VR’s dynamic environments allow learners to practice decision-making in conditions that mirror real-world uncertainty. Creating: Solving Problems and Innovating in Simulated Scenarios The highest level of Bloom’s Taxonomy involves creation, in which learners synthesize knowledge to generate solutions. In mining VR environments, this may involve designing improved workflows, proposing maintenance plans, or developing emergency responses using the tools and information available. Example of VR Activities: ● Designing a safe work plan for a complex maintenance task in a virtual workshop ● Developing a troubleshooting pathway for a malfunctioning piece of equipment ● Constructing a response plan for a simulated mine collapse or ventilation failure At this stage, VR becomes not just a training tool but a platform for experimentation and innovation—critical for developing technicians who can adapt to evolving operational challenges. 6. THE FOUR” D’s” OF EFFECTIVE TECHNOLOGY TOOL PLANNING An easy to remember framework can provide mining education professionals the structure they need to create and implement powerful technology aids. These 4 ‘D’s of Effective Technology Planning’ are a strong takeaway for those wishing to improve these efforts: Define As with any training exercise, a very clear definition of the desired behavior change should be identified and clearly stated as a learning objective. Learning objectives serve as the ‘filter’ for the parameters and purpose of the activity and help eliminate distracting or competing influences into the training. The objective defined should be behavioral; avoid words like ‘know’ and ‘understand’ in favor of words like ‘demonstrate’ and ‘show.’ Here are a couple of examples: ● Learners will demonstrate the proper procedure for replacing a mill triple lip seal by participating in the guided VR exercise and achieving a score of 80% or above. ● Learners will be able to explain the major components and process of a flotation cell as they complete the VR engagement exercise and complete the online VR quiz. Design With a clear objective defined, work can now take place on designing the VR experience. Focus is placed on the ‘brain sweat’ needed to accomplish the task defined in the objective. The carefully designed activity exceeds the norm of VR learning presently, which is to merely have a 127
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