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MixTec (2021-2023) Erasmus+ Programme

Identify which technologies are most effective in promoting digital learning: Virtual Reality vs Augmented Reality.

Training Tools

Title: Mixed Technologies – VR/AR for small and medium-sized enterprises.

Project: Belonging to the European Union's Erasmus+ Programme, call 2020, of the Key Action 2 Cooperation for innovation and exchange of good practices, within Strategic Partnerships for Vocational Education and Training.

Project identification: 2020-1-DE02-KA226-VET-008168.

Duration: 24 months, from March 2021 to February 2023.

Budget: 236,105.00 €.

Project coordinator: Sustainum Institut (Germany).

Partners: Fundación Laboral de la Construcción, Metro 7 and Confederación de Empresarios de la Construcción de Aragón -CEAC-(Spain); EP Ehrler Prüftechnik Engineering (Germany); CodeFlügel GmbH and Institut für Flachdachbau und Bauwerksabdichtung -IFB- (Austria).

Website: https://agile-learning.eu/en/projekte/mix-tec


Virtual Reality (VR) and Augmented Reality (AR) are becoming increasingly important in the training of skilled workers, as they provide an intensive visual impression of tools and processes that are too complex, elaborate or risky to be practiced in a learning context.

Both VR and AR facilitate first-person learning and enable a better knowledge uptake, thanks to the simulation and interaction experienced by the users. Thus, learners can experience the sensations of certain jobs without the risks of real exposure through 'real immersion'.

MixTec: VR vs AR for small and medium-sized enterprises

The objective of Mix-Tec is to identify which technologies are the most suitable to promote training in SMEs, i.e. to identify where, when and which hadware (tablet, mobile, computer...) or systems (VR, AR...) are the most useful and cost-effective. It also determines the best way to combine these technologies and didactic elements in specific environments and for different use cases.

MixTec pursues the following results:

  • Organise an exchange of experiences between professionals;
  • Find out how to design VR and/or AR solutions in a targeted, cost-effective and flexible way;
  • Develop concepts and guidelines showing how specific and effective use of VR and/or AR can be achieved.




The European Commission support for the production of this publication does not constitute an endorsement of the contents which reflects the views only of the authors, and the Commission cannot be held responsible for any use which may be made of the information contained therein.

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