1. Introduction
Welding is a critical skill underpinning industries ranging from manufacturing to energy, yet the welding training required to produce competent operators is intensive, hazardous, and logistically challenging [
1]. Welding education requires not only theoretical knowledge but also a high degree of attention, fine motor skills and precise hand-eye coordination. Traditionally delivered through in-person, workshop-based training, welding instruction often faces significant limitations, including high costs of consumables and equipment, safety hazards, and limited student–instructor interaction [
1].
In response to these challenges, virtual reality (VR) training simulators have emerged as an innovative alternative in vocational and technical education [
2]. VR systems allow users to handle virtual welding torches within immersive environments, where important welding parameters, such as the angle of the torch, the travel speed and the distance to the workpiece, can be instantly modified during simulation [
3]. Recent developments further extend these capabilities to include adjustments of wire feed speed and shielding gas flow, mirroring the operation of authentic equipment. At the same time, multimodal feedback (visual, auditory, and haptic) supports immediate error correction [
4]. Notably, VR learning environments embody the principles of constructivist and experiential learning theories, allowing trainees to build knowledge through hands-on interaction rather than passive observation, and aligning with adult learning principles such as self-direction, problem-centeredness, and relevance to real-world contexts [
5].
Beyond welding, VR training has demonstrated robust pedagogical value across diverse domains. In healthcare, meta-analyses confirm significant improvements in knowledge and psychomotor skills, as well as reduced procedural time, when using immersive VR simulations [
6]. In construction, VR-based safety training enhances hazard recognition and reduces on-site accidents [
7], while in aviation, immersive scenarios prepare trainees for emergency maneuvers and monitor stress regulation [
8]. Extended reality (XR) applications have also shown strong positive effects in language learning, with a meta-analysis reporting an effect size of 0.825 [
9]. These findings highlight the dual impact of VR: it enhances technical skill acquisition while also influencing motivational, emotional, and interpersonal outcomes.
The evidence from welding-focused research has also been encouraging. A portable VR welding training system developed using commercial headsets and 3D-printed torches for MIG/MAG processes achieved high levels of user satisfaction and perceived usability [
10]. Similarly, VR-enhanced programs have been shown to improve torch control, increase soldering speed, and reduce learners’ anxiety [
11,
12]. These outcomes align with broader findings in adult education, where VR fosters motivation, engagement, and self-efficacy—critical affective components often overlooked in traditional welding instruction [
13]. Meta-analyses further confirm that VR yields comparable or superior outcomes to traditional training, particularly in repetitive, skill-based tasks [
14,
15].
Nevertheless, results remain mixed. While VR consistently improves procedural accuracy and learner confidence, cognitive benefits such as critical thinking and long-term knowledge retention show less consistent improvement [
16]. Moreover, affective dimensions—including anxiety regulation, empathy, and cross-cultural learning—remain underexplored in welding-specific studies [
17]. This underscores the need for research that integrates both technical and psychological perspectives.
The present work addresses this gap by implementing a VR training program developed in Unity and deployed on Meta Quest 2 VR headset (Meta Platforms, Menlo Park, CA, USA). The program targeted individuals with no prior welding experience. It evaluated pre- and post-training changes in welding knowledge, the ability to operate and adjust the welding machine and regulate gas flow, the ability to control the angle of the torch and the extension of the electrode, the self-confidence in welding skills and anxiety related to the welding environment.
By combining subjective (confidence, anxiety, motivation) and objective (technical accuracy, machine handling) measures, this study contributes not only to the evidence base of VR in welding education but also to the broader discourse on how VR supports lifelong learning, skill democratization, and adult education. Unlike prior studies that primarily focused on procedural outcomes, this work explicitly integrates both technical and affective dimensions, thereby offering a more holistic evaluation of VR-based welding education and clarifying its pedagogical novelty.
2. Literature Review
VR technologies have a practical application in the field of vocational education by connecting theory to practice. VR increases the effectiveness and safety of training processes in various industries. In design education, particularly within architecture and interior architecture, VR applications are shown to enrich the learning experience by contributing to the development of spatial perception and design processes, often compared with 3D printing for complex architectural geometries [
18].
In the field of healthcare, VR facilitates the instruction of complex procedures such as dialysis treatment and surgical operations in a risk-free environment. Immersive medical scenarios have both safety benefits and enhance team communication [
19,
20]. The training of endotracheal intubation and the care of dialysis using virtual reality has been demonstrated to abbreviate the learning curve and reduce the frequency of error [
21,
22].
In industrial and manufacturing settings, VR simplifies the teaching of technical operations such as assembly, maintenance, and CNC machining. Learners can engage with high-risk, high-cost tasks without real-world consequences. Research shows that VR-based training improves knowledge retention and enhances productivity [
23,
24,
25]. For example, simulations that focus on CNC grinding machines help users comprehend the technical procedures involved in detail, which increases the user’s retention of the information [
26]. To further enhance efficiency in industrial and manufacturing settings, digital solutions such as the Model Based Definition (MBD) enhanced Asset Administration Shell (AAS) are being developed for the design of generic production lines, addressing challenges of rapid reconfiguration and interoperability [
27].
The construction industry—known for its hazardous work environments—has also integrated VR into its training systems. Trainees can explore virtual construction sites and engage in safety protocols in simulated high-risk conditions. Compared to traditional video-based instruction, VR promotes the recognition of hazards and the awareness of emotional consequences of workplace risks [
7,
28].
In the aerospace and aviation industries, VR allows pilots and other technical personnel to repeatedly learn about pre-flight procedures, engine failures, and emergency maneuvers. These immersive environments can be altered through neurotechnology to assess the attention and stress levels of individuals, which will allow for more individualized experiences in training [
8,
29]. Also, VR has been utilized to enhance the accuracy and efficiency of the aircraft component assembling process [
30].
Welding education is confronted with obstacles like high costs of equipment, safety concerns, and a limited number of practical applications, which are addressed by simulators that use head-mounted displays and control devices to provide realistic environments. These systems offer immediate feedback, which allows learners to assess their progress immediately via virtual or physical means, respectively [
4,
14]. Advanced simulations track technical parameters like seam geometry and porosity, making the learning process more tangible [
11]. Applications of virtual reality in vocational education across sectors are summarized in
Table 1.
Significantly, these systems not only improve technical competencies—they also boost learners’ self-confidence and reduce performance anxiety [
12]. Demonstrated that VR-based instruction produced performance outcomes statistically comparable to traditional methods, confirming its pedagogical reliability [
15]. Furthermore, the repeatability, reduced equipment dependency, and integration with remote learning make VR an excellent fit for Industry 4.0 and 5.0 training needs [
11].
While prior studies have primarily emphasized procedural accuracy and technical performance in VR-based welding training, relatively little attention has been given to integrating real-time multimodal feedback with the systematic evaluation of affective outcomes, such as trainee confidence and anxiety reduction. This gap limits our understanding of how VR training environments influence both technical skill acquisition and psychological factors that are critical for effective learning. The present study addresses this gap by explicitly combining objective technical assessments with validated confidence and anxiety scales, thereby offering a more holistic evaluation of VR-based welding education and demonstrating how immersive VR can simultaneously enhance procedural accuracy, strengthen learner confidence, and reduce training-related anxiety.
5. Discussion
Recent advancements in VR technologies have created significant opportunities for vocational education, particularly in disciplines where precision, safety, and cost efficiency are critical. The present study examined the effects of immersive VR-based training on the acquisition of essential welding skills, the enhancement of learners’ confidence, and the reduction in performance-related anxiety.
The results demonstrated substantial improvements in both theoretical welding knowledge and practical understanding of machine operation. A paired-sample t-test confirmed that the increase in theoretical knowledge was statistically significant (, ).
The improvements observed extend beyond statistical significance, as evidenced by large effect sizes across both technical domains. The magnitude of the enhancement in theoretical knowledge acquisition (Cohen’s
) and technical parameter adjustment proficiency (
) substantially exceeds conventional thresholds for significant effects (
), as clearly demonstrated in
Table 4 and
Table 5. The precision of these estimates is further supported by the narrow 95% confidence intervals surrounding the mean differences [39.8 points, 95% CI [35.90, 43.70] for knowledge; 63.6 points, 95% CI [60.84, 66.36] for parameter adjustment], indicating robust effect estimation and reinforcing the validity of the conclusions regarding VR-based welding training efficacy.Furthermore, due to the highly significant
p-values reported across all twelve paired-sample comparisons (
p < 0.001 for all objective and affective measures), the findings remain statistically robust even following stringent correction for multiple comparisons (e.g., Bonferroni correction), confirming the rigor of the statistical conclusions.
These exceptionally high effect sizes substantially exceed typical meta-analytic findings reported in the broader VR training literature, where Cohen’s d typically ranges between and . This divergence can be attributed to the distinctive methodological characteristics of our training protocol. First, our participant cohort consisted exclusively of absolute novices with no prior welding experience, resulting in learning gains measured from a near-zero baseline. Second, the study implemented a systematic, two-week, repetitive training program rather than a single, short intervention. We hypothesize that the combination of true novice learners and extended, repeated practice amplified the observable improvements in technical knowledge and machine adjustment competence, thereby producing these unusually large effect sizes. Consequently, the results highlight the transformative potential of VR for fundamental skill acquisition among beginning learners.
As illustrated in
Figure 9, participants’ average welding knowledge score increased markedly, from 45.3 prior to training to 85.1 after training. These gains can be attributed to targeted instructional components, such as maintaining the correct torch angle—which directly affects weld pool formation and penetration depth [
40]—and the precise control of travel speed, which is crucial for regulating heat input and bead geometry [
42]. These findings are consistent with prior research emphasizing that VR provides an engaging and interactive learning environment in which complex technical concepts and practical skills are effectively communicated through visual, tactile, and auditory cues [
6].
In addition to technical proficiency, the VR training produced noteworthy improvements in participants’ psychological outcomes. As shown in
Figure 11, pre-survey results indicated low self-confidence across welding tasks, with mean scores ranging from 1.5 to 2.1. Following the training, confidence levels increased significantly, reaching post-survey mean scores of 3.9 to 4.6. This improvement underscores the role of VR as a safe and repeatable practice environment that allows learners to experiment, make mistakes without material or safety consequences, and gradually build self-efficacy. These outcomes reinforce previous studies highlighting VR’s potential to strengthen learner confidence in skill acquisition [
6].
However, one potential limitation frequently highlighted in the literature on VR-based training is the possibility of inducing overconfidence due to the inherently risk-free nature of the virtual environment. To address this concern, the developed system integrates haptic safety feedback. Specifically, during welding practice, when the user’s virtual hand meets the workpiece, the controller delivers vibration feedback that simulates potential hazards. This design choice reinforces occupational safety awareness by reminding learners of the risks associated with inappropriate hand positioning, thereby preventing unrealistic perceptions of invulnerability while still supporting confidence development.
In addition to the documented pedagogical and psychological benefits, scalability is a critical factor for the industrial applicability of VR-based training. The developed system is inherently adaptable for concurrent use, as multiple headsets can be operated simultaneously within the same training session. This allows several trainees to practice in parallel, thereby increasing throughput and reducing training time per cohort. Furthermore, the system supports instructor monitoring through cloud-based data collection, enabling trainers to remotely observe learners’ performance, track progress in real time, and generate individualized feedback reports. Such scalability features enhance the feasibility of integrating VR welding simulators into industrial training programs, where efficiency, standardization, and large-scale workforce development are essential.
Equally important were the reductions observed in reported anxiety levels. Prior to the intervention, participants expressed high levels of anxiety associated with safety risks, potential mistakes, and the stress of working in a real workshop, with mean scores ranging from 4.0 to 4.5 (
Figure 12). Post-training measures revealed a substantial decrease, with scores dropping to 1.1–1.5. This reduction suggests that VR simulations can mitigate performance-related stress by replicating high-risk scenarios in a controlled environment, thereby fostering familiarity and resilience. Such findings align with research demonstrating the value of VR in preparing learners to manage stress and anxiety in real-world contexts [
52].
Taken together, these findings hold important implications for both vocational training and industrial practice. VR-based welding training offers a safer, more cost-effective, and scalable alternative to traditional approaches that typically involve high-cost materials and inherent safety hazards. The observed improvements in both technical competence and psychological readiness suggest that VR not only accelerates skill acquisition but also prepares learners to perform with greater confidence and reduced anxiety, thereby contributing to safer and more efficient welding applications in industry.
A preliminary cost–benefit analysis indicates that while traditional workshop-based welding training requires continuous expenditure on consumables, such as filler wire, shielding gas, electrodes, and steel workpieces, estimated at approximately
$100 per trainee for a 20-h introductory module (≈
$1000 for a cohort of 10 students), VR-based training eliminates these recurring costs. Instead, it requires a one-time investment in hardware, including a Meta Quest 2 headset and a compatible PC (total
), plus minor maintenance and software expenses of roughly
$80–100 per cohort. Although the upfront VR cost exceeds the consumables of a single traditional course, the system quickly amortizes over repeated use: after three to five training cycles, cumulative savings on materials, space, and safety requirements outweigh the initial investment. It should be noted that the current cost analysis primarily accounts for direct equipment and consumable expenses; instructor time and facility overheads were not included, as these vary widely across institutions and training contexts. These findings align with previous reports that VR simulators provide significant long-term economic advantages by reducing material consumption and minimizing accident-related expenditures [
14].
The present study introduces a VR-based training system for foundational MIG/MAG welding and evaluates its outcomes in the context of prior research on VR welding education. Unlike [
15], who observed no significant performance improvements following a brief one-hour session with the VRTEX
® 360 simulator—an outcome attributed to participants’ prior experience and the lack of multimodal feedback—our study targeted twenty true novices and employed a structured two-week training program. This longer training duration, with repeated and progressively more challenging practice sessions, likely contributed to the significant performance gains observed. Furthermore, by focusing exclusively on novices, the learning effect was not confounded by existing habits or prior knowledge, making improvements more pronounced. Combined with the integration of real-time visual, auditory, and haptic feedback, these factors explain why the current study achieved stronger results than those reported in [
15].
Commercial platforms such as VRTEX
® 360 and Soldamatic
® illustrate the diversity of VR welding systems in terms of realism and technical setup. While these solutions deliver high fidelity and advanced analytics, they depend on costly proprietary hardware and extensive calibration, which restrict scalability for smaller training institutions [
53]. In contrast, the Unity–Meta Quest 2 configuration used in this study achieves similar pedagogical outcomes through a portable, wireless system that requires no external tracking devices, highlighting accessibility and practicality as its main advantages [
10].
A key feature of our system is the integration of real-time visual, auditory, and haptic feedback, providing a more immersive learning environment than systems with limited sensory modalities. This design aligns with the recommendations of [
14], who emphasized enhancing VR welding training fidelity through accurate movement simulation and multimodal feedback. Furthermore, the system’s real-time 3D visualization and interaction processing, as highlighted by [
3], are critical for effective VR-based learning.
While previous work focused on soldering applications [
11], our system addresses the more complex MIG/MAG process, encompassing essential operational parameters such as torch angle, electrode extension, travel speed, gas flow, and machine settings, similar to parameter-focused VR systems [
3]. Importantly, our findings on objective knowledge acquisition contrast with [
16], who reported that immersive VR did not enhance immediate declarative knowledge and that paper-based methods outperformed IVR in objective post-tests for vocational education. A key reason for this discrepancy may lie in the structured and extended nature of our training protocol. Whereas [
16] evaluated outcomes after a single short exposure, our program spanned two weeks with repeated practice opportunities, allowing learners to consolidate both procedural and declarative knowledge over time. Additionally, our participant pool consisted entirely of novices with no prior welding experience, which reduced ceiling effects and amplified observable learning gains. The integration of multimodal feedback (visual, auditory, and haptic) also provided a richer learning environment compared to the IVR systems in [
16]. These methodological differences likely explain why the present study yielded stronger improvements in both objective knowledge and affective outcomes.
These psychological benefits are further supported by [
13], who reported that VR positively influences cognitive, behavioral, and affective engagement, including motivation and learning efficacy, while also aiding in emotion regulation. In contrast to [
12], who found persistent anxiety despite VR exposure, our findings indicate that VR simulations can effectively mitigate performance-related stress by replicating high-risk scenarios in a controlled environment. Collectively, these results underscore the pedagogical novelty of our system, which combines comprehensive multimodal feedback with cost-effective and accessible hardware—a factor highlighted by [
10] as critical for the broader implementation of VR welding simulators, particularly for the initial training of novice welders, allowing repeated practice in safe conditions.
Despite these promising findings, the study has several notable limitations that restrict the scope of generalization. First, the relatively small sample size (n = 20) reduces statistical power and limits the representativeness of the results. Future studies should recruit larger and more heterogeneous samples, including participants with varying levels of welding experience and different demographic characteristics, such as educational background and technical aptitude, to strengthen external validity. Second, the two-week training period, although sufficient for capturing short-term effects, is insufficient to assess the durability and decay of learned skills, skill transfer to real-world welding tasks, and the sustainability of psychological benefits, such as reduced anxiety. To strengthen the pedagogical implications regarding skill mastery, future research must explicitly incorporate longitudinal follow-up measurements (e.g., three to six months) to track the persistence, retention, and transferability of acquired skills to real welding environments, thereby evaluating how VR training translates into enduring professional competence. Third, the study did not evaluate how effectively VR-acquired skills translate into actual workshop performance over time, which remains a crucial step toward validating the ecological validity of VR-based training. Future investigations should therefore include longitudinal and transfer-of-training analyses. The system’s modular design, leveraging the portable, wireless Meta Quest 2 platform and replicating the authentic control interface of the Magmaweld RS300 MK machine, establishes a robust architectural foundation for sensor-based integration with external physical welding equipment required for future Mixed Reality (MR) transfer validation. Additionally, although large effect sizes were observed, they should be interpreted cautiously, as they may reflect short-term performance gains rather than enduring skill mastery.
Extended training durations and longitudinal follow-up measurements would provide deeper insights into the durability of learning outcomes. Third, the exclusive reliance on self-reported survey data for confidence and anxiety introduces the risk of subjective bias. Incorporating objective performance-based measures obtained from real welding tasks could improve the robustness of the conclusions. Finally, the VR environment focused on fundamental MIG/MAG welding tasks only; therefore, its applicability to complex, industrial-level welding scenarios and different welding processes (e.g., TIG or SMAW) remains to be validated in future research. Further refinement of the system should also consider incorporating more realistic thermal effects, variable material types, and multi-pass welding processes to increase fidelity and industrial relevance.
Another limitation of this study is the limited sample size (n = 20) and the gender imbalance among participants, with 80% male and only 20% female trainees. Such a small and demographically uneven sample constrains the statistical power of the analyses and limits the extent to which the findings can be generalized to broader populations. Previous research suggests that gender-related differences may influence factors such as self-efficacy, perceived competence, and anxiety responses in technical learning contexts. Therefore, while the results of this study indicate strong learning gains and significant reductions in anxiety, they should be interpreted with caution due to these demographic limitations. Future research should recruit a larger and more gender-balanced cohort to verify the reproducibility of the findings and to explore whether VR-based welding training can help mitigate gender disparities in technical education outcomes.
Future research should incorporate objective, performance-based evaluations derived from real welding tasks and apply longitudinal designs to assess the durability of acquired skills and mitigate the threat of skill decay.
In this study, welding performance was assessed within the VR environment through bead geometry and surface characteristics, reflecting learners’ control of torch angle, travel speed, and electrode-to-workpiece distance. While such measures indicate procedural accuracy, they cannot substitute for destructive or mechanical testing of physical welds. Accordingly, forthcoming studies should validate weld quality in real workshop conditions and extend simulations to cover critical real-world challenges such as joint preparation, material thickness variations, and thermal effects (e.g., residual stress and material warping). To enhance ecological validity, future systems should integrate these modules and correlate outcomes with standardized destructive and non-destructive tests. Moreover, future research should establish appropriate control groups—such as participants receiving conventional, instructor-led welding training and those without intervention—to enable direct comparison with the VR-trained cohort. Such comparative designs will make it possible to determine whether the observed performance and psychological improvements truly result from VR-based training, thereby strengthening causal inferences and internal validity. Recording and visualizing individual learning curves across sessions will further capture progression patterns and variability. In addition, longitudinal follow-up studies should be conducted to track learners over extended periods (e.g., three to six months) after VR training to determine the persistence, retention, and transferability of acquired skills to real welding environments. Evaluating the long-term effects of VR-based instruction—such as sustained hand–eye coordination, procedural memory, and accuracy under real workshop conditions—will provide a more comprehensive understanding of how VR training translates into enduring professional competence. Finally, controlled studies should directly examine whether competencies developed in VR translate into workshop performance, using standardized metrics such as bead geometry, penetration depth, defect rates, and mechanical strength of welded joints.