Organizations increasingly adopt Extended Reality (XR) technologies for training, yet struggle to quantify their value and effectiveness.
IT purchasing and implementation costs are tangible, but training outcomes and operational value are difficult to measure systematically (Kirkpatrick & Kirkpatrick, 2016).
Develop a comprehensive analytics framework for evaluating return on assets from XR training implementations using operations analytics principles
Built on operations analytics principles (Evans & Lindner, 2012) to systematically measure training effectiveness against technology costs
| Metric | Definition | Measurement Method |
|---|---|---|
| Time-on-Task | Duration to complete training and achieve competency | Hours logged from start to proficiency certification |
| Information Acquisition | Knowledge retention and skill development | Pre/post assessments and practical evaluations |
| Error Reduction | Decrease in mistakes during application | Error rate comparison (baseline vs. post-training) |
| Technology Costs | Total investment required | Hardware + software + implementation + maintenance |
Framework application comparing three XR technologies for standardized corporate training scenarios
Desktop/mobile software scenarios
Fully immersive VR headset training
Real-world digital overlay systems
Each technology evaluated across identical training objectives using controlled conditions and standardized assessment protocols
Performance data were modeled using established training effectiveness parameters, industry benchmark costs, and typical implementation timelines to demonstrate framework application
Implementation factors across XR technologies based on industry analysis (Smith & Martinez, 2021)
| Factor | Simulation Games | Virtual Reality | Augmented Reality |
|---|---|---|---|
| Hardware | Standard PC/Mobile | VR Headset Required | AR Device/Tablet |
| Setup Complexity | Low | Medium | Medium-High |
| Cost per User | $50-200 | $400-800 | $500-1000 |
| Training Time | 2-4 hours | 4-6 hours | 3-5 hours |
| Scalability | Very High | Medium | Medium |
| Maintenance | Low | Medium | Medium-High |
| User Accessibility | Very High | Medium | High |
VR: Highest training effectiveness scores
Simulation: Optimal cost-benefit balance
The framework extends beyond XR to evaluate emerging disruptive technologies for training and development (Brown et al., 2023)
Personalized content generation and adaptive learning pathways
Real-time coaching and performance support systems
Next-generation spatial computing and hybrid environments
Flexible methodology supports evaluation of emerging innovations
Organizations can make evidence-based decisions using quantifiable metrics
Framework adaptable to generative AI and emerging training technologies
Brown, A., Garcia, M., & Thompson, R. (2023). Artificial intelligence in corporate training: A systematic review. Journal of Workplace Learning, 35(4), 245-262.
Evans, J. R., & Lindner, C. H. (2012). Business analytics: The next frontier for decision sciences. Decision Line, 43(2), 4-6.
Kirkpatrick, J. D., & Kirkpatrick, W. K. (2016). Kirkpatrick's four levels of training evaluation. ATD Press.
Smith, T., & Martinez, L. (2021). Extended reality technologies in workforce development: A comparative study. Technology, Knowledge and Learning, 26(3), 589-608.
Warren, S. J., Churchill, C., & Hayes, A. (2024). A service-based measurement model for determining disruptive workforce training technology value: Return on investment calculations and example. In J. Delello & R. McWhorter (Eds.), Disruptive Technologies in Education and Workforce Development (1st ed., pp. 206–231). IGI Global Business Science Reference.