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How HBBK Münster Is Building a Practical Foundation for VR in Vocational Education

Hans-Böckler-Berufskolleg Münster is exploring how virtual reality can support more practical, interactive and accessible vocational education. With VR hardware supplied by VR Expert and educational technology from VIL, the school brought educators, training companies and XR specialists together to experience the technology first-hand.

At a glance

Organization Hans-Böckler-Berufskolleg Münster
Sector Vocational education
Location Münster, Germany
Solution VR hardware, educational software and hands-on demonstrations
VR Expert’s role Hardware supply and guidance on selecting and implementing suitable VR devices
Result A successful workshop attended by approximately 35 participants from education, industry and other organizations

Preparing vocational education for immersive learning

Hans-Böckler-Berufskolleg Münster provides vocational and technical education across areas including electrical engineering, metal technology, information technology and natural sciences. Innovation and cooperation with external organizations form an important part of the school’s educational approach. [2]

For virtual reality to create real value in this environment, providing a headset is not enough. Schools also need suitable educational content, manageable technology and a clear understanding of how VR can be incorporated into lessons and vocational training programmes.

HBBK Münster therefore began establishing the technical foundation required to explore VR in practice. The school purchased VR headsets through VR Expert, while VIL provided the educational software environment used to introduce and manage immersive learning experiences. VR Expert supported the hardware side of the project and advised on the practical requirements that schools should consider when deploying VR technology. [1]

VIL specialises in complete VR solutions for schools and educational institutions. Its platform combines centrally managed VR headsets with an educational media library, allowing teachers to prepare content, create playlists and start classroom sessions through a central dashboard.

Bringing educators, companies and XR specialists together

On 15 July 2026, HBBK Münster hosted the workshop “VR in Vocational Education: Practical Insights and Exchange for Trainers and Teachers.” [1]

The event was organized within the context of PAX, the Pedagogical Alliance for XR-Technology. PAX brings educational institutions and XR developers together to create research-based frameworks that help teachers and technology providers introduce extended reality into primary, secondary and vocational education. [4]

Approximately 35 participants from companies, educational institutions and other organizations attended the workshop. The objective was not simply to discuss VR theoretically, but to allow participants to test applications, examine implementation requirements and speak directly with education and technology specialists. [5]

The programme was divided into three complementary areas:

  • An Impulse Hub with presentations on XR design, vocational training and educational infrastructure
  • An Experience Hub where visitors could test VR training and learning applications
  • A Demo Hub where participants could meet hardware, software, research and educational partners

Contributors included HBBK Münster, PAX, VIL, World of VR, VR Expert, Festo Didactic, the University of Münster, FH Münster and Digital Labor Münster.

The role of VR Expert

During the event, VR Expert represented the hardware and implementation side of an educational VR deployment.

Kerem Dereli from VR Expert introduced the company’s role and discussed important hardware considerations for using VR in schools and vocational training environments. These include choosing devices that are appropriate for the intended applications, ensuring that they can be managed efficiently and creating a setup that educators can use without unnecessary technical complexity. [1]

Participants were then able to explore the broader solution through practical demonstrations from VIL and the other participating partners. This combination helped connect three elements that are frequently treated separately: reliable hardware, relevant educational content and pedagogical implementation.

From individual devices to a usable educational ecosystem

The workshop demonstrated that introducing VR into vocational education is not primarily about the novelty of the technology. The more important question is whether schools can create a repeatable and manageable process around it.

For HBBK Münster, bringing educators, researchers, training companies and technology providers into the same room was an important step. Participants could compare use cases, raise practical questions and experience how immersive applications could complement existing vocational teaching methods.

Feedback shared after the workshop highlighted the strong interest from participants and the quality of the discussions. Organizers particularly emphasized the value of direct exchange between educational institutions, companies and technology providers.

A foundation for the next stage of vocational education

Instead of treating VR as an isolated classroom experiment, the school is connecting hardware, educational software, teacher knowledge and external expertise. VR Expert supports this process by helping ensure that the hardware foundation is appropriate for professional and educational use, while partners such as VIL make the technology accessible through centralized management and curated learning content.

The July workshop showed how these elements can come together in practice. It gave educators and training partners the opportunity to move beyond abstract discussions and directly examine how immersive technology could fit into vocational education.

As HBBK Münster continues developing its VR initiatives, this collaborative foundation can support a more structured and sustainable approach to immersive learning.

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