VR (extended reality) for skills training

0.0(0)
Studied by 0 people
call kaiCall Kai
learnLearn
examPractice Test
spaced repetitionSpaced Repetition
heart puzzleMatch
flashcardsFlashcards
GameKnowt Play
Card Sorting

1/24

flashcard set

Earn XP

Description and Tags

Bateman (2005)

Last updated 10:35 PM on 1/27/26
Name
Mastery
Learn
Test
Matching
Spaced
Call with Kai

No analytics yet

Send a link to your students to track their progress

25 Terms

1
New cards

Why train skills in XR

  • train the untrainable

  • more effective than conventional training

2
New cards

training the untrainable

  • practically (astronauts) & theoretically untrainable (warzones)

    • issues regarding safety, difficulty & cost

3
New cards

how could XR be more effective than conventional training

  • Combined technologies can provide performance feedback

  • wow factor boosts engagement

  • Everything is manipulable

4
New cards

measuring performance of skills

  • interested in the transfer of skills to physical reality

  • almost all CR training is indirect

5
New cards

good XR research should measure?

  • learning (how much skills has improved in XR)

  • transfer (how the training translates to physical reality)

6
New cards

when should we use XR for training 

  • Feasible 

    • Can training be done without XR, is it expernsive, will the target group benefit

  • transferable

    • can training transfer to the target skill, is it more successful

7
New cards

ideal process of training studies

  1. baseline measures

  2. blind participants randomisation 

  3. different levels (XR, conventional, control)

  4. post training & transfer test

  5. retention test

8
New cards

probability of skills transfer in XR research depends on

  • presence

  • validity

  • individual differences

9
New cards

presence in XR skills transfer

  • immersion

  • ease of interaction

  • personalisation 

10
New cards

validity in XR skills transfer

  • external validity

    • enviromental matching

  • internal validity

    • thematic consistency

  • physical validity

    • reality physics

11
New cards

individual differences in XR skills transfer

  • XR experience

  • cybersickness

  • experience

  • skills experience 

12
New cards

things which must be considered during XR research

  • Exclude P w/high likelihood of experiencing cybersickness (e.g., previous history with similar technology)

  • Measure any outcome-relevant variables at baseline

  • Measure cybersickness symptoms throughout procedure (using biomarkers & self-report)

  • Measure transfer & task performance at baseline and post-training Include an active control condition

  • Measure presence & cognitive load throughout the procedure If possible, measure skill retention at follow-up

13
New cards

Is XR training actually any good (Bateman, 2005)

  • metanalysis which used RCT that tested XR training of psychomotor skill

  • passive controls (no training, waiting list)

  • active controls (convectional training)

14
New cards

findings of Is XR training actually any good (Bateman, 2025)

  • Consistent negative effect (not stat. sig.) of haptic feedback on psychomotor skill learning

  • all models found significant positive effects of XR training over non-XR training on task performance 

    • XR more effective than other training interventions

  • No clear relationships between methodological features and psychomotor skill learning

    • AR, VR

    • Type of skill (surgical, sport, music, etc.)

15
New cards

what factors predict learning 

  • Conducted Bayesian Network analysis

16
New cards

role of haptic feedback

  • negative feedback on learning

  • haptic was too broad 

17
New cards

XR is not automatically superior in training

  • its value depends on cost–benefit trade-offs for the specific skill and context

  • it has to beat what you already do (sim labs, supervised practice, on-the-job training), not just “no training”

  • worth it when it unlocks things you can’t do cheaply or safely otherwise

18
New cards

Bateman et al (2025)’s recommendations for XR training

  • Better, more standardised RCT designs (dose, timing, controls).

  • Routine pre-registration and full methodological + technical reporting.

  • Systematic measurement of cybersickness and other confounds.

19
New cards

Makransky & Petersen – CAMIL (2021)

  • VR is useful when you deliberately use methods that channel presence/agency into learning & manage cognitive load

  • otherwise it can be flashy but inefficient

    • IVR can increases extraneous cognitive load compared w/flat-screen/multimedia if badly designed

20
New cards

VR is cognitively demanding

  • learners must allocate attention

  • manage navigation

  • interpret unfamiliar cues

21
New cards

UX design aims to reduce cognitive load in VR

  • ensuring predictable responses

  • simpler interactions

22
New cards

emotions affect presence in VR

  • if learner feels uncertain/overwhelmed → immersion breaks instatnly

23
New cards

what is good UX design

  • freeing the brain so it can learn

  • not being overwhelmed by cognitive interface

24
New cards

belonging in VR

  • psychological safety + familiarity w/enviroment

  • when discomfort drop = cognitive focus for learning

  • moment headset is forgotten = absorption allowing presence

  • belonging = environmental fit

25
New cards

safe-to-fail

Explore top notes

note
Structure  of an atom
Updated 1181d ago
0.0(0)
note
APUSH Chapters 1-4 Notes
Updated 433d ago
0.0(0)
note
English Poetry Unit Test
Updated 1277d ago
0.0(0)
note
Characters for Trojan War
Updated 1203d ago
0.0(0)
note
lokal_at_global_na_demand
Updated 414d ago
0.0(0)
note
Structure  of an atom
Updated 1181d ago
0.0(0)
note
APUSH Chapters 1-4 Notes
Updated 433d ago
0.0(0)
note
English Poetry Unit Test
Updated 1277d ago
0.0(0)
note
Characters for Trojan War
Updated 1203d ago
0.0(0)
note
lokal_at_global_na_demand
Updated 414d ago
0.0(0)

Explore top flashcards

flashcards
The Cell (A2.2)
85
Updated 186d ago
0.0(0)
flashcards
It's just a game
114
Updated 477d ago
0.0(0)
flashcards
Amendments
27
Updated 1294d ago
0.0(0)
flashcards
Civil war vocab
35
Updated 1209d ago
0.0(0)
flashcards
Egzamin Angielski wszystko
565
Updated 1168d ago
0.0(0)
flashcards
mechanical systems study guide
43
Updated 194d ago
0.0(0)
flashcards
The Cell (A2.2)
85
Updated 186d ago
0.0(0)
flashcards
It's just a game
114
Updated 477d ago
0.0(0)
flashcards
Amendments
27
Updated 1294d ago
0.0(0)
flashcards
Civil war vocab
35
Updated 1209d ago
0.0(0)
flashcards
Egzamin Angielski wszystko
565
Updated 1168d ago
0.0(0)
flashcards
mechanical systems study guide
43
Updated 194d ago
0.0(0)