For Extended Reality to be used successfully, three conditions must be met

    Sufficient general digital competence of the target group
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    Are learners already comfortable using more complex software and can be considered "digital natives" who are comfortable and confident using technology? This can help determine the level of support and guidance needed for learners.

  • Sufficient experience of the target group with the hardware used in the learning process.
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    Do the learners already have experience in using the required devices such as smartphones, tablets, VR headsets or AR glasses, or is a learning phase required to introduce them to the technology? If it is assumed that learners will use their own devices, e.g. smartphones or tablets, it should also be checked whether these devices have the required bandwidth and data volume for the tasks.

  • Sufficient openness of the target group to new digital applications.
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    How motivated is a group of learners to engage in new, digital learning environments that deviate from traditional learning? How quickly will learners become comfortable with new digital applications and associated hardware? This can help identify potential challenges or barriers to using technology in the classroom and plan ways to overcome them.