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Bateman (2005)
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Why train skills in XR
train the untrainable
more effective than conventional training
training the untrainable
practically (astronauts) & theoretically untrainable (warzones)
issues regarding safety, difficulty & cost
how could XR be more effective than conventional training
Combined technologies can provide performance feedback
wow factor boosts engagement
Everything is manipulable
measuring performance of skills
interested in the transfer of skills to physical reality
almost all CR training is indirect
good XR research should measure?
learning (how much skills has improved in XR)
transfer (how the training translates to physical reality)
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
ideal process of training studies
baseline measures
blind participants randomisation
different levels (XR, conventional, control)
post training & transfer test
retention test
probability of skills transfer in XR research depends on
presence
validity
individual differences
presence in XR skills transfer
immersion
ease of interaction
personalisation
validity in XR skills transfer
external validity
enviromental matching
internal validity
thematic consistency
physical validity
reality physics
individual differences in XR skills transfer
XR experience
cybersickness
experience
skills experience
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
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)
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.)
what factors predict learning
Conducted Bayesian Network analysis
role of haptic feedback
negative feedback on learning
haptic was too broad
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
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.
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