With offices in California and Portugal, inciteVR is an award winning learning company that publishes immersive learning experiences (ILX) for higher education and professional education. We are passionate about our core mission of meeting the individualized needs of the learner through our immersive learning experience (ILX) solutions.

“Research validates that students ‘acquire skills faster, with greater accuracy, and retain skills longer’ through immersive learning experiences”

Effective skills training for healthcare and enterprise safety has been time and place bound with expensive facilities, with corresponding limitations in access and low throughput. Prior to the emergence of affordable VR, existing online training with traditional flat media was not comparable to traditional hands-on training in learning outcomes performance. Additionally, both physical training and computer simulations suffer from a rapid diminution of learned skills, requiring frequent retraining without achieving any economies of scale.

Our ILX solutions achieve deep, persistence learning through our ILXD© methodology that leverages perspective-taking, sense-making, and a purposeful, empathetic connection. The learner enjoys agency, builds self-efficacy, develops an affinity, and perceives a state of learner as creator as they are embodied in a way that is personally meaningful, and through experiences that provide a breadth of diversity that is not feasible through traditional learning delivery methods. Mobile VR (Oculus Quest 2 or Pico NEO 3) is affordable and suitable, the headset cost is comparable to a text + lab kit, and learners have access to our solutions after course completion so they can refresh their skills as needed as they progress through their degree program or enter the workforce.

ilxCore©

Our Cloud-based enterprise ILX solutions are affordable, effective, and available anytime, anywhere.

Our legacy of developing scalable, Cloud-based, game-based learning products empowered our development of our ilxCore© Cloud-based enterprise on Amazon Web Services.

Learners use the ilxCore© and their mobile VR (Oculus Quest 2 or Pico NEO3) to acquire, practice, and demonstrate competencies “anytime, anywhere”. No travel is required, availability of practice is nearly unlimited, analytics of learning outcomes provide insight for every aspect of clinical skills, learner performance, and learner and class skills gaps. Faculty and support staff access the ilxCore© Cloud-based enterprise for class management, application control, headset control, learner progress monitoring, and rich analytics reporting.

Cloud-based ILX solutions erase the disadvantages of learners in remote locations who have time and place constraints.

“Immersive learning is affordable, effective, and available anytime, anywhere”

Mobile, stand-alone VR headsets (Oculus Quest 2, Pico NEO 3) are affordable and adequate for professional training. Our mobile VR enterprise provides institutions and learners with ‘anywhere-anytime’ access to professional training that outperforms its traditional counterpart - with no travel costs, unlimited practice, and superior analytics to manage progress and training program performance.

Scalability

The inciteVR development team has been pioneering the production of scalable immersive game-based learning and simulations since 2016.

Since 2016, we have served 97,690+ learners in 2,162+ courses that have completed 1,172,280+ immersive learning sessions.

Our production processes are data driven, measurable, replicable, and have seven years of continual refinement toward publishing ILX solutions that are reliable and scalable.

inciteVR provides unparalleled client support, during the development and implementation phase and throughout the product life cycle for learners and support staff.

ILXD©

At inciteVR, we believe that the legacy focus of designing and implementing learning products for institutional needs, practices, and structures is outdated beyond revision or adaptation. That focus is unsuitable for realizing the power of immersive learning experiences using VR and AI. A fundamental shift in focus is required, with the learner’s experience at the core and the learner’s personalized instructional needs as the overarching guiding framework.

Intelligent, immersive game-based learning and simulations with virtual reality (VR) and artificial intelligence (AI) is a paradigm shift that is already underway in higher education and professional education. It is not just new technology, it is instead an entirely new learning experience.

A new pedagogy is needed. It requires the integration of the emerging design foundation components, promotion of flow, presence, and embodiment, methods and processes to imbue empathy, and a new constructivist approach to the learner as creator. inciteVR developed the Immersive Learning Experience Design (ILXD©) Model to serve this required shift in focus from producing learning products to producing learning experiences. Since 2018, we have been using ILXD© to guide and inform the design, production, and research for intelligent immersive learning experiences for professional education and higher education.

Our ILXD© methodology empowers our development team and our client institutions to fully leverage the power of learning experiences delivered in VR using artificial intelligence (AI) to best meet the individualized learning needs of their students. Success with ILXD© methodology is clearly evident through the consistency of the results in the products resulting from its use.

inciteVR ILX Tenets

ILX is not about technology, it is about pedagogy.

The needs of the learner must be the core focus.

Agency and decision-making are the primary amplifiers.

Immersion is easily fostered and can be just as easily lost.

Failure and replay are highly desirable.

The role of faculty is more important than ever before.

Debrief and sensemaking are vital components.

Faculty training, support, and ILX literacy are requirements for success.

Fast and effective learner support is a requirement for success.

The lessons learned twenty years ago regarding game-based learning (GBL) are being repeated now with ILX.

We are not confident yet that we fully know what we don’t know.