FourPlus https://fourplus.co.uk/ Virtual Reality for education, training, marketing and manufacturing in the pharmaceutical industry. Thu, 19 Jun 2025 09:23:21 +0000 en-GB hourly 1 https://wordpress.org/?v=6.9.4 https://fourplus.co.uk/wp-content/uploads/2025/05/Fauvicon-150x150.png FourPlus https://fourplus.co.uk/ 32 32 Beyond Screens: VR and Gamification Transform learning Experiences https://fourplus.co.uk/learning-with-virtual-reality/ Wed, 18 Jun 2025 14:31:31 +0000 https://fourplus.co.uk/?p=9292 Inspired by our trip to Cheltenham Science Festival (UK), here is an evidenced based analysis of how Virtual Reality can impact learning.

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Beyond Screens: VR and Gamification Transform learning Experiences

Inspired by our trip to Cheltenham Science Festival (UK), here is an evidenced based analysis of how digital technology (including desktop based learning and Extended Reality) impact confidence, engagement and retention.

Key Takeaways:

  • The Cheltenham Science Festival provided a valuable opportunity to observe how enriching Virtual Reality can be for learners of all ages.

  • We saw firsthand how quickly children became absorbed in the VR environment—grasping new scientific concepts and techniques with ease.

  • According to research, Extended Reality can benefit when learning abstract or complex content.

  • Integration of forms of digital technologies in education can lead to more enjoyment and would foster a more holistic approach to learning.

Learning with Virtual Reality at Cheltenham Science Fesival

This month, FourPlus had the pleasure of attending the Cheltenham Science Festival—an event renowned not only for its famous faces but also for bringing the community together through a week of science-inspired activities.

We were based in the Discover Zone, collaborating with RESILIENCE to promote learning with Virtual Reality (VR) and Mixed Reality (MR) technologies to children, their families and teachers, casting on the big screen to draw curious onlookers. The new MR lab experience captivated attendees with the potential of its unrestricted laboratory environment. Additionally, the ever popular virtual cell experience continued to spark amazement.

While the technology was impressive, the true aim of the event was to engage and inform the educators and families. The festival offers a unique opportunity, allowing attendees to explore a range of STEM career based activities. It’s rare for children to have access to tools that support visual and kinaesthetic learning inside the classroom. These technologies are proving essential for boosting learners’ confidence, engagement, and retention—hopefully paving the way for their broader integration into everyday education.

The RESILIENCE team and FourPlus Immersive at the Cheltenham Science Festival

Elevating students educational experience

Following the festival, we explored research examining the real-world impact of digital learning tools, including desktop-based learning and XR software.

One study by Makransky, Terkildsen and Mayer (2019) compared an identical science simulation delivered via immersive VR and desktop. Interestingly, the study illustrated that learners in the VR condition showed lower retention and knowledge transfer (d = 0.80). However, participants reported significantly higher enjoyment and presence in the VR condition (d = 1.30), suggesting that the immersive environment may introduce cognitive overload thus distracting from key learning points. This aligns with earlier research by Van der Heijden (2004).  They also noted that high enjoyment and environmental engagement can sometimes detract from educational material. Meyer, Omdahl and Makransky (2019) reinforced a consistent finding that higher enjoyment ratings are often perceived for VR (M = 4.20, SD = 0.79) compared to desktop video instruction (M = 3.77, SD = 0.91).

This research highlights the importance of thoughtfully implementing immersive tools in lower key stage teaching to prevent cognitive overload. Nevertheless, it is clear that students find virtual reality more engaging, stimulating and memorable.

As educational and societal needs and demands have changed, traditional learning needs to be reinforced and transformed through the use of new technological applications and approaches to adapt and meet the new requirements. The use of gamification and virtual reality in educational contexts is becoming more popular as a means to satisfy students’ pursuit for more interactive, immersive, engaging, and meaningful learning.

School children and families enjoying training with our Extended Reality software

VR benefits complex skills training

Further insights came from a systematic literature review by Hamilton et al. (2020) comparing studies which assessed the effective of immersive VR against desktop learning in different educational disciplines. They found that immersive VR offered clear benefits in training on complex, abstract or procedural content. This included engineers assembling devices (Bharathi & Tucker, 2015) or medical students practicing knot tying (Yoganathan et al., 2018). These benefits were attributed to the increased physical interaction and spatial freedom offered by VR. However, the review also highlighted that many studies found no significant advantage of immersive VR over engaging desktop learning in regards to knowledge transfer and retention (Hamilton et al., 2021).

PC vs VR in education - the verdict

Conclusion – The correct implementation of VR and gamification can maximise the learning potential.

In summary, while immersive technologies can greatly enhance engagement and provide unique educational experiences, their effectiveness depends on thoughtful implementation and an understanding of cognitive load. Events like the Cheltenham Science Festival give us the chance to explore these tools with real-world audiences, sparking conversations and ideas about the future of learning.

The excitement on every face reminded us of one simple truth: when we move beyond books, learning transforms—becoming unforgettable. VR and gamification aren’t just innovations; they’re the gateway to a new era of education.

Resources:

  1. Makransky, G., Terkildsen, T. S., & Mayer, R. E. (2019). Adding immersive virtual reality to a science lab simulation causes more presence but less learning. Learning and Instruction. https://doi.org/10.1016/j.learninstruc.2017.12.007.
  2. Meyer, O., Omdahl, M. and Makransky, G. (2019). Investigating the effect of pre-training when learning through immersive virtual reality and video: A media and methods experiment. Computers and Education. https://doi.org/10.1016/j.compedu.2019.103603
  3. Hamilton, D., McKechnie, J., Edgerton, E. et al. (2021). Immersive virtual reality as a pedagogical tool in education: a systematic literature review of quantitative learning outcomes and experimental design. https://doi.org/10.1007/s40692-020-00169-2
  4. Lampropoulos, G., & Kinshuk. (2024). Virtual reality and gamification in education: a systematic review. Educational Technology Research and Development. https://doi.org/10.1007/s11423-024-10351-3

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VR vs Desktop-based learning – which is best? https://fourplus.co.uk/vr-vs-desktop-based-learning-which-is-best/ Thu, 13 Mar 2025 11:32:42 +0000 https:/?p=8160 Explore the pros and cons associated with both immersive virtual reality and desktop-based learning as well as their ability to meet educational and training needs.

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VR vs Desktop based learning - which is best?

Explore the pros and cons associated with both desktop-based learning and VR in education, as well as their ability to meet instructors and trainee needs.

Key Takeaways:

  • Extended Reality can cater to kinesthetic learning styles, encouraging experiential learning and practical education. However, the associated set up costs of VR headsets currently make desktop based training the pillar of digital education.
  • Nonetheless the researched benefits to VR training alongside continual technological advancements enhances the affordability and accessibility of immersive technology. Integration of both of these digital technologies in education would foster a more holistic approach to learning.

Digital technology for the classroom

In the rapidly evolving landscape of education, technology continues to reshape the way we learn, encouraging imagination, exploration and innovation. Two frontrunners in this digital revolution are Virtual Reality (VR) and desktop-based learning. Both offer unique advantages and challenges, sparking superiority debates when implementing in education.

To better understand the benefits of adopting digital technologies, this post will examine their individual attributes in education.

Extended reality

Virtual Reality immerses learners into simulated and walkthrough environments, transporting them to places and scenarios otherwise inaccessible. From exploring the inner workings of the inaccessible, to transporting to locations or even through time, VR is limitless. Likewise Augmented and Mixed reality overlay digital, interactive elements in the real world. This allows students to visualise, engage with and discover the mechanics of virtual objects/equipment.

VR (Virtual reality) in education

 The immersive nature of extended reality facilitates experiential learning, enabling students to manipulate virtual elements and experience consequences firsthand. These trial and error approaches are unique to XR as rarely undertaken in the real-world with the limits of cost, time, accessibility and safety. They enhance learner confidence, by allowing them to
push boundaries and make mistakes without expensive consequences. One of the other most important strengths of VR in education is it’s capabilities to enhance engagement and retention, illustrated in multiple studies (Research in Learning Technology, 2018; Krokos, Plaisant & Varshney, 2019; Lin et al, 2024). Moreover, VR can cater to diverse learning styles, offering physical learning experiences in a judgement-free environment. This is ideal for those who require extra time and practice to refine their skills. Additionally, for students who struggle with abstract concepts, VR provides tangible representations that facilitate understanding.

Nonetheless, VR also comes with its set of drawbacks. Primary cost is a significant barrier, with the expense of headset packages often limiting initial widespread adoption. For those without XR experience, it can be difficult to initially familiarize themselves with VR controls and functionality. In addition, the software can cause users to experience motion sickness or discomfort during prolonged usage. Options such as Augmented reality and Mixed reality can overcome these challenges as real-world passthrough is enabled.

Desktop-based learning

On the other hand, desktop-based learning remains a pillar in digital education, offering accessibility and flexibility to learners worldwide. With a computer and internet connection, students can easily access plentiful educational resources. These may range from interactive simulations and e-learning tools to webinars and presentations. Desktop-based platforms provide a familiar interface, making it easy for users to navigate pages and engage with content.

As already states the affordability and accessibility of the platform itself is one of the key advantages of desktop-based learning. Unlike VR, which requires specialized hardware, desktop-based platforms can run on standard computers and laptops, making them more accessible to a broader audience. However, desktop-based learning lacks the immersive qualities of VR. It relies solely on visual representations of concepts and scenarios, for some affecting attention span and general enjoyment. Furthermore, desktop-based learning may struggle to accommodate kinesthetic learners who benefit from hands-on experiences, which in accordance has been evidenced to influence retainment. 

Desktop-Based education vs Virtual Reality in a learning context

PC vs VR in education - the verdict

 The Verdict: Understanding your audience

So, is there an ideal digital platform for learning? The answer lies in harnessing the strengths of both worlds and considering your audience.

While desktop-based platforms provide affordable and accessible resources, VR offers unparalleled immersion and can benefit practical teaching sessions immensely by providing both simulation and interaction. Although incorporating VR into educational settings may seem daunting, it has been shown to enhance traditional learning methods and can be particularly vital for students with learning styles that the average classroom struggles to accommodate. Furthermore, ongoing advancements in technology are driving down the primary cost of VR equipment. This makes it increasingly more cost-effective, especially long term, as illustrated previously with desktop platforms.

In conclusion, the debate between VR and desktop-based learning is not about choosing one over the other but recognizing the unique advantages each brings to the table. It also illustrates the importance of embracing tech innovation and it’s incorporation into the classroom.

So, whether you’re donning a VR headset or sitting at your desktop, keep in mind: the path to knowledge knows no bounds in the ever-evolving world of digital education.

For additional resources which outline the application of VR/MR/AR in education and learning, take a look at our News stories and research papers.

Resources:

1. Research in Learning Technology 2018, 26: 2140 – http://dx.doi.org/10.25304/rlt.v26.2140

2. Krokos, E., Plaisant, C. & Varshney, A. Virtual memory palaces: immersion aids recall. Virtual Reality 23, 1–15 (2019). https://doi.org/10.1007

3. Lin XP, Li BB, Yao ZN, Yang Z, Zhang M. The impact of virtual reality on student engagement in the classroom-a critical review of the literature. Front Psychol. 2024 Apr 10;15:1360574. doi: 10.3389/fpsyg.2024.1360574. PMID: 38659670; PMCID: PMC11040080.

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Revolutionizing Business Training: The Proven Success of Extended Reality https://fourplus.co.uk/extended-reality-use-cases-in-business/ Wed, 12 Mar 2025 13:59:02 +0000 https:/?page_id=8099 Learn where Augmented and Virtual reality currently fit in the Business space, with specific examples of their implementation in multinational organisations.

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Revolutionizing Business Training: The Proven Success of Extended Reality

Learn where Augmented and Virtual reality currently fit in the Business space, with specific examples of their implementation in multinational organisations.

Key Takeaways: 

  • Extended Reality is becoming more regularly incorporated into the daily operations of numerous large organizations. This is evidenced in the cases of Boeing, Porsche, Siemens, the NHS and Johnson & Johnson. 
  • Augmented reality is frequently harnessed in business settings to aid engineers in visualizing physical environments, helping them grasp intricate technical details. Conversely, virtual reality finds extensive application in healthcare, where it serves as a powerful tool for simulation-based training and procedural practice. 

Virtual Reality applications in business'

As the application of Digital Tech becomes more commonplace, we are witnessing a shift in how organizations operate and innovate. 

In this insightful post, we explore real-life examples that illustrate the transformative impact of Extended Reality implementation in various business contexts.

Boeing

Boeing has integrated Augmented Reality (AR) by replacing traditional 20-foot-long 2D wiring diagrams with interactive 3D models. As a result, technicians can now explore airplane electronics and wiring more freely while accessing instructions hands-free. To assess its impact, Boeing’s Research & Technology department conducted a study on employees assembling a mock aircraft wing. Notably, the study revealed a 90% improvement in first-time design quality and accuracy after using AR, compared to the conventional method. Furthermore, AR reduced design time by 30%. In addition, managers highlighted how wearable technology helped the workforce cut production time by 25% while impressively lowering error rates to nearly zero.

Porsche

Similarly, Porsche has adopted “Tech Live Look,” a system that uses smart glasses to connect technicians with experts remotely when troubleshooting complex issues. These “see what I see” sessions have gained popularity, primarily due to their proven ability to shorten service resolution time by up to 40%.

Siemens

Meanwhile, Siemens has leveraged Virtual Reality (VR) to create an immersive tour of one of its industrial manufacturing facilities, where employees handle dangerous, heavy machinery. This approach allows the company to train its vast workforce remotely in Environmental, Health, and Safety (EHS) concepts before hands-on practice. Moreover, this technology can be applied in other ways, including digital facility mapping, custom simulation training, and visualizing new equipment.

Virtual Reality applications in medicines

John Hopkins school of nursing 

Virtual reality simulation training for prospective and current medical staff including resuscitation, anaphylactic reactions, patient management and pediatric critical care is now being undertaken at John Hopkins school of nursing. Alongside the VR aspects of the simulation training, incorporation of an AI model also allows for cognitive decision-making and adapting to difficult situations, which is vital in critical care training. 

NHS 

NHS England have now launched XR training using a patient avatar which allows users to expand their personal and professional skills with people experiencing perinatal mental health conditions. The XR training allows healthcare professionals to have real-life simulating conversations with a patient in a clinical setting. The training presents different scenarios which users can experience. This allows them to practice applying soft skills to in a safe environment, until competent. 

Johnson&Johnson 

Johnson&Johnson have begun providing Virtual Reality to healthcare business’ orthopedic surgeons, nurses and residents. This VR simulates the procedural steps and techniques involved in performing hip or knee replacement surgery. To make the surgery true to life, carefully chosen instruments and implants can be adopted on an anatomically correct model. Additionally, the VR technology evaluates the performance of the user, through motion capture and analytics. These features led to 90% of those who tested it saying they would both use it more frequently and recommend it to others.

Different forms of extended reality being adopted in Business

Potential applications of virtual reality in biotech and lifescience business'

Frontline healthcare

  • Telemedicine
  • 3D models 
  • Casting/Real-time collaboration
  • Robotics and AR
  • Simulation training
 
Manufacturing of tech/medicines
 
  • Product design prototyping
  • Facility mapping
  • Inventory management
  • Quality control and Inspection
  • XR training and demonstrations
  • Inventory/waste management
  • Tech transfer
 
Retail of tech/medicines

  • Marketing
  • Sales
  • Product demonstrations

Summary

Extended Reality (XR), including AR and VR, is transforming business training and operations across industries. Companies including Boeing, Porsche, Siemens and Johnson & Johnson use XR for training, product visualisation and remote assistance. It has been shown to boost efficiency, accuracy and skill development, broadening it’s appeal within a wide range of sectors. 

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Why employ extended reality (AR, VR and MR) in business? https://fourplus.co.uk/why-employ-extended-reality-ar-vr-and-mr-in-business/ Mon, 24 Feb 2025 20:53:34 +0000 https:/?page_id=7650 As digital and simulation training advances, virtual reality software emerges as a comprehensive platform offering easily accessible, cost-effective, hands-on experience based learning.

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Why Employ Extended Reality (AR, VR and MR) in Business?

Discover how virtual reality (VR) and immersive technology can enhance employee training, maintain standards and heighten productivity in a range of business sectors.

Key Takeaways:

  • As digital and simulation training advances, virtual reality software emerges as a comprehensive platform. It offers easily accessible, cost-effective, hands-on experience based learning.
  • Unlike conventional training methods, XR platforms facilitate high-risk, expensive, and difficult-to-standardize/scale training sessions.

Immersive training and VR in Business

In the ever-evolving landscape of business, staying ahead means embracing innovation. One such contemporary technology transforming the way we train employees is Extended Reality (XR), which encompasses Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR). These immersive platforms offer solutions to the limitations of traditional training sessions such as: Accessibility, practicality, standardisation and availability of resources. They provide realistic, interactive, experience based learning for employees. Additionally, VR can be accessed on-demand, anywhere, with zero risk and zero waste.

Now let’s delve into some of the specifics of how XR can revolutionize training in business:

Benefits and Merits in Business

Risk-Free

XR brings reality to life by creating simulated environments and situations where employees actively engage with content in a hands-on manner. VR immerses employees in high-stakes scenarios without real-world consequences, allowing trainees to make mistakes and learn from them in a risk-free environment.

Adaptable

VR, MR, and AR technologies personalize training experiences based on individual learning styles, ensuring optimal engagement and retention. Users choose whether to overlay digital information (AR) or merge digital elements with the real world (MR) to meet their specific needs. By adapting to user requirements, XR accelerates the development of visual, verbal, auditory, and kinaesthetic learners.

Cost-Effective

Traditional training methods often require significant spending on travel, venue rentals, and materials. XR eliminates these costs by delivering training anywhere, reducing the need for physical infrastructure.

Standardised and Scalable

After careful development, XR training modules scale effortlessly and reach large employee groups, ensuring consistent learning outcomes across geographically dispersed teams. This approach regulates and standardizes training, minimizing discrepancies in proficiency and work execution.

Real-Time Performance Analysis

XR training platforms integrate analytics tools that track trainee performance in real time. By monitoring actions, decisions, and interactions within the virtual environment, trainers pinpoint areas for improvement and provide targeted feedback. This data-driven approach enhances training effectiveness, helping organizations continuously refine their programs for better results.

Product Design and Demonstrations

Teams can create digital, interactive 3D models of new equipment and technology for easy collaboration and streamlined dissemination. This method removes geographical barriers and increases design productivity. Similarly, VR transforms how companies market products and drive sales by enabling buyers to experience products firsthand, boosting engagement and improving overall understanding.

Use cases for virtual technology in Industry and Business

VR as a Training tool

The theoretical advantages of XR training have been validated and immersive training shown successful in various industries.  For instance, the  promising effects of Immersive Virtual Reality was demonstrated in the journal of bone & joint surgery with a reduction in learning time of 570%. In addition, companies like Boeing reported a 40% Increase in productivity and porsche shortened time spent on addressing issues by 40%. These advancements are not confined to specific sectors like healthcare and engineering. Industries such as construction and education are continuing to embrace and uptake XR platforms, to increase productivity and ensure long-term competitiveness. This widespread adoption is reshaping the landscape of learning and driving sustainable  success in the business world.

For additional examples of VR in Business, check out our blog post on “Extended reality use cases in Business” – https:/news/extended-reality-use-cases-in-business/

Resources

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Decoding XR, VR, MR and AR (Immersive Technology) for Beginners. https://fourplus.co.uk/decoding-xr-vr-mr-and-ar-immersive-technology-for-beginners/ Mon, 24 Feb 2025 13:32:17 +0000 https:/?page_id=7598 Familiarise yourself with the subtypes of Extended Reality (XR) software, which allow users to Immerse in virtual environments (VR) or experience the mixing of digital elements into the real world (MR and AR).

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Decoding XR, VR, MR and AR (Immersive Technology) for Beginners

Familiarise yourself with the subtypes of Extended Reality (XR) software. These allow users to Immerse in virtual environments (VR) or experience the mixing of digital elements into the real world (MR and AR). 

Key Takeaways: 

  • All forms of extended reality (XR) including Virtual Reality (VR), Mixed Reality (MR) and Augmented Reality (AR) differ in aspects. This article offers a basic overview of XR vs MR vs AR vs immersive VR.
  • At FourPlus Immersive, we specialize in developing immersive and lifelike laboratory training platforms across all forms of XR.
 

Immersive Technology- AR vs immersive VR

 In recent years, the world of technology has witnessed an explosion of immersive experiences blurring the lines between physical and digital realms. Terms like Virtual Reality (VR), Mixed Reality (MR), Extended Reality (XR) and Augmented Reality (AR) have become increasingly prevalent. They are often used interchangeably, but with subtle yet significant differences. The immersive technology terminology can be difficult to interpret and so this article aims to define the differences. So what is MR vs AR vs immersive VR?

Understanding the Basics

Virtual Reality (VR): VR creates a fully immersive digital environment that simulates reality. It transports users to a computer-generated world, where they can physically interact with objects and surroundings. A headset or goggles typically block out the real world and replace it with the virtual environment.

Augmented Reality (AR): AR overlays digital content onto the real world, enhancing the user’s perception of their surroundings. Unlike VR, AR enriches the physical world by overlaying digital elements. These include images, 3D art, text or animations. Users commonly access AR experiences through smartphones, tablets, or specialized AR glasses.

Mixed Reality (MR): MR combines elements of both VR and AR, seamlessly blending virtual and real-world environments to create immersive experiences. This technology enables digital objects to interact with physical surroundings and vice versa. Therefore it offers users a more immersive and interactive experience. MR continues to evolve and holds immense potential across various industries.

Extended Reality (XR): XR serves as an umbrella term that encompasses VR, AR, and MR technologies. It acknowledges the continuum between the physical and digital worlds, recognizing that these realities exist on a spectrum rather than as distinct categories. XR represents a holistic approach to immersive experiences. It leverages a combination of technologies to create compelling user interactions.

Venn diagram illustrating the distinctions between Augmented Reality (AR), Mixed Reality (MR), Virtual Reality (VR), and Extended Reality (XR).

 At FourPlus immersive, we harness all forms of extended reality as cutting-edge laboratory training tools. The immersive experiences both enable users to interact with virtual objects within either a 360degree virtual setting or as a platform within a real-world environment. Specifically, the immersive VR courses are coded, linear simulations divided into expertly constructed courses. Whereas the MR platform is a non-coding, sand box type experience. Here the instructor has 100% control over the design of their protocols and laboratory. The objective is that whatever the application, be it manufacturing (biopharmaceuticals, stem cell technologies, bioengineering), education (schools, colleges and universities) or healthcare (medical allied, nursing, pathology), trainees can gain hands-on practice without physical constraints. 

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