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The Fourth Industrial Revolution (Industry 4.0) is the notion of an industrial revolution that will alter the way we live, work and interact with one another, including how we utilize and deploy highly disruptive technologies such as artificial intelligence, virtual reality, robotics and block chain technologies. This impact is clearly evident in the banking and financial industry. Industrial revolution 4.0 has also impacting traditional financial companies in the following ways of disintermediation, unbundling, commoditization and invisibility. It’s time for financial institutions think about how- and where they can advance their digital strategies beyond the utility of transactions and payments. Where should banking providers focus their digital investments on learning & talent development.
Efforts to stop the spread of Covid-19 such as physical-distancing and self-isolation have prompted the widespread closure of classes, however the need for learning remains. Some initiatives have been implemented. Such as online training through online learning platform, on-the-job training and others. There are some feedbacks on the online training which are there were no role-play, so they don’t have enough ‘experience’ to understand, the program and the instructor are not interesting enough. It was also only one way of communication due to poor connection, limited time for limited interaction & experience. Covid-19 has become a catalyst for educational institutions to search for innovative solutions in a relatively short period of time. Virtual reality training is a new way of learning. Virtual Reality is a multi-dimensional human experience which is totally or partially computer generated and can be accepted by those experiencing the environment as consistent. Virtual reality also defined as “human immersion in a synthetic environment”.
Utilize virtual reality technology able to improve learning scale, scale ability, efficiency and create a better learning experience for learner. At least, there are five benefits of virtual reality training. First, Scenario (simulation) based learning. Virtual Reality thru computerbased technology in general has the potential to greatly impact the ways in which we educate and train all people. VR as a package of computer hardware, software, and interface technologies that allow a user to experience certain aspects of a simulated 3-dimensional environment. Upskill employees through real scenario and prepare them for any surprises that could happen on their job line. Second, Safe training environment for Employee. In this pandemic era, offline training is not preferred as it could be a media for transmitting virus. Through virtual reality, we eliminate the need for physical proximity of colleagues, teammates, classmates, or instructors by creating a distance learning/training environment. This is possible by the technology of networking, simulations, and interactive software. Because we are able to communicate with others and perform required tasks without the physical pressure of either fellow performers or actual equipment, we have indeed created a work space environment which is virtual. VR has the ability to handle the unusual event-and unusual or rare could mean the need for unusual responses and individual but still in a safe environment. Third, Immersive training. Digital simulation need to be as realistic as possible to create the illusion of real practice. The degree of immersion within the synthetic environment as relative to the tasks to be performed and the skill to be developed by the individual or the group then one is given a wider variety of environments which could be called virtual. Another interesting thing about these environments is that every object is a state machine. Therefore, and this again comes back to education and training, the objects that I am holding in my hand, the rooms I have walked through, the things I’ve accomplished in that environment will literally determine what I see and what objects do to me as I walk through this environment. Fourth, VR will save time and money by allowing us to do virtual training instead of things that usually require field exercises or expert monitoring, or even things not possible in the field at all. Saves learning time with simulation using practice by doing method. VR training can reduce training cost by 50- 60 percent. VR training can reduce training time by 40 percent while improving employee performance by 70 percent. In overall, VR training will increase productivity through better learning effectiveness and shorter learning life cycle. Fifth, Raise learning motivation by learning using VR and gamification. Virtual Reality is more engaging and will greatly motivate users to participate in training, or indeed more broadly in education or other activities. The goal of VR environments is to be very engaging so that the learners will want to learn more and enjoy being part of it. This is a very important aspect of any kind of system that is trying to support training.
Bank CIMB Niaga continuously explores learning methodologies that can provide learning experiences that are easier, safer, and more targeted, among others by using Virtual Reality (VR) technology. It leverages VR’s capabilities to replicate authentic workplace situations, providing employees with hands-on experience and practical skills development in a virtual environment. The implementation of virtual reality (VR) technology revolutionizes training methodologies by immersing participants in a realistic scenarios without the need for physical presence at training center. This technology was adopted by CIMB Niaga through the use of VR Headset which presents a scenario-based immersive learning experience, using 360-degree video, and three-dimensional (3D) model. VR learning has become an integral component of employee competency development, providing impactful learning experiences and optimizes employees education, exposure, and overall learning experiences.
CIMB Niaga has launched 21 (twenty one) modules since early 2021 up to now : from specific modules for front-liners (Opening New Account, Complaint Handling, Teller Transaction & Selling Skills) to generic modules for all staffs (Fire-drill, Robbery Anticipation, Communication Skills and Coaching Skills). Up to now, we have distributed 325 VR Headsets to all branches across 95 cities in Indonesia with more than 27,000 pax employees has completed the modules. In fact, Bank CIMB Niaga has received acknowledgement by Indonesian World Record Museum (MURI) as the pioneer in Indonesia by being the first bank to organize learning sessions utilizing Virtual Reality (VR) Headset.