Workplace Communication

Tutor Notes

About this document

wokplace_communication

Imagine if every student could receive personal coaching from business leaders and entrepreneurs… 

In this unique VR experience, learners participate in a virtual once-in-a-lifetime opportunity to compete in You’ve Been Hired!, a a virtual business-styled reality game show that gives up-and-coming talent a way to gain work experience, while showcasing their skills. 

Learners join forces with virtual teammates to compete with a rival team on a series of challenges. For their team to win a challenge, the learner must demonstrate mastery of a key communication skill (non-verbal communication, communicating with clarity, active listening, and influencing).

This document provides an overview of each of the learning activities featured in this module, including: 

  • Key objective and goals
  • Estimated duration
  • Purpose of the activities
  • Environments
  • Characters
  • Journal entries
  • Video walkthrough

Module structure

The complete journey takes the learner through 4 interactive mini-modules, each containing a different challenge, followed by a final challenge in the form of the season finale. The module also includes ancillary activities such as onboarding, self-reflection questions, and the exit survey.

We recommend that learners fully interact with each activity to get the full benefit, and that learners take a short break after every 10-15 minutes in the headset.

The default route through this module is a linear experience, but learners can complete the four challenges in any order. It is estimated that each topic will take the learner approximately 5-10 minutes to complete, although completion times vary depending on whether the learner chooses to repeat topics to explore different options (encouraged) or fine-tune their freeform responses. 

Each challenge begins with a Likert-scale self-reflection question to indicate how confident they feel in the key area of communication that they’ll be learning about. The same question is repeated at the end to assess how the learner’s confidence levels have changed.

Once all four mini-modules are complete, the learner progresses to the season finale, where they’ll put all their communication skills to the test in one last challenge.

Workplace Communication - Tutor notes-Module structure

 

Key learning goals and outcomes

Learning outcome

Build effective communication skills for personal and professional relationships and information exchange.

Learning goals

Learning Goals_Icon_Target

Use non-verbal signals to enhance their message

Learning Goals_Icon_Target

Communicate with clarity, concision and confidence

Learning Goals_Icon_Target

Demonstrate active listening to build trust

Learning Goals_Icon_Target

Influence decisions using a basic argument structure

A word about terminology

As a medium, Virtual Reality is not best suited to didactic teaching methods. 

However, our intention is that all Bodyswaps modules follow a student-centred constructivist pedagogy. This means creating rich experiences in which learners can explore key concepts and ideas and reach their own conclusions. 

This is why our documents speak in terms of learning goals and outcomes, rather than measurable ‘learning objectives’ (a la Bloom’s Taxonomy) per se. 

Characters – the contest

harry

Harry

Celebrity judge

Mateo Torres

Ali

Entrepreneur

Characters -
your teammates (The Blue Team)

Shayla

Shayla

Blue Team coach

Jamal

Jamal

Suki

Suki

Characters -
your rivals (The Red Team)

Leo

Leo

Red Team coach

Astrid

Astrid

Niah

Nia

James

James

Environments

blue_CoachingRoom

Blue Team base/coaching room

The Blue Team’s base/dressing room where they learn from their coach, Shayla

Auditorium

Auditorium

Presentation space where the learner practices speaking with clarity, concision and confidence

Recording studio

Recording studio

A hi-tech studio where the learner practices their non-verbal communication with Shayla

Environments

Breakout room

Breakout room

Breakout / cafeteria space where the learner meets with their teammate to try and patch up a misunderstanding on the team

Tech startup meeting room

Tech startup meeting room

Meeting room where the learner meets with an entrepreneur to find out his requirements for an exciting new project

Boardroom

Boardroom

Corporate boardroom where the Blue Team works on a group project

Induction

Purpose
Familiarise learners with the controls and navigation
Location
Tutor room
Characters

N/A

Duration

03:11
*Varies depending on the learner's choices and interactions

The first time learners use Bodyswaps, this onboarding sequence familiarises them with the features of the app, takes them through an avatar selection and embodiment activity, and prepares them for the experience to come. 

During the induction, learners will: 

  • Find out how this training is different from the rest
  • Select their avatar
  • Discover their virtual journal
  • Learn how to navigate and use the tools and settings

Introduction

Purpose

Introduce the module and reflect on current confidence levels before beginning the activities

Location
Blue Team base
Characters

Shayla

Journal
N/A
Duration
01:33
*Varies depending on the learner's choices and interactions

The module begins by establishing the scenario and the learner’s role as a contestant in a virtual business-styled reality game show called You’ve Been Hired!

Shayla, entrepreneur, former winner of the contest and Blue Team coach, introduces herself and the other key characters:

  • The learner’s team mates on the Blue Team – Suki and Jamal
  • Their rivals on the Red Team - Astrid, Nia and James, with their coach Leo
  • The contest’s celebrity judge Harry

Then, Shayla sets the scene by explaining that the learner will take part in a series of challenges covering key areas of communication skills: 

  • Non-verbals
  • Clear, concise confident delivery
  • Active listening
  • Speaking persuasively

As an expert in communication, Shayla explains that she’s there to help the learner win.

Challenge: Louder than words

Purpose

Practise using non-verbal signals to enhance a message

Location
Recording studio
Characters

Shayla

Duration
12:59
*Varies depending on the learner's choices and interactions

The challenge: Harry, wants to meet each contestant personally. The learner has 1 minute to make a good impression, so effective non-verbal communication is of the utmost importance.

The learning: Shayla takes the  learner through a sequence of three simple experiments to get them reflecting on how they use non-verbals.

  • Experiment 1 – eye contact: The learner practices making eye contact with their own reflection in the mirror and then with Shayla, who encourages them to reflect on how eye contact makes them feel.
  • Experiment 2 – hand gestures: The learner delivers the same statement three times with direction from Shayla on how to use their hands. They then replay all three recordings, and consider the difference that hand gestures can make (note: desktop users receive an alternative version of this section with a tutorial from Shayla).
  • Experiment 3 – intonation: The learner again repeats the same statement three times, but this time focusing on intonation and what results you can expect from using different voices.

Finally, it’s time to meet Harry and put what they’ve learned to the test. Can the learner make a good impression? It doesn’t matter what the learner chooses to tell Harry about – analytics provide feedback on their non-verbals. 

How to win: The learner must achieve an ‘optimal’ result in their non-verbal analytics.

Challenge: Say it like you mean it

Purpose

Communicate with clarity, concision and confidence

Location
Auditorium
Characters

Shayla, Harry, Astrid (Red Team contestants are also sitting in the audience)

Duration
12:28
*Varies depending on the learner's choices and interactions

The challenge: The learner must pitch an idea to Harry on behalf of their team. The Red Team goes first – the learner witnesses Astrid stumble through a vague and meandering pitch. Shayla challenges the learner to decipher Astrid’s key message to demonstrate the need for communicating with Clarity, Concision and Confidence.

The learning: In this freeform interaction, the learner gets two attempts to practice what they’re going to say in their own words, receiving feedback from Shayla on whether they spoke with enough clarity, concision and confidence, before finally presenting to Harry.

In between each attempt, analytics pick up on verbal and non-verbal aspects of their performance to give additional, more personalised, guidance.

In each of the three attempts either Shayla or Harry, with the help of LLM AI technology, attempt to determine the learner’s key message. If they fail to do so, the learner is given the option to watch their own presentation back to see if they can work out why their message didn’t come across as they intended. 

How to win: Harry must correctly determine the learner’s message on the third and final attempt.

Challenge: Are you listening?

Purpose

Identify good and bad listening practices

Location

Blue Team base then breakout room

Characters

Shayla, Suki, Jamal

Duration
14:46
*Varies depending on the learner's choices and interactions

The challenge: The two teams are in a race against the clock to design a system of rickshaw rides for a popular tourist destination called Sunnyside, but things aren’t getting off to a great start. Suki knows Sunnyside well and is sure she knows how to win, but Jamal isn’t listening to her. If they want to win, the learner must step in and use their active listening skills to make Suki feel heard again.

The learning: First, the learner observes the unfortunate interaction, clicking or tapping to identify each time Jamal fails to demonstrate good active listening. Visual feedback is provided in real-time to indicate whether the learner has identified each example, and feedback is supplied at the end.

Then it’s the learner’s turn to demonstrate their own active listening skills in a freeform conversation with a visibly upset Suki, speaking in their own words to diffuse the situation by making her feel heard.

At each stage of this freeform conversation, analytics pick up on keywords that demonstrate they’ve listened and heard what Suki is trying to say. This data is used to control a gauge on the screen behind Suki to show whether she feels heard or not.

How to win: The gauge must be above 50% by the end of the conversation.

Challenge: Go on, persuade me

Purpose

Learn to speak persuasively using a basic argument structure

Location

Blue Team base then boardroom

Characters

Shayla, Suki, Jamal

Duration
09:06
*Varies depending on the learner's choices and interactions

The challenge: The Blue Team is planning the launch week for a new restaurant owned by a pop superstar. It’s an exciting opportunity, but first they need to decide what will be on the menu. In a tip off from Shayla, the learner discovers that in order to win the challenge, they must persuade Jamal and Suki to include pineapple as a topping. The only problem is, they both hate pineapple! 

The learning: Shayla equips the learner with an argument structure – beginning with a claim, backing it up with evidence, and finishing with a strong warrant to present their argument in the best way possible.

The learner then heads to the boardroom where they must use the Claim, e Evidence, Warrant method to convince Jamal and Suki that pineapple is the way to go. 

At each stage of this scaffolded conversation, the learner chooses what to say from three given options. Each option elicits a different response from their teammates, along with a message from Shayla providing further helpful feedback.

How to win: The learner must answer 3 out of the 5 questions correctly on their first or second attempt. 

The season finale (locked until all other challenges are complete)

Purpose

Practise communicating effectively

Location

Blue Team base then tech startup meeting room

Characters

Shayla, Ali

Journal

N/A

Duration
05:58
*Varies depending on the learner's choices and interactions

The challenge: The winning team will be working with Ali – a young, influential entrepreneur with his finger on the pulse – to design a new game. The learner has been tasked with finding out Ali’s wants and needs and proving to him that they have what it takes to be his partner in this exciting venture.

The simulation: Shayla takes the opportunity to give the learner one last piece of advice and gives them four things to consider in their game design – the target audience, the number of players, the game type and the device it can be played on.

The learner meets with Ali in his company’s relaxed meeting space to hear his ideas about the new game. In just a couple of minutes, they must listen actively to what Ali tells them and gather all the information they need to pitch a game design that Ali will love. 

Then, it’s time to pitch their idea to Ali in their own words. Learners can either dive straight in based on what they’ve just heard, or pick a game description from a selection provided if they need a little help. But they must choose with care, because only one of the descriptions matches all of Ali’s criteria!

AI analytics and LLM AI assess the learner’s verbal and non-verbal communication to determine whether they’re using the skills they’ve learned during their time on the show. 

How to win: The learner must achieve an ‘optimal’ result by using keywords that demonstrate they heard and understood Ali’s brief. 

After receiving their feedback, if the learner fell short in any areas they’ll be prompted to try the relevant challenges again.

Debrief

Purpose

Debrief the learner upon completion of the training

Location

Blue Team base

Characters

Shayla

Journal

N/A

Duration

00:32
*Varies depending on the learner's choices and interactions

Shayla congratulates the learner on making it to the end of the contest. 

She lets them know that she’s seen a huge change in their communication skills and that she’s excited to see what happens next for them.

Finally, she thanks them for taking part and reminds them that the skills they’ve learned will help them - whatever direction they choose for their future career.

Exit survey

Purpose

Assess the effectiveness of the training itself

Location

N/A

Characters

N/A

Journal

N/A

Duration
00:28
*Varies depending on the learner's choices and interactions

Before the learner leaves the module, they are asked to complete a short survey about their experience. 

This survey is not compulsory, but the data helps us to assess the effectiveness of our product and identify any areas that need improvement. Clients also find it beneficial when assessing ROI. 

They are asked to mark whether they agree or disagree with the following statements, on a 10 point scale: 

  • I would recommend this experience to others 
  • The experience helped me identify elements of my communication skills that I could improve upon
  • I now have a better understanding of communication skills in the workplace