Learning experience and metaverses

Training models make the process of acquiring skills deeper and more complete than other formats and which are therefore similar to real training experiences.

The term “learning experience” refers to value-added training models

They are based on learning methodologies that not only focus on conceptual transmission but involve other factors such as interaction with the environment, storytelling, learning during practice (cd learning by doing), gamification, the ability to confront other people during the multiplayer experience (multiplayer cd), to name a few.


It is necessary for training experiences to be delivered and used on the channels that best suit the needs of the target audience and the educational objectives set.

This is why FadPro is able to develop these experiences with different technologies.
Web Browser PC
Maximum accessibility to content, on any PC to computer
PC, mouse and keyboard
Ability to access content on the go
Virtual reality VR
Ability to enjoy content in an immersive way having the perception of being within the learinig experience
Viewer for virtual reality (e.g. Oculus Quest)
Virtual reality AR
Ability to overlay real-world digital content to get contextualized training in real mode
Augmented reality viewer (e.g. MS Hololens) tablet or smartphone


Learning game

Serious games are gamified training experiences with high didactic efficacy. In fact, they represent real "training experiences" in which theory and moments of conceptual practical verification are generally merged within a story (so-called storytelling) capable of involving and motivating conceptual learning.

The serious game can be totally practical and test previously acquired skills or combine practice and theory.


Simulations are useful in cases where, for training needs, it is important to give the user the opportunity to move freely within a scenario and experience "real life" situations. Consider, for example, safety training.

They are not "linear" like learning games but the user can freely interact with people and objects and be influenced by "exogenous" circumstances, such as weather conditions (rain, snow, rough sea, etc. ..) or intelligence artificial of other characters.


Safety at work

The possibility of simulating certain critical situations from a security point of view and doing so without taking risks having the possibility of ‘experimenting’ is a very obvious added value for learning experiences in this area.


Product training

Product training means the possibility of acquiring information and know-how on the characteristics and functioning of a given product.



Soft skills are skills that are not about technical knowledge but focus on how a particular person interacts with colleagues, solves problems and how they manage their work in general.



With onbording the new employee should acquire all the knowledge, skills and learn the behaviors to become an integral part of the company, both in terms of organization and company culture.


Training on technical tasks

For this type of training, aimed at the technical world, simulations associated with virtual reality will be particularly useful as they will allow you to experience tasks and practical activities in an immersive way and to do so in a controlled environment.


Assessment of skills

The ability to interact with people, with the surrounding environment and with the objects that make up the scenario lends itself well to the creation of training experiences of skills assessment. In other words, it is possible to create mechanisms, more or less gamiphized, in which the user can test theoretical and practical skills.