VR (extended reality) for skills training

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Bateman (2005)

Last updated 10:35 PM on 1/27/26
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25 Terms

1
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Why train skills in XR

  • train the untrainable

  • more effective than conventional training

2
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training the untrainable

  • practically (astronauts) & theoretically untrainable (warzones)

    • issues regarding safety, difficulty & cost

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how could XR be more effective than conventional training

  • Combined technologies can provide performance feedback

  • wow factor boosts engagement

  • Everything is manipulable

4
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measuring performance of skills

  • interested in the transfer of skills to physical reality

  • almost all CR training is indirect

5
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good XR research should measure?

  • learning (how much skills has improved in XR)

  • transfer (how the training translates to physical reality)

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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

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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

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probability of skills transfer in XR research depends on

  • presence

  • validity

  • individual differences

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presence in XR skills transfer

  • immersion

  • ease of interaction

  • personalisation 

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validity in XR skills transfer

  • external validity

    • enviromental matching

  • internal validity

    • thematic consistency

  • physical validity

    • reality physics

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individual differences in XR skills transfer

  • XR experience

  • cybersickness

  • experience

  • skills experience 

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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

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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)

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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.)

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what factors predict learning 

  • Conducted Bayesian Network analysis

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role of haptic feedback

  • negative feedback on learning

  • haptic was too broad 

17
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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

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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.

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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

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VR is cognitively demanding

  • learners must allocate attention

  • manage navigation

  • interpret unfamiliar cues

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UX design aims to reduce cognitive load in VR

  • ensuring predictable responses

  • simpler interactions

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emotions affect presence in VR

  • if learner feels uncertain/overwhelmed → immersion breaks instatnly

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what is good UX design

  • freeing the brain so it can learn

  • not being overwhelmed by cognitive interface

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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

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safe-to-fail