Article Gold Open Access 2022

Vocational Training in Virtual Reality: A Case Study Using the 4C/ID Model

Multimodal Technologies and Interaction
Journal · Vol. 6 · Issue 7 · Art. 49
Abstract

Virtual reality (VR) is an emerging technology with a variety of potential benefits for vocational training. Therefore, this paper presents a VR training based on the highly validated 4C/ID model to train vocational competencies in the field of vehicle painting. The following 4C/ID components were designed using the associated 10 step approach: learning tasks, supportive infor-mation, procedural information, and part-task practice. The paper describes the instructional design process including an elaborated blueprint for a VR training application for aspiring vehicle painters. We explain the model’s principles and features and their suitability for designing a VR vocational training that fosters integrated competence acquisition. Following the methodology of design-based research, several research methods (e.g., a target group analysis) and the ongoing development of prototypes enabled agile process structures. Results indicate that the 4C/ID model and the 10 step approach promote the instructional design process using VR in vocational training. Implementation and methodological issues that arose during the design process (e.g., limited time within VR) are adequately discussed in the article. © 2022 by the author. Licensee MDPI, Basel, Switzerland.

Keywords

Author Keywords

Vocational training Apprenticeship training Virtual reality Instructional design 4C/ID model Skills acquisition competence acquisition

Index Keywords

Author Affiliations
Department of Educational Sciences, Media and Knowledge Management, Universität Duisburg-Essen, Duisburg, Nordrhein-Westfalen, Germany
Funding & Acknowledgements
Bundesministerium für Bildung und Forschung, BMBF
Grant: 01PV18002B
Funding text 1: Funding: The HandLeVR research project (1 January 2019–28 February 22; https://handlevr.de/, accessed on 16 May 2022) is funded by the German Federal Ministry of Education and Research (grant number: 01PV18002B) with partners from the University of Potsdam, the University of Duisburg-Essen, ZWH e.V., and Mercedes Benz Group AG (also known as Daimler AG).; Funding text 2: However, VR is merely a learning tool comparable with a book or a chalkboard. Learning tools by themselves do not teach, but instructional methods embedded in the tool presentation affect learning activities [9,10]. Instructional methods offer a set of practical procedures that consider several principles of human learning, specifically, the conditions under which learning occurs [11]. Therefore, to use VR as a learning tool, an appropriate instructional design model guiding the development of a VR-supported training environment is inevitable. Thus, the presented HandLeVR (The HandLeVR research project (01.01.19–28.02.22; https://handlevr.de/; accessed on 17 June 2022) is funded by the German Federal Minister of Education and Research (grant number: 01PV18002B) with partners from the University of Potsdam, the University of Duisburg-Essen, ZWH e.V., and Mercedes Benz Group AG (also known as Daimler AG). The software and accompanying materials are available as open-source under https://github.com/HandLeVR; accessed on 17 June 2022) (see supplementary materials) research project aims to develop and evaluate an effective VR training application using a highly validated instructional design model, namely the four-component instructional design (4C/ID) model, originally developed by [12]. The VR training system, referred to as the VR Painting Simulator, intends to train coat applications on 3D workpieces. It facilitates competence-based learning in the vocational training of vehicle painters in Germany, mainly for first-year students. So far, the training of vehicle painters has mainly consisted of the behavioral observations of trainers or more experienced trainees, memorization of action sequences, and a few practical painting exercises. These are rare because the quality of trainees’ work is usually not sufficient for real customer orders. The VR Painting Simulator includes a set of learning tasks that differ from each other regarding various parameters (e.g., type of workpiece) as well as in terms of complexity [13]. It intends to help trainees to achieve the overarching goal of vocational action competence and to facilitate the integrative acquisition of competencies, i.e., knowledge, skills, and attitudes [14].
Universität Potsdam, UP
Funding text 1: Funding: The HandLeVR research project (1 January 2019–28 February 22; https://handlevr.de/, accessed on 16 May 2022) is funded by the German Federal Ministry of Education and Research (grant number: 01PV18002B) with partners from the University of Potsdam, the University of Duisburg-Essen, ZWH e.V., and Mercedes Benz Group AG (also known as Daimler AG).; Funding text 2: However, VR is merely a learning tool comparable with a book or a chalkboard. Learning tools by themselves do not teach, but instructional methods embedded in the tool presentation affect learning activities [9,10]. Instructional methods offer a set of practical procedures that consider several principles of human learning, specifically, the conditions under which learning occurs [11]. Therefore, to use VR as a learning tool, an appropriate instructional design model guiding the development of a VR-supported training environment is inevitable. Thus, the presented HandLeVR (The HandLeVR research project (01.01.19–28.02.22; https://handlevr.de/; accessed on 17 June 2022) is funded by the German Federal Minister of Education and Research (grant number: 01PV18002B) with partners from the University of Potsdam, the University of Duisburg-Essen, ZWH e.V., and Mercedes Benz Group AG (also known as Daimler AG). The software and accompanying materials are available as open-source under https://github.com/HandLeVR; accessed on 17 June 2022) (see supplementary materials) research project aims to develop and evaluate an effective VR training application using a highly validated instructional design model, namely the four-component instructional design (4C/ID) model, originally developed by [12]. The VR training system, referred to as the VR Painting Simulator, intends to train coat applications on 3D workpieces. It facilitates competence-based learning in the vocational training of vehicle painters in Germany, mainly for first-year students. So far, the training of vehicle painters has mainly consisted of the behavioral observations of trainers or more experienced trainees, memorization of action sequences, and a few practical painting exercises. These are rare because the quality of trainees’ work is usually not sufficient for real customer orders. The VR Painting Simulator includes a set of learning tasks that differ from each other regarding various parameters (e.g., type of workpiece) as well as in terms of complexity [13]. It intends to help trainees to achieve the overarching goal of vocational action competence and to facilitate the integrative acquisition of competencies, i.e., knowledge, skills, and attitudes [14].
Universität Duisburg-Essen, UDE
Funding text 1: Funding: The HandLeVR research project (1 January 2019–28 February 22; https://handlevr.de/, accessed on 16 May 2022) is funded by the German Federal Ministry of Education and Research (grant number: 01PV18002B) with partners from the University of Potsdam, the University of Duisburg-Essen, ZWH e.V., and Mercedes Benz Group AG (also known as Daimler AG).; Funding text 2: However, VR is merely a learning tool comparable with a book or a chalkboard. Learning tools by themselves do not teach, but instructional methods embedded in the tool presentation affect learning activities [9,10]. Instructional methods offer a set of practical procedures that consider several principles of human learning, specifically, the conditions under which learning occurs [11]. Therefore, to use VR as a learning tool, an appropriate instructional design model guiding the development of a VR-supported training environment is inevitable. Thus, the presented HandLeVR (The HandLeVR research project (01.01.19–28.02.22; https://handlevr.de/; accessed on 17 June 2022) is funded by the German Federal Minister of Education and Research (grant number: 01PV18002B) with partners from the University of Potsdam, the University of Duisburg-Essen, ZWH e.V., and Mercedes Benz Group AG (also known as Daimler AG). The software and accompanying materials are available as open-source under https://github.com/HandLeVR; accessed on 17 June 2022) (see supplementary materials) research project aims to develop and evaluate an effective VR training application using a highly validated instructional design model, namely the four-component instructional design (4C/ID) model, originally developed by [12]. The VR training system, referred to as the VR Painting Simulator, intends to train coat applications on 3D workpieces. It facilitates competence-based learning in the vocational training of vehicle painters in Germany, mainly for first-year students. So far, the training of vehicle painters has mainly consisted of the behavioral observations of trainers or more experienced trainees, memorization of action sequences, and a few practical painting exercises. These are rare because the quality of trainees’ work is usually not sufficient for real customer orders. The VR Painting Simulator includes a set of learning tasks that differ from each other regarding various parameters (e.g., type of workpiece) as well as in terms of complexity [13]. It intends to help trainees to achieve the overarching goal of vocational action competence and to facilitate the integrative acquisition of competencies, i.e., knowledge, skills, and attitudes [14].
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