XR Pedagogical Framework: Leveraging Augmented Reality for Effective Learning in Industrial Training Using CDIO
DOI:
https://doi.org/10.56198/tgbafr47Keywords:
Augmented Reality (AR), XR Pedagogy, Industrial Training, CDIO Framework, Immersive LearningAbstract
Knowledge acquisition in engineering education, particularly in hands-on disciplines like electrical drawing, faces challenges such as prolonged learning durations, low engagement, and limited real-time competency assessment. Traditional methods rely on physical apparatus and static experimentation, which often fail to address these issues effectively. This paper proposes an XR pedagogical framework integrating augmented reality (AR) with the Conceive-Design-Implement-Operate (CDIO) standards to enhance learning experiences. The framework merges constructivist learning theories, social collaboration, and competency-based assessment to create immersive industrial training. To demonstrate its application, we developed a Minimum Viable Product (MVP) AR prototype. It features interactive 3D circuit simulations aligned with CDIO Standard 7 (experiential learning), self-assessment quizzes for competency tracking (Standard 11), and real-time collaborative troubleshooting workspaces (Standard 8). By simulating electrical drawing tasks in a risk-free virtual environment, the prototype enables learners to practice complex concepts, receive immediate feedback, and refine problem-solving skills—key competencies for modern engineering practice. The framework empowers educators to design AR-enhanced curricula bridging theoretical knowledge with industry-driven skill development. Preliminary insights suggest that AR integration enhances engagement, accelerates skill acquisition, and fosters critical thinking. The prototype’s interactive simulations reduce cognitive load by visualizing abstract electrical principles spatially, while collaborative modules mirror real-world engineering teamwork. This work contributes to the evolving discourse on immersive learning by aligning XR technologies with globally recognized educational standards.
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The papers in this book comprise the proceedings of the meeting mentioned on the cover and title page. They reflect the authors' opinions and, in the interests of timely dissemination, are published as presented and without change. Their inclusion in this publication does not necessarily constitute endorsement by the editors or the Immersive Learning Research Network.
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