Didactics
The didactic concept of XR2ACH – learning objective before medium, types of virtual learning environments, the D.I.C.E.S.S. criteria, VR nuggets and learning journeys.
Learning objective before medium
Technology follows the learning objective, not the other way round: first the objective, then the learning context, then the method (Goertz, Hagenhofer & Fehling, 2021). A meta-analysis of 184 studies shows that neither the headset nor the input device nor game elements explain learning success – what matters is how well task and medium fit (Howard, Gutworth & Jacobs, 2021). Experienced technicians did not learn more with VR than with conventional training (Gavish et al., 2015).
When XR pays off: D.I.C.E.S.S.
XR pays off where learning on the real system reaches its limits:
| Criterion | In refrigeration and air-conditioning |
|---|---|
| Dangerous | Fault-finding on high-pressure and propane systems is dangerous at first contact. |
| Impossible | The thermodynamic inner workings of closed components remain invisible in the workshop. |
| Counter-productive | Long waiting times, for example during evacuation, eat into practice time. |
| Expensive | Industrial systems cannot be provided for every apprentice. |
| Social | Large groups lack the space for joint problem-solving at the real equipment. |
| Spatial | Invisible 3D processes and complex plant layouts are hard to grasp spatially on fixed equipment. |
The D.I.C.E. scheme – dangerous, impossible, counter-productive, expensive – comes from Jeremy Bailenson, director of Stanford University’s Virtual Human Interaction Lab (Bailenson, 2018). He restated it in the OECD Digital Economy Outlook 2024 (Bailenson & Lesher, 2024). Others have added one S for sensory or social experiences (Virtofy, 2024; see also Reframe XR, 2026). XR2ACH distinguishes two S – Social and Spatial – because each plays its own role in refrigeration training.
Types of virtual learning environments
Virtual learning environments can be distinguished by their didactic approach (Buder & Schwan, 2002; Weise & Zender, 2017). Beckmann, Menke and Weber (2018) linked these types to the revised Bloom’s taxonomy (Anderson & Krathwohl, 2001) for training in the HVAC trades: which type of knowledge is taught, and which cognitive process is required?
| Knowledge Dimension Cognitive Process | Remember | Understand | Apply | Analyse | Evaluate | Create |
|---|---|---|---|---|---|---|
| Factual Knowledge | Expository · Exploratory | Expository · Exploratory | Expository · Exploratory | Expository · Exploratory | Expository · Exploratory | Expository · Exploratory |
| Conceptual Knowledge | Expository · Exploratory | Expository · Exploratory | Expository · Exploratory | Experimental · Constructive | Experimental · Constructive | Experimental · Constructive |
| Procedural Knowledge | Training · Expository · Exploratory | Training · Expository · Exploratory | Training | Training | Training | Training |
| Metacognitive Knowledge | – | – | – | – | – | – |
Which learning environment suits which learning objective. Our own representation of the mapping by Beckmann, Menke and Weber (2018), who combine the revised taxonomy (Anderson & Krathwohl, 2001) with the learning environments of Buder and Schwan (2002) and Weise and Zender (2017). None of the environments covers metacognitive knowledge well.
Learning
Environments
ExpositionalGuided knowledge transfer in a fixed order.
Example in XR2ACH: A trainer explains a compressor model to the group in the shared virtual room.
ExplorationalSelf-directed exploration in one’s own order and pace; understanding, factual knowledge.
Example in XR2ACH: Learners explore a CAD model or a system freely.
TrainingPractising procedures with guidance and immediate feedback; procedural knowledge.
Example in XR2ACH: Leak detection and commissioning, step by step.
ExperimentalChanging parameters, exploring cause and effect.
Example in XR2ACH: Testing systems in different, including critical, operating states; seeing how the log p,h diagram responds to a misadjusted expansion valve.
ConstructionalLearning by design; checking knowledge while creating.
Example in XR2ACH: Assembling a compressor from its parts; planning a refrigeration system from a component library.
From nugget to course
A course consists of modules, lessons and small learning units. A VR nugget fills one of these units: short, self-contained and built on a proven pattern – show, compare, practise a procedure, assemble (Horst & Dörner, 2019; Horst et al., 2022). The rest remains lecture, workshop and conversation.


Top: a presentation with two embedded VR nuggets. Bottom: learning units at macro, meso and micro level. Figures from Horst et al. (2022), Figs. 1 and 2, CC BY 4.0.
This produces a learning journey: for each unit, the right format is chosen – together or alone, with VR, with AR or without XR. The InnoVET PLUS project XR-Upskill plans its courses this way in “swimlanes”, following an approach based on the ADDIE model (Sturman et al., 2026). At the train-the-trainer workshop in Maintal, trainers sketched such a learning journey for one of their own courses.
References
- Anderson, L. W., & Krathwohl, D. R. (2001). A taxonomy for learning, teaching, and assessing: A revision of Bloom’s taxonomy of educational objectives. Longman.
- Bailenson, J. N. (2018). Experience on demand: What virtual reality is, how it works, and what it can do. W. W. Norton.
- Bailenson, J. N., & Lesher, M. (2024). Virtual reality and its opportunities and risks. In OECD, OECD Digital Economy Outlook 2024 (Volume 1): Embracing the technology frontier (Ch. 4). OECD Publishing. doi.org/10.1787/a1689dc5-en
- Beckmann, J., Menke, K., & Weber, P. (2018). AR and VR meet boiler suits: Deriving design elements for AR/VR trainings in the HVAC industry. In Proceedings of EdMedia + Innovate Learning 2018 (pp. 1533–1542). AACE. learntechlib.org/primary/p/184375
- Buder, J., & Schwan, S. (2002). Lernen und Wissenserwerb in virtuellen Realitäten. In G. Bente (Ed.), Digitale Welten. Virtuelle Realität als Gegenstand und Methode der Psychologie. Hogrefe.
- Gavish, N., Gutiérrez, T., Webel, S., Rodríguez, J., Peveri, M., Bockholt, U., & Tecchia, F. (2015). Evaluating virtual reality and augmented reality training for industrial maintenance and assembly tasks. Interactive Learning Environments, 23(6), 778–798. doi.org/10.1080/10494820.2013.815221
- Goertz, L., Hagenhofer, T., & Fehling, C. D. (2021). BIBB-Planungshilfe AR/VR. Bundesinstitut für Berufsbildung.
- Horst, R., & Dörner, R. (2019). Virtual Reality Forge: Pattern-oriented authoring of virtual reality nuggets. In VRST ‘19. ACM. doi.org/10.1145/3359996.3364261
- Horst, R., Naraghi-Taghi-Off, R., Rau, L., & Dörner, R. (2022). Authoring with virtual reality nuggets – Lessons learned. Frontiers in Virtual Reality, 3, 840729. doi.org/10.3389/frvir.2022.840729
- Howard, M. C., Gutworth, M. B., & Jacobs, R. R. (2021). A meta-analysis of virtual reality training programs. Computers in Human Behavior, 121, 106808. doi.org/10.1016/j.chb.2021.106808
- Reframe XR (2026). Beyond DICE: Rethinking when and why mixed reality transforms learning. reframexr.com
- Sturman, S., Sullivan, R. R., Anderson, D., & Perez, L. (2026). The KXR instructional design framework. Frontiers in Virtual Reality, 7. doi.org/10.3389/frvir.2026.1739702
- Virtofy (2024). Find the perfect XR use case with DICES. virtofy.com
- Weise, M., & Zender, R. (2017). Interaktionstechniken in VR-Lernwelten. In C. Ullrich & M. Wessner (Eds.), Proceedings of DeLFI and GMW Workshops 2017.