eXtended Reality as Training Tool for Procedural Training: Learnings from the User-Centred-Design Process and the Implementation of Two Use Cases

Authors

  • Sebastian Egger-Lampl Mindconsole GmbH
  • Markus Karlseder Mindconsole GmbH
  • Julian Bergles-Tritscher XRCONSOLE

DOI:

https://doi.org/10.56198/A6PFY7Z0F

Keywords:

Experiential Learning, Phenomenological Learning, Safety Procedures, eXtended Reality

Abstract

Mindconsole GmbH has engaged with two customers in the development of two use cases regarding procedural training. Within the associated design process a number of stakeholder meetings has taken place were requirements and training goals have been defined and stakeholder roles identified. In addition, the detailed course of the procedures, the potential errors and distractions that can appear have been recorded. Based on these different sources of information we utilized our gamification knowledge and experiential and procedural learning principles to translate these requirements into implementation requirements for two virtual reality based self-led training applications. Frequent inclusion of future end-users in user- centred-design reviews within the implementation phase resulted in additional feedback and updated requirements that ensured high acceptance of the final applications. The final applications feature a three step self-led training approach: Initial training is assisted by a virtual robot trainer with speech interface, this is followed by a training phase where trainees are able to go through the procedures with or without text-based assistance (shiftable by the trainee). The final stage represents an examination where the trainee has to successfully go through the procedure without assistance. In order to evaluate acceptance and UX of the applications we conducted a qualitative evaluation with the future trainees. Therefore, we will report on the different requirements, the issues we encountered throughout the user-centred-design reviews and the results acquired in the final evaluation of the two applications.

References

Fromm, J., Radianti, J., Wehking, C., Stieglitz, S., Majchrzak, T. A., & vom Brocke, J. (2021). More than experience?-On the unique opportunities of virtual reality to afford a holistic experiential learning cycle. The Internet and Higher Education. 50.

Gentry, J. W. (1990). What is experiential learning. Guide to business gaming and experiential learning. 9, p. 20.

Kolb, D. A. Experiential Learning, 1984.

Kyimet, S. “Phenomenological approach in education.” In Education in Human Creative Existential Planning. Springer, Dordrecht, 2008, pp. 39-51.

Selvi, K. “Educational Paradigm Shift Towards Phenomenological Pedagogy.” In Phenomenology of Space and Time, Springer, Cham, 2014, pp. 245-258.

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Published

06-06-2022

How to Cite

eXtended Reality as Training Tool for Procedural Training: Learnings from the User-Centred-Design Process and the Implementation of Two Use Cases. (2022). Immersive Learning Research - Practitioner, 1(1), 54-57. https://doi.org/10.56198/A6PFY7Z0F

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