Adult learning theory demands that any educational experience must connect the learner to real business problems. Tacit knowledge consists of skills, the kind of hard-to-pin-down skills captured in the term know-how. Tacit knowledge also has an important cognitive dimension. It consists of mental models, beliefs, and perspectives so ingrained that we take them for granted and therefore cannot easily be articulated. Traditionally, the most effective method to transfer this type of knowledge has been through direct instruction, often taking the form of an apprenticeship.

What educational modalities work best to prepare our workforce in this fast-changing environment? How do we prepare our employees when our processes are “unstable and need constant renovation?” Classroom training is costly and is not time sensitive to change. Additionally, the opportunity costs of face-to-face training are exorbitant. Blended learning environments can sometimes suffice but assessment of learning objectives is somewhat sketchy. I propose serious games or virtual simulations to be a proven methodology to this learning and training conundrum we now face in our rapidly changing interconnected society.

There are two types of VR simulations. Non-immersive VR is the most basic format and is similar to the experience of someone playing a modern computer or console video game. Immersive VR environments are produced by the integration of computers, head-mounted displays, body-tracking sensors, specialized interface devices, and 3D graphics.[1]

In many cases, virtual reality has enabled medical professionals to execute care more safely and effectively. Global Industry Analysts projects that the worldwide market for virtual reality in healthcare will reach almost $4 billion by 2020, indicating that the demand for such technology is unlikely to slow down any time soon.[2] Dennis Glenn and his team of professional instructional designers have the expertise to create 3D Virtual learning and assessment simulations.