Results

Methodology

To make the approach of the COMP+ projects as useable as possible for educators, we will provide a methodology for trainers in VET and further education on the use of VR and gamification in education contexts. It is a structured and evidence-based approach to the development and delivery of training programs that incorporate these innovative technologies to deliver engaging, interactive, and effective teaching. The document will thus also support both trainers’ own and by extension their learners’ professional development. Additionally, the Methodology will explain in-depth, how the COMP+ materials can be used in VET, providing background knowledge and functioning as a guideline for the specific training with COMP+. It therefore also ensures the transferability of the project results and thus the project’s sustainability.

Click here to download the COMP+ Methodology as pdf

Workshops

The COMP+ workshops generally follow a consistent structure and learning approach across all five topics:

– Diversity & Inclusion
– Environmental Awareness
– Stress Management
– Moral Courage
– Conflict Management

Each workshop includes an introductory video, theoretical background, practical exercises, and both a VR scenario and a computer game scenario to support immersive learning. While the VR scenario offers a realistic training environment, the game-based version provides an accessible and engaging entry point—especially useful for learners with limited experience using VR.

The workshops are designed as blended learning formats and can typically be delivered in about two hours, plus time for individual self-study.

To ensure maximum flexibility across different training contexts, the materials are modular. This allows trainers to select the most relevant components and adapt the scope and content to their specific needs.

The first four workshops were originally developed as part of the Competence+ project. Within the follow-up project COMP+ D/I, these workshops were thoroughly revised to integrate perspectives of diversity and inclusion throughout. In addition, an entirely new workshop dedicated specifically to diversity and inclusion was developed to address this topic in more depth.

Click here to go to the eLearning platform for all materials

VR Experience

The COMP+ Virtual Reality experience includes five immersive scenarios, each focusing on one key topic: environmental awareness, stress management, conflict management, moral courage, and diversity & inclusion.

These VR experiences allow learners to apply their knowledge in realistic, interactive situations and to reflect on their actions in a safe, simulated environment.

All scenarios are available for the Meta Quest via the Meta Store.

During the scenarios, users have to navigate complex situations in a public transport environment and apply their knowledge from the workshops. You can find the tutorials for the VR scenarios on our YouTube-channel.

Game Scenarios

Adding a computer game will help to lower the technical threshold for both trainers and learners, keeping in mind that VR is still a rather new technology and is not widely used, especially in the education context. We are creating a COMP+ computer game that can be played by independent learners as well as participants of the workshops. The game will be designed to help players develop competencies beyond their professional skills in the context of public transportation. It will consist of several levels, each of which focuses on a different competence area.

The experience is tested on and confirmed to work on the following browsers: Chrome, Edge, Brave (all other Google based browsers)

Final version of the game will be available in spring 2026.

Support for Trainers

To ensure that trainers are well-equipped to deliver the Competence+ learning experience, a range of support materials has been developed as part of the COMP+ projects.

These include:

Trainer’s Handbooks

Trainer’s Handbooks, providing detailed guidance on how to structure sessions, facilitate discussions, and adapt content to different learning contexts.

VR Guide

How to Use the Competence+ VR Experience: A practical manual offering step-by-step instructions for setting up and using the VR scenarios in a training setting, including tips for integrating them effectively into workshops.

VR Tutorials

Short, easy-to-follow video tutorials that introduce the VR scenarios and explain how they can be used.

These resources are designed to make implementation as smooth as possible and to give trainers the confidence to work with both the content and the digital tools—regardless of their prior experience with VR or game-based learning.

Contact us​

We’re happy to hear from you!
If you want to contact the project team, please write us at 
competenceplusproject@gmail.com
Or contact the project partner in your country!