Unlocking the Next Generation of Training Experience: The Impact of XR Technology on Vocational Education and Training

Abstract

The development of computer technology has brought humanity into the digital information era. Real-and-virtual collaborative environments and human-machine interactions generated by computer technology and wearables were achieved in these years. XR (including VR, AR, and MR) has initially achieved a considerable leap from concept to technology to product and has launched many practices and applications in education, culture, military, medical and other fields.

Vocational education and Training (VET) have always faced many problems, such as the inability to transcend time and space, the firm reliance on professional guidance, and the high consumption of resources. In some cases, training must consider for safety reasons or economic reasons. This study considers training courses' drawbacks as the starting point, exploring more possibilities for integrating XR technology and VET.

The research applies the methods of anthropological ethnography in education and describes the phenomena and problems of vocational education from the macro to the micro-level. Use fieldwork to get the first-hand information directly, conveniently, and authentically responds to the research path. Come up with an effective operating system model that combines the gamification mechanics through user requirement analysis and user experience analysis—serving VET in the future, cultivating more professional and practical talents, and helping VET get out of the dilemmas.



Author Information
Xiangyu Dong, University of Wales Trinity Saint David, United Kingdom
Yijing Li, University of Wales Trinity Saint David, United Kingdom
Ya Gao, University of Wales Trinity Saint David, United Kingdom

Paper Information
Conference: ECE2022
Stream: Professional Training

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Posted by James Alexander Gordon