Virtual Reality System to Support Workforce Development



Initiative TitleVirtual Reality System to Support Workforce Development
Submitted in Previous Year(s)No
Critical Information, Notes, Justification, Rationale

To help increase the student pipeline to the College and provide supplemental instruction to career training opportunities, the College's workforce development unit seeks to purchase a virtual reality (VR) system such as Transfr Inc's VR solution.

Pilot project - proof of concept

As skills needs across industry sectors are identified and the College offers training and education programs to support our local employers, the College will be able to provide an additional instructional modality to train students for high-quality jobs enabling learners to find job security and upward mobility, facilitated by immersive, hands-on VR training.

Through hands-on simulations and customized experiences, students can progress at their own pace through a training curriculum built on experiences from real-world experts in a variety of fields. VR learning modules are available in healthcare, manufacturing and construction, hospitality, electrical construction, and automotive. The Virtual Training Facility is a virtual environment where trainees can master the skills in a safe, supportive setting, under the expert guidance of a digital coach.

VR learning modules are also available to help students make better career and education decisions through realistic job previews. Using VR as a portal for Career Exploration, students will have the opportunity to determine, before spending money and time on training, whether or not a particular profession is the right one for them.

Advantages of VR career training and exploration:

  • Increases the range of career options and training opportunities for students
  • Creates new opportunities for continuing education
  • Helps shape the workforce of the future and, for employers, gain access to trained workers who have the desired skills based on industry needs
  • Creates a classroom-to-careers pipeline to train the next generation of workers via immersive hands-on training programs that develop critical skills for employment
Consequences of this initiative not being funded

Not providing additional opportunities to explore different careers and educational choices leads to skills mismatch and an increase in student debt. Also without the ability of the College to provide innovative learning modalities can be looked upon as a conscious decision to ignore different learning preferences and continuing an outmoded model. As a result, the College will lose students to other colleges who are more on the cutting-edge of teaching and learning.

Department Goals Strengthen leadership in regional workforce development, economic growth, and quality of life in our communities by providing an educated and skilled workforce while addressing business and industry needs and workforce equity
Programs
LocationsMain Campus
Estimated Completion Date
Will this initiative span multiple budget years?Yes
ImportanceHigh
Funding SourceRequest for Prioritization
Created11/22/2022 2:59 pm
Updated01/03/2023 10:10 am

Institutional Goals

Goal How will the initiative support this institutional goal?
By providing hands-on, engaging, and cutting-edge VR technology for students, they will more quickly have an opportunity to realize if their academic/ career pathway is right for them, thus reducing time and money on education that may not suit their interests or skills set.
VR in higher education has the potential to transform learning opportunities in the classroom and improve student outcomes – all while creatively engaging and preparing students for new opportunities. VR has also been shown to create a more immersive learning environment for more vulnerable college students. Therefore, CAPE students can benefit from VR industry-based programs, and the many advantages associated with VR learning, including increased memory power and knowledge retention; a boost in excitement and engagement in the classroom; improved learning outcomes, communication and collaboration skills; and improved understanding of complex, conceptual subjects, thereby opening up new opportunities and create accessibility for every student.
Many of CAPE's student base are either adult or under-represented learners, looking for career-based programs designed to prepare them for work. CAPE is dedicated to identifying and developing programs designed to meet local industry leaders' needs. Utilizing VR career-based programs will fast-track skills attainment, as well as career readiness, making our students poised for hire- serving them, local businesses and the community at large.

Action Steps

Action Step Responsible Party Order
Interview and receive demonstration and price from VR company options CAPE 1
Set up and train instructors on new software CAPE 2
Roll out new VR program initiatives (Go Live) CAPE 3

Expected Outcomes

Outcome Order
Making abstract data more tangible to help future students/ workers understand information more deeply and promote a better decision-making process 1
Creating virtual realities that help bring to life aspects of the curricula and learning objectives in a more engaging manner 2
Enabling students with special needs to experiment with different learning strategies that do not rely on passive listening or reading 3

Assessment Methods

Method Description Other Method Responsible Party
Student Surveys: Satisfaction Need Surveys can be developed internally and administered to assess student frequency, importance, need and satisfaction institution’s staff, office and services and programming.

Resources

INITIAL YEAR COST: $20,000.00
RECURRING COST: $0.00

Equipment

Need Cost (Initial/Recurring) Supporting Departments
Four VR headsets at $5000 per headset $20000.00
  • Information Technology, CIO Office
  • Business Office
TOTAL: $20,000.00 / $0.00

Facility

Need Cost (Initial/Recurring) Supporting Departments
TOTAL: $0.00 / $0.00

Supply

Need Cost (Initial/Recurring) Supporting Departments
TOTAL: $0.00 / $0.00

Staffing

Need Cost (Initial/Recurring) Supporting Departments
TOTAL: $0.00 / $0.00

Training

Need Cost (Initial/Recurring) Supporting Departments
TOTAL: $0.00 / $0.00

Marketing

Need Cost (Initial/Recurring) Supporting Departments
TOTAL: $0.00 / $0.00

Other

Need Cost (Initial/Recurring) Supporting Departments
TOTAL: $0.00 / $0.00

Prioritization

Level 5 Level 4 Level 3 Level 2 Level 1 Initiative Title Department
47
47
30
5

Virtual Reality System to Support Workforce Development
$20,000.00 / $0.00
CAPE

Assessment

DateDepartment NameStatusCost to DateFunding Source 
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