Project Description
Multiple recent studies and surveys are underlining a gap in Extended Reality (XR) theory and practice training modules within tertiary educations and vocational training centres. This gap is causing a continuous shortage of relevant skills in many industry sectors and thus, hindering faster and better development of commercial products and services. In this context, the Alliance4XR project is set on co-creating and testing a well-tailored teaching and training methodology and material for empowering HEIs and VET to successfully address the challenge of XR digital skills mismatch focusing with a focus in engineering. This methodology and material will enhance the capacity and knowledge of HEIs, VET in successfully addressing the technological and access-to-market challenges that students and trainees face when entering employment in relevant engineering professions. The methodology will be co-defined, deployed, tested, quality assessed and improved through local initiatives with the active involvement of HEIs, VETs, business and industry stakeholders. This skills gap in extended reality and engineering will be bridged by mapping the syllabi horizontally on a European level, identifying the needs for AR/VR teaching, devising the material and providing training and teaching packages with demos, sample data and customizable software.
Specific Objectives
Indicators
O1. Bridge education offering with real needs by mapping and analyzing current requirements.
• In-depth interviews: >10
• Case studies of good practices of existing teaching and training material on XR : >5
• Institutions analysed in terms of needs and missing skills: 3-5
• Focus group workshop/participants: 20-30
O2. Create new or update existing teaching and training material addressing both University and Professional training level.
• Co-design workshop organized: 1
• Participants in the workshop: >20
• Training curricula/updates: 1/1
O3. Test the newly created material and bring it closer to the targeted audience.
• Training actions implemented in the partners institutions: 3
• Summer school: 1
• Conference:1
• Alliance network: 1
O4. Deliver the material through an online platform where software, data, and 3D designs can be matched with lectures and training courses.
• Digital platform / training courses deployed: 1 / 10
O5. Create a sustainable vehicle that generates educational and training material that remain constantly relevant at a market and society level.
• ALLIANCE4XR validated curricula: 1
• ALLIANCE4XR’s validated methodology/recommendations report/white paper: 1/1/1
O6. Push for the adoption and mainstreaming of the training/teaching modules through multiplier activities.
• ALLIANCE4XR’s alliance network and ambassadors’ board established: 1
• Exploitation and sustainability plan developed: 1
Expected impacts
Green Skills with XR
• Leveraging advanced digital technologies like AI, AR, and VR to address climate change and foster resilient development.
• Encouraging the adoption of emerging trends and advanced tools among engineering industry stakeholders.
Innovation Capacity
• Facilitating the integration, sharing, and utilization of new knowledge to stimulate innovation at various levels.
• Strengthening the innovation capacity of academic, research, and policy-making stakeholders through dissemination of new knowledge.
Market Opportunities
• Developing a demand-driven platform for partners to capitalize on new market opportunities and generate revenue.
• Strategically planning commercial exploitation of project results to stimulate job creation and economic growth.
Climate Change & Environment
• Bridging the gap between universities, businesses, and various stakeholders in XR, AR, VR, and green skills education and training.