Abstract
Current research has constantly highlighted the significance of developing a learning culture with a robust knowledge sharing and transfer process in knowledge-based societies. The emergence of stereoscopic 3D virtual technologies provides organizations with an opportunity to develop immersive and virtual professional training practices for employees’ transformative learning. This research gathered data from a survey of 326 respondents to investigate employees’ virtual learning experiences in a virtual learning environment (VLE). The results show that a successful VLE model could possibly enhance employees’ learning motivation, process and satisfaction. The empirical evidence of this research suggests that there are three key components of framework for actual implementation; they are (1) the careful selection of VLE; (2) the appropriate design of pedagogical strategies; and (3) the effective use of virtual stimuli which involves the factors of the stereoscopic 3D visualization, telepresence and multisensory interactions.
Similar content being viewed by others
References
Afonso AP (2006) Communities as context providers for web-based learning. In: Figueiredo AD, Afonso AP (eds) Managing learning in virtual settings: the role of context. Information Science Pub, Hershey
Agarwal R, Prasad J (1998) A conceptual and operational definition of personal innovativeness in the domain of information technology. Information System Research 9:2. https://doi.org/10.1287/isre.9.2.204
Amitabh A, Sinha S (2012) The learning continuum: formal and informal learning experiences—enabling learning and creation of new knowledge in an organization. International Journal of Advanced Corporate Learning 5(2):10–14
Anderson EG Jr, Lewis K (2014) A dynamic model of individual and collective learning amid disruption. Organ Sci 25(2):356–376. https://doi.org/10.1287/orsc.2013.0854
Argyris C (1985) Strategy, change, and defensive routines. Pitman, Boston
Argote L, Miron-Spektor E (2011) Organizational learning: From experience to knowledge. Organ Sci 22(5):1123–1137
Argyris C, Schön D (1978) Organizational learning: theory, method and practice. Addison-Wesley, London
Argyris C, Schon DA (1996) Organizational learning II. Addison-Wesley, Reading
Bailey DE, Leonardi PM, Barley SE (2012) The lure of the virtual. Organ Sci 23(5):1485–1504
Barkur G, Varambally KVM, Rodrigues LLR (2007) Insurance sector dynamics: towards transformation into learning organization. Learn Organ 14(6):510–523
Bechky B (2003) Sharing meaning across occupational communities. Organ Sci 14(3):312–330
Becker BE, Huselid MA (2006) Strategic human resources management: Where do we go from here? J Manage 32(6):898–925
Biocca F (1997) Cyborg’s Dilemma: Progressive Embodiment in Virtual Environments. J Comput Mediat Commun 3:2
Blascovich J, Bailenson J (2006) Immersive virtual environments and education simulations. In: Cohen S, Portney KE, Rehberger D, Thorsen C (eds) Virtual decisions: digital stimulations for teaching reasoning in the social sciences and humanities. Lawrence Erlbaum Associates, New Jersey, pp 229–253
Bogusevschi D, Muntean C, Muntean G (2020) Teaching and learning physics using 3D virtual learning environment: a case study of combined virtual reality and virtual laboratory in secondary school. J Comput Math Sci Teach 39(1):5–18
Boudreau MC, Robey D (2005) Enacting integrated information technology: a human agency perspective. Organ Sci 16(1):3–18
Bourgeouis LJ (1984) Strategic management and determinism. Manage Rev 9:586–596
Bransford JD, Brown AL, Cocking RR (2000) How people learn: Brain, mind, experience, and school. National Academy Press, Washington, DC
Brown JS (2003) Foreword: innovating innovation open innovation. Harvard Business School Press, Cambridge
Brown A, Starkey K (2000) Organizational identity and learning: A psychodynamic perspective. Acad Manage Rev 25(1):102–120
Bujak KR, Radu L, Catrambone R, Maclntyre B, Zheng R, Golubski G (2013) A psuchological perspective on augmented reality in mathematics classroom. Comput Educ 68:536–544
Bunderson JS, Reagans RE (2011) Power, status, and learning in organizations. Organ Sci 22(5):1182–1194. https://doi.org/10.1287/orsc.1100.0590
Carmeron K (2005) Organizational effectiveness: Its demise and re-emergence through positive organizational scholarship. In: Smith KG et al (eds) Great Minds in Management. Oxford University Press, New York, pp 304–330
Castronova E (2005) Synthetic worlds: the business and culture of online games. University of Chicago Press, Chicago
Castronova E (2007) Exodus to the virtual world. Palgrave Macmillan, New York
Charturvedi AR, Dolk DR, Drnevich PL (2011) Design principles for virtual worlds. MIS Quarterly 35(3):673–684
Czerniawska F, Potter G (2001) Business in a virtual world: exploiting information for competitive advantage. Purdue University Press, West Lafayette
Davis FD (1989) Perceived usefulness, perceived ease of use, and user acceptance of information technology. MIS Quarterly 13(3):319–340
Dekleva S, Drehmer D (2001) Measuring software engineering evolution: a rash calibration. Inf Syst Res 8(1):95–104
Deming WE (1986) Out of the crisis: quality, productivity and competitive position. Cambridge University, NY
Di Maggio PJ, Powell WW (1983) The iron cage revisited: Institutional isomorphism and collective rationality in organizational field. Am Sociol Rev 48(2):147–160
Di Serio A, Ibáñez MB, Kloos CD (2013) Impact of an augmented reality system on students’ motivation for a visual art course. Comput Educ 68:586–596
Dodgson M (1993) Organizational learning: a review of some literatures. Organ Stud 14(3):375–394
Dodgson M, Gann D, Salter A (2005) Think, play, do: technology, innovation and organization. Oxford University Press, Oxford
Dodgson M, Gann D, Salter A (2007) “In case of fire, please use the elevator”: Simulation technology and organization in fire engineering. Organ Sci 18(5):849–864
Dodgson M, Gann DM, Phillips M (2013) Organizational learning and the technology of foolishness: the case of virtual worlds at IBM. Organ Sci 24(5):1358–1376
Duffy TM, Cunningham DJ (2000) Implications for the design and delivery of instruction. In: Jonassen DH (ed) Handbook of research for educational communications and technology. Macmillan, New York, pp 170–198
Easterby-Smith M, Crossan M, Nicolini D (2000) Organizational learning: Debates past, present and future. J Manage Stud 37(6):783–796
Edmondson A (1999) Psychological safety and learning behaviour in work teams. Admin Sci Quarterly 44(2):350–383
Eimear R, Poole C (2019) Impact of virtual learning environment on students’ satisfaction, engagement, recall, and retention. J Med Imag Radiat Sci 50(3):408–415
Marketer (2019) Virtual and augmented reality users 2019: VR slows as AR grows. Retrieved on Jun 11, 2020, from https://www.emarketer.com/content/virtual-and-augmented-reality-users-2019
Entwistle NJ (2009) Teaching for understanding at university: deep approaches and distinctive ways of thinking. Palgrave Macmillan, New York
Farago J, Skyrme D (1995) The learning organization. Retrieved Jan 13, 2016, from http://www.skyrme.com/insights/31rnorg.htm.
Fetscherin M, Latteman C, Lang G (2008) Virtual worlds research: a conceptual primer. J Electron Commerce Res 9(3):192–194
Finger M, Brand SB (1999) The concept of the Learning Organization applied to the transformation of the public sector. In: Esterby-Smith M, Araujo L, Burgoyne J (eds) Organizational learning and the learning organization. Sage, London
Fiore AM, Kim J, Lee H (2005) Effect of image interactivity technology on consumer responses toward the online retailer. J Interact Market 19(3):38–53
Fillion G, Ekionea JPB, Plaisent M, Bernard P (2014) Using the soft system methodology for designing an integrated and inter-firm knowledge management capabilities maturity model in health care organization. In: Proceedings of the 2014 International Conference on Informatics and Advanced Computing (ICIAC-14), Dec. 30–21, 2014 Bangkok, Thailand.
Fortin DR, Dholakia RR (2005) Interactivity and vividness effects on social presence and involvement with a web-based advertisement. J Business Res 58(3):387–396
Gabbard RB (2000) Constructivism, hypermedia, and the world wide web. Cyber Psychol Behav 3:103–110
Garau M (2006) Selective fidelity: Investigating priorities for the creation of expressive avatars. In: Schoeder R, Axelsson A (eds) Avatars at work and play. Springer, London, pp 17–38
Goldberg SL, Knerr W (1997) Collective training in virtual environments: Exploring performance requirements for dismounted soldier simulation. In: Seidel RJ, Chatelier PR, NATO Defense Research Group (eds) Virtual reality, training’s future?: perspectives on virtual reality and related emerging technologies. Plenum Press, New York, pp 41–45
Govindarajan V, Kopalle PK, Danneels E (2011) The effect of mainstream and emerging customer orientations on radical and disruptive innovations. J Prod Innovat Manage 28(S1):121–132
Grandy G, Holton J (2010) Mobilizing change in a business school using appreciative inquiry. Learn Organ 17(2):178–194
Heeter C (1992) Being there: the subjective experience of presence. Presence 1(2):262–271
Hemp P (2006) Avatar-based marketing. Harvard Business Rev 84(6):48–54
Heorhiadi A, La Venture K, Conbere JP (2014) What do organizations need to learn to become a learning organization? OD Practitioner 46(2):5–9
Hoffman DL, Novak TP (1997) Marketing in hypermedia computer-mediated environments, conceptual foundations. J Market 60(3):50–68
Hue P et al (1997) Virtual reality training simulator for long time flight. In: Seidel RJ, Chatelier PR, NATO Defense Research Group (eds) Virtual reality, training’s future?: perspectives on virtual reality and related emerging technologies. Plenum Press, New York, pp 69–76
Isaacs WN (1993) Taking flight: dialogue, collective thinking, and organizational learning. Organ Dyn 22(2):24–39
Jaaron A, Backhouse C (2017) Operationalising “double-loop” learning in service organisations: a systems approach for creating knowledge. Syst Practice Action Res 30(4):317–337
Jakobsson M (2006) Questing for knowledge—virtual worlds as dynamic processes of social interaction. In: Schoeder R, Axelsson A (eds) Avatars at work and play. Springer, London, pp 209–255
Jiang Z, Potter WD (1994) A computer microworld to introduce students to probability. J Comput Math Sci Teach 13(2):197–222
Johnson D, Damian D, Tzanetakis G (2020) Evaluating the effectiveness of mixed reality music instrument learning with the theremin. Virtual Real 24:303–317
Jonassen DH (1999) Designing constructivist learning environments. Instructional design theories and models: a new paradigm of instructional theory. In: Reigeluth CM (ed) Mahwah. Lawarence Erlbaum Associates Publishers, NJ, pp 215–239
Kane G, Alavi M (2007) Information technology and organizational learning: An investigation of exploration and exploitation processes. Organ Sci 18(5):796–812
Kang SC, Morris SS, Snell SA (2007) Relational archetypes, organizational learning, and human value creation: Extending the human resource architecture. Acad Manage Rev 32(1):236–256
Kareem J (2016) The influence of leadership in building a learning organization. IUP J Organ Behav 15(1):7–18
Kegan R (2000) What “form” transforms? A constructive-developmental approach to transformative learning. In: Mezirow J (ed) Learning as transformation. Jossey-Bass, San Franciso, pp 35–70
Kellogg RT, Whiteford AP (2009) Training advanced writing skills: the case for deliberative practice. Educat Psychol 44(4):250–266
Kelly PR (1997) Transfer of learning from a computer simulation as compared to a laboratory activity. J Edu Technol Syst 26(4):345–351
Khlasisang J, Songkram N (2019) Designing a virtual learning environment system for teaching twently first century skills to higher education students in ASEAN. Technol Knowl Learn 24:41–63
Kim T, Biocca F (1997) Telepresence via television: two dimensions of telepresence may have different connections to memory and persuasion. J Comput Mediat Commun 3:2
Kim H, Suh KS, Lee UK (2013) Effects of collaborative online shopping on shopping experience through social and relational perspectives. Inf Manage 50(4):169–180
Klein LR (2003) Creating virtual product experience: the role of telepresence. J Interact Market 17(1):41–55
Kohler T, Fueller J, Matzler K, Stieger D (2011) Co-creation in virtual worlds: the design of the user experience. MIS Quarterly 35(3):773–788
Kohler T, Matzler K, Fuller J (2009) Avatar-based innovation: Using virtual worlds for real-world innovation. Technovation 29(6–7):395–407
Kolb DA (1984) Experiential learning: experience as the source of learning and development. Prentice Hall, Englewood Cliffs
Kirschner PA, Sweller J, Clark RE (2006) Why minimal guidance during instruction does not work: an analysis of the failure of constructivist, discovery, problem-based, experiential, and inquiry-based teaching. Educat Psychol 41(2):75–86
Lapointe JJ (1998) La 5ème discipline: l’organisation apprenante. Syllabus de cours, Faculté des sciencesdel’éducation, Université
Lau KW (2008) Creativity training in higher design education. Des J 12(2):153–170
Lau KW (2016) A learning organization through the use of series games: a study of employees’ training strategies for digital native. Int J Knowl Manage Stud 7(3/4):216–237
Lau KW, Lee PY (2015) The use of virtual reality for creating unusual environmental stimulation to motivate students to explore creative ideas. Interact Learn Environ 23(1):3–18. https://doi.org/10.1080/10494820.2012.745426
Lau KW, Kan CW, Lee PY (2017) Doing textiles experiments in game-based virtual reality: a design of the stereoscopic chemical laboratory (SCL) for textiles education. Int J Inf Learn Technol 34(3):242–258
Lawrence E (1999) Strategic thinking: a discussion paper. Public Service Commission of Canada
Lee HY, Cherng RJ, Lin CH (2004) Development of a virtual reality environment simulation in the balance assessment of children. Comput Biol Med 34:719–733
Lessiter J, Freeman J, Keogh E, Davidoff J (2001) Development of a new cross-media presence questionnaire: the ITC-sense of presence inventory. In: proceedings of the third international annual workshop on presence. Delft, The Netherlands, pp 76–82
Li H, Daugherty T, Biocca F (2003) The role of virtual experience in consumer learning. J Consumer Psychol 13(4):395–408
Lissitz RW, Green SB (1975) The effect of the number of scale points on reliability: a Monte Carlo approach. J Appl Psychol 60:10–13
Lochlan EM (1997) Virtual Reality Simulator (VRS) for training ship handling skills. In: Seidel RJ, Chatelier PR, NATO Defense Research Group (eds) Virtual reality, training’s future?: Perspectives on virtual reality and related emerging technologies. Plenum Press, New York, pp 19–30
Lombard M, Ditton T (1997) At the heart of it all: the concept of presence. J Comput Mediat Commun 3(2):1–42
Mantovani F (2001) VR learning: potential and challenges for the use of 3D environements in education and training. In: Riva G, Galimberti C (eds) Towards cyberpsychology: mind, cognition and society in the internet age. IOS Press, Amsterdam, pp 207–225
March JG (1976) The technology of foolishness. In: March JG, Olsen JP (eds) ambiguity and choice in organizations. Universitetsförlaget, Oslo, pp 69–81
McMillan SJ, Hwang JS (2002) Measures of perceived interactivity: an exploration of the role of direction of communication, user control, and time in shaping perceptions of interactivity. J Advertis 31(3):29–42
McShane SL, Von Glinow MA (2013) Organizational behavior: emerging knowledge global reality. McGraw-Hill Education, USA
Mintzberg H (1994) The rise and fall of strategy planning. Prentice Hall, London
Myers CG (2018) Coactive vicarious learning: toward a relational theory of vicarious learning in organizations. Acad Manag Rev 43(4):610–634
Nah FF, Eschenbrenner B, DeWester D (2011) Enhancing brand equity through flow and telepresence: a comparison of 2D and 3D virtual worlds. MIS Quarterly 35(3):731–748
Nelson-Laird TF, Garver AK (2010) The effect of teaching general education courses on deep approaches to learning: How disciplinary context matters. Res High Educ 51:248–265
Nevo S, Nevo D, Carmel E (2011) Unlocking the business potential of virtual worlds. MIT Sloan Manage Rev 52(3):13–17
Nonaka I, Takeuchi H (1995) The Knowledge-creating company: How Japanese companies create the dynamics of innovation. Oxford University Press, NY
Oestreicher-Singer G, Zalmanson L (2013) Content or Community? A digital business strategy for content providers in the social age. MIS Quarterly 37(2):591–616
Ordóñez de Pablos P, Lytras MD (2008) Competencies and human resource management: Implications for organizational competitive advantage. J Knowl Manage 12(6):48
Orlikowski WJ (2000) Using technology and constituting structures: a practice lens for studying technology in organizations. Organ Sci 11(4):404–428
Orlikowski WJ, Yates J, Okamur K, Fujimoto M (1995) Shaping electronic communication: the metastructuring of technology in the context of use. Organ Sci 6(4):423–444
Osberg KM (1992) Virtual reality and education: a look at both sides of the sword. Retrieved May 2, 2002, from http://www.hitl.washington.edu/publications/r-93-7/
Peppart J, Ward J (2004) Beyond strategic information systems: towards an IS capability. J Strategic Inf Syst 13:167–194
Prawat RS, Floden R (1994) Philosophical perspectives on constructivist views of learning. Edu Psychol 21(Winter):37–48
Prensky M (2005) Computer games and learning: digital game-based learning. In: Raessens J, Goldstein J (eds) Handbook of computer game studies. The MIT Press, London, pp 97–122
Ravichandran N, Mishra R (2018) Toward building HR competencies: a shift from the non-learning toward the learning organization. Int J Healthcare Manage 11(3):233–238
Rosenberg MJ (2006) Beyond E-learning: approaches and technologies to enhance organizational knowledge, learning, and performance. Pfeiffer, USA
Rutten N, van Joolingen WR, van der Veen JT (2012) The learning effects of computer simulations in science education. Comput Educ 58(1):136–153
Sastry L, Boyd DRS (1998) Virtual Environments for engineering applications. Virtual Reality 3:235–244
Salzman MC, Dede C, Loftin RB, Chen J (1999) A model for understanding how virtual reality aids complex conceptual learning. Presence 8:293–316
Sater M, Steed A (2002) Meeting people virtually: Experiments in shared virtual environments. In: Schoeder R (ed) The social life of avatars: presence and interaction in shared virtual environments. Springer, London, pp 146–171
Saunders C, Rutkowski AF, van Genuchten M, Vogel D, Orrego JM (2011) Virtual space and place: theory and test. MIS Quarterly 35(4):1079–1098
Schrage M (2000) Serious play: how the world’s best companies simulate to innovate. Harvard Business School Press, Boston
Selden SC, Sowa JE (2004) Testing a multi-dimensional model of organizational performance: prospects and Problems. J Public Administrat Res Theory 14(3):395–416
Senge PM (1990) The fifth discipline: the art & practice of the learning organization. Basic Books, NY
Senge PM (1998) Sharing knowledge. Executive Excellence, pp 11–12
Sherman WR, Craig AB (2003) Understanding virtual reality: interface, application, and design. Morgan Kaufmann, San Francisco
Shih CF (1998) Conceptualizing consumer experiences in cyberspace. Eur J Mark 32(7/8):655–663
Sicilia M, Ruiz S, Munuera JL (2005) Effects of interactivity in a website. J Advertis 34(3):31–45
Simon HA (1991) Bounded rationality and organizational learning. Organ Sci 2(1):125–134
Sinclair NT (2017) Building a learning organization in a public library. J Library Administrat 57(6):683–700
St-Amant G, Renard L (2004) Proposition d’un modèle de gestion du développement des capacités organisationnelles. XIIième Conférence de l’Association (AIMS), Vallée de Seine, pp 2–4
Steuer J (1992) Defining virtual reality: dimensions determining telepresence. J Commun 42(4):73–93
Suh KS, Chang S (2006) User interfaces and consumer perceptions of online stores: the role of telepresence. Behav Inf Technol 25(2):99–113
Suh KS, Kim H, Suh EK (2011) What if your avatar looks like you? Dual-congruity perspectives for avatar use. MIS Quarterly 25(3):711–729
Tapscott D, Williams D (2006) Wikinomics: how mass collaboration changes everything. Portfolio, New York
Thomke SH (1998) Managing experimentation in the design of new products. Manage Sci 44(6):743–762
Tomas A, Sancho M, Vukic I (2019) Measuring motivation from the virtual learning environment in secondary education. J Comput Sci. https://doi.org/10.1016/j.jocs.2017.03.007
Vaill PB (2007) F. I. Roethlisberger and the elusive phenomena of organizational behavior. J Manage Edu 31(3):321–338
Van de Ven AH, Polley DE, Garud R, Venkataraman S (1999) The innovation journe”y. Oxford University Press, New York
Velazquez LE, Esquer J, Munguia NE, Moure-Eraso R (2011) Sustainable learning organizations. Learn Organ 18(1):36–44
Venkatraman N (1994) IT-enabled business transformation: From automation to business scope redefinition. Sloan Management Review, Winter, pp 73–87
Vygotsky LS (1978) Mind in society: the development of higher psychological processes. Harvard University Press, Cambridge
Wang P, Ramiller N (2009) Community learning in information technology innovation. MIS Quarterly 33(4):709–734
Watkins KE, Kim L (2018) Current status and promising directions for research on the learning organization. Human Resour Develop Quarterly 29(1):15–29
Weldy TG (2009) Learning organization and transfer: Strategies for improving performance. Learn Organ 16(1):58–68
Willingham DT (2009) Why don’t students like school? A cognitive scientist answers questions about how the mind works and what it means for the classroom. Jossey-Bass, San Francisco
Woolfolk A (1998) Educational psychology. Allyn and Bacon, Boston
Xu SX, Zhang X (2013) Impact of wikipedia on market information environment: evidence on management disclosure and investor reaction. MIS Quarterly 37(4):1043–1068
Zhang X, Venkatesh V (2013) Explaining employee job performance: the role of online and offline workplace communication networks. MIS Quarterly 37(3):695–722
Author information
Authors and Affiliations
Corresponding author
Additional information
Publisher's Note
Springer Nature remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.
Rights and permissions
About this article
Cite this article
Lau, K.W., Lee, P.Y. Using virtual reality for professional training practices: exploring the factors of applying stereoscopic 3D technologies in knowledge transfer. Virtual Reality 25, 985–998 (2021). https://doi.org/10.1007/s10055-021-00504-7
Received:
Accepted:
Published:
Issue Date:
DOI: https://doi.org/10.1007/s10055-021-00504-7