breaks work into goals, steps and substeps
  • Cognitive task analysis reveals cues, judgments and expert decision rules
  • Decision-point mapping identifies choices, consequences and escalation thresholds
  • Observable performance criteria define correct actions and acceptable tolerances
  • Error taxonomy separates slips, rule errors and knowledge-based mistakes
  • Subject-matter expert validation resolves task variation and local procedures

Participants can write measurable objectives and select suitable immersive practice structures.

  • Mager performance objectives specify behaviour, conditions and acceptable performance standards
  • Bloom's taxonomy differentiates recall, application, analysis and decision-making outcomes
  • Deliberate practice cycles combine repetition, feedback and increasing task difficulty
  • Scaffolding sequences orient novices before timed or high-consequence simulations
  • Mastery criteria define progression, remediation and reassessment rules
  • Pre-briefing content prepares learners for immersive procedures and scenario context

Participants can design immersive learning experiences that support attention, comfort and retention.

  • Cognitive load theory manages intrinsic, extraneous and germane processing demands
  • Spatial cues direct attention without obscuring task-relevant environmental information
  • Embodied interaction matches gestures and movements to real workplace actions
  • Cybersickness risk factors include locomotion, latency and visual mismatch
  • Comfort settings address session duration, seated modes and locomotion alternatives
  • Debrief prompts convert immersive events into transferable workplace learning

Participants can structure realistic immersive scenarios around meaningful workplace decisions.

  • Scenario-based learning frames context, role, stakes and performance expectations
  • Branching logic maps decisions, consequences, feedback and recovery routes
  • Trigger events introduce ambiguity, pressure and changing operational conditions
  • Decision trees distinguish critical paths from optional exploration pathways
  • Progressive disclosure controls information flow during complex problem-solving scenarios
  • Authentic dialogue reflects customer, colleague and supervisor communication patterns

Participants can produce a clear storyboard for content production or vendor briefing.

  • Scene inventory records location, learner role, assets and interaction purpose
  • Three-column storyboards align visuals, audio and learner actions
  • Interaction specifications define gaze, controller, hand-tracking and voice inputs
  • Feedback scripts explain errors without interrupting scenario flow unnecessarily
  • Asset lists identify 3D models, photographs, recordings and reference materials
  • Acceptance criteria convert design intent into testable production requirements

Participants can design AR support that assists task execution without overloading workers.

  • AR overlays provide step prompts, labels and contextual equipment information
  • Marker-based, markerless and location-based AR matched to operating conditions
  • Just-in-time guidance distinguishes support needs from formal learning requirements
  • Field-of-view constraints shape placement of annotations and visual prompts
  • Remote expert assistance combines shared views, annotations and escalation protocols
  • AR content governance controls revision dates, procedural ownership and approvals

Participants can specify VR simulations for skill rehearsal, judgement and assessment.

  • Virtual environments reproduce hazards, equipment states and operational consequences
  • Simulation fidelity balances physical realism, functional realism and budget
  • Timed scenarios test prioritisation under workload, uncertainty and interruptions
  • Virtual characters support difficult conversations, coaching and conflict practice
  • Assessment checkpoints capture critical actions, omissions and decision quality
  • After-action review links simulation evidence to workplace performance standards

Participants can select and design 360-degree media for observation, orientation and discussion.

  • 360-degree video suits site familiarisation, observation and guided incident review
  • Hotspots direct learner attention to procedural cues and safety conditions
  • Guided viewing questions turn passive footage into structured analytical practice
  • Linear video, 360 video and VR compared through interaction requirements
  • Shot planning controls camera placement, audio capture and learner sightlines
  • Mixed-media pathways combine briefing materials, immersion and post-session reflection

Participants can define a proportionate technical architecture for an immersive learning pilot.

  • Standalone, tethered and mobile headsets compared by deployment requirements
  • Device management covers charging, updates, account control and inventory
  • Learning platform integration considers LMS, SSO and completion reporting
  • Content delivery options include native applications, WebXR and streamed experiences
  • Bandwidth, storage and network security requirements inform rollout planning
  • Technical proof-of-concept tests compatibility before full content production

Participants can incorporate accessibility, physical safety and inclusion requirements into immersive designs.

  • WCAG 2.2 principles inform perceivable, operable, understandable and compatible learning content
  • Alternative pathways support learners unable to use head-mounted displays
  • Captions, transcripts and audio description improve access to immersive media
  • Physical space checks address boundaries, trip hazards and supervised use
  • Health screening identifies motion sensitivity, visual limitations and contraindications
  • Inclusive avatars, voices and scenarios avoid stereotyping and exclusion

Participants can define learning data requirements that support improvement and accountability.

  • xAPI statements record actor, verb, object and contextual learning data
  • Event taxonomy defines tracked actions, decisions, errors and completion states
  • Learning Record Stores retain immersive activity data beyond LMS completion records
  • Data minimisation limits collection to justified learning and evaluation purposes
  • Dashboard metrics distinguish engagement signals from demonstrated competence
  • Data retention schedules assign ownership, access rights and deletion rules

Participants can identify governance controls for immersive learning data, content and devices.

  • Privacy impact assessment identifies personal data, purposes and processing risks
  • Biometric and movement data require explicit collection and access decisions
  • Role-based access control limits learner, manager, administrator and vendor permissions
  • Content moderation procedures address harmful behaviour in multi-user environments
  • Security review covers device loss, application permissions and network exposure
  • Ethical design questions test consent, surveillance and psychological safety

Participants can prepare a vendor brief and evaluate immersive learning suppliers consistently.

  • Request-for-proposal requirements define outcomes, users, scope and technical constraints
  • Vendor scorecards compare instructional capability, production quality and support capacity
  • Portfolio review tests relevance, usability and evidence behind supplier claims
  • Intellectual property clauses address source files, asset rights and reuse
  • Service-level requirements cover fixes, updates, response times and support
  • Prototype milestones reduce uncertainty before committing to full production

Participants can create a justified pilot plan with costs, benefits, risks and decision gates.

  • Total cost of ownership includes devices, content, licences, support and replacement
  • Benefit mapping links learning outcomes to quality, safety, time and error measures
  • Pilot scope defines population, sites, scenarios, duration and comparison conditions
  • Risk register records adoption, technical, safety, privacy and supplier risks
  • Stage-gate decisions establish evidence thresholds for pause, revise or scale
  • Stakeholder map assigns sponsor, owner, subject expert, IT and procurement responsibilities

Participants can plan learner onboarding, facilitation and operational support for immersive learning.

  • Facilitator guides sequence setup, pre-brief, observation, debrief and reset
  • Learner onboarding explains device hygiene, controls, boundaries and help procedures
  • Train-the-trainer plans build local confidence and consistent session delivery
  • Communications plans address learner concerns, manager expectations and scheduling logistics
  • Support playbooks define troubleshooting routes, incident reporting and escalation
  • Adoption measures track participation, completion, confidence and repeat usage

Participants can evaluate immersive learning outcomes and prioritise improvements using evidence.

  • Kirkpatrick Model evaluates reaction, learning, behaviour and organisational results
  • Baseline measures establish pre-pilot performance, error rates and confidence levels
  • Observation rubrics assess task quality during simulated and workplace performance
  • Comparison groups strengthen interpretation of pilot outcome data
  • Usability testing identifies friction in controls, instructions and scenario flow
  • Improvement backlog prioritises content changes by impact, effort and risk

Participants can build, review and present a complete immersive learning solution blueprint for a defined workplace capability problem.

  • Problem statement connects operational evidence, target users and capability gap
  • Use-case assessment justifies the selected immersive format and delivery model
  • Task analysis and objectives define observable workplace performance requirements
  • Scenario storyboard specifies learner journey, decisions, feedback and assessment
  • Pilot plan integrates technology, accessibility, governance, cost and evaluation controls
  • Peer review tests feasibility, evidence quality and stakeholder readiness
  • Sponsor presentation communicates recommendation, investment rationale and next decisions

Exercises and examples are adapted to each cohort's sectors and roles.

What you take back to work

  1. Immersive learning use-case assessment matrix
  2. Hierarchical task analysis template
  3. Branching scenario storyboard
  4. Immersive technology requirements checklist
  5. Pilot business case and evaluation plan
  6. Immersive learning solution blueprint

Who should attend

  • Learning and Development Manager — leads capability programmes and digital learning investment
  • Learning Experience Designer — designs learner journeys, scenarios and digital content
  • Instructional Designer — converts job tasks into measurable immersive learning activities
  • Digital Learning Specialist — selects platforms, content formats and learning analytics
  • Operational Training Manager — improves safety, technical and procedural competence
  • HR Technology Manager — coordinates learning systems, devices, data and vendor integration

Skills and tools covered

Immersive learning designTask analysisScenario storyboardingTechnology selectionLearning data designPilot evaluation

Tools and standards

Kirkpatrick Model, xAPI, WCAG 2.2, Hierarchical Task Analysis

How the course runs

Training methodology

The course uses short briefings to introduce methods, standards and technology choices, followed by case analysis from safety, service, healthcare and technical training. Participants work in groups to assess use cases, inspect immersive scenarios, draft storyboards and review vendor proposals. Simulations test design decisions from learner, facilitator and sponsor perspectives. Each participant applies the methods to a selected workplace problem, receiving peer and instructor feedback as the solution blueprint develops across the ten days.

Requirements and prerequisites

Participants should understand basic workplace learning concepts such as learning objectives, audience analysis and evaluation. Experience designing, commissioning or managing digital learning is useful, particularly e-learning, video or simulation-based training. Participants should be able to discuss a real workplace capability problem from their organisation, although they do not need to bring a finished project. No software development, 3D modelling, game design, headset ownership or prior AR/VR experience is required. The course focuses on informed design, commissioning and governance rather than programming immersive applications.

A typical training day

08:30 – 10:30First session
10:30 – 10:45Refreshment break
10:45 – 12:30Second session
12:30 – 13:30Lunch and networking
13:30 – 15:00Third session
15:00 – 15:15Refreshment break
15:15 – 16:30Workshop and daily review

Live online deliveries follow the same structure in East Africa Time, with shorter screen blocks and longer breaks.

What the fee includes

  • Instruction by a practitioner facilitator
  • Full course workbook and materials
  • Exercise files, templates and case studies
  • Refreshments and lunch on classroom deliveries
  • Certificate of completion
  • Post-course application plan

Frequently asked questions

You should understand basic L&D concepts and have some familiarity with workplace learning design or delivery. You do not need coding, 3D modelling, headset ownership or previous AR/VR project experience.

Bring a real training, performance or operational problem that could benefit from safer or more realistic practice. If available, bring existing procedures, learner feedback, incident data or performance measures, but these are not mandatory.

It is designed for L&D, instructional design, digital learning, operational training and HR technology professionals. It is particularly useful for teams responsible for safety, technical, service or compliance capability.

This course focuses on deciding what to build, designing learning experiences, commissioning suppliers and evaluating results. It does not teach programming, Unity development, 3D asset creation or headset repair.

You will create a solution blueprint for a workplace use case, including task analysis, storyboard, requirements, pilot plan and evaluation measures. These materials can form the basis of a sponsor discussion, vendor brief or internal pilot proposal.

The first week establishes use cases, task analysis, learning design and scenario specification. The second week addresses technology, governance, procurement, pilots, evaluation and the final capstone presentation; each training day runs 08:30 to 16:30 with about 6.5 contact hours.

Questions about this course?

Ask about dates, fees, group bookings or running it for your team. Our training team replies by email.