Research Project • 2026 • Published in Educational Technology & Society

Immersive Augmented Reality Based on Scaffolding in Pre-Vocational Skills Training

#HoloLens2 #Unity #MRTK #Vuforia #InteractionDesign

This project addresses the critical gap in vocational training for students with intellectual disabilities (ID). [cite_start]By integrating Scaffolding Theory into an Immersive Augmented Reality (AR) system, we developed a solution that dynamically adjusts support levels, enabling students to acquire, maintain, and transfer complex vocational skills with greater independence[cite: 8, 9, 35].

Figure 1. Demonstration of the ARVST system guiding a user through task execution.

Context & Problem Statement

[cite_start]Individuals with intellectual disabilities often face significant barriers to employment, with global employment rates often less than half that of the general population[cite: 20]. [cite_start]Cognitive limitations—such as deficits in working memory and attention regulation—make it difficult to retain multi-step task sequences[cite: 19].

Traditional training methods (direct instruction, video modeling) often lack contextual realism or the ability to provide immediate, adaptive feedback. [cite_start]This project proposes an Augmented Reality Vocational Skills Training (ARVST) System that overlays virtual guidance onto real-world objects, reducing abstract reasoning requirements and cognitive load[cite: 28, 51].

System Design & Scaffolding Strategy

The core innovation of the ARVST system is the operationalization of Scaffolding Theory (Vygotsky, 1978) within a mixed reality environment. [cite_start]The system does not merely display instructions; it acts as a digital scaffold that fades support as the learner improves[cite: 35, 44].

[cite_start]

Figure 2. Users scan real-world objects to trigger virtual overlays, grounding the learning in physical reality[cite: 120].

1. Progressive Task Complexity

[cite_start]To prevent cognitive overload, the system structures learning into four distinct levels of difficulty[cite: 110]. Users must demonstrate mastery at a lower level before unlocking more complex tasks:

2. Adaptive Feedback Mechanisms

[cite_start]The system employs two distinct types of feedback based on user needs[cite: 115]:

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Figure 3. The AR interface providing descriptive feedback to guide the user's next action[cite: 146].

Evaluation & Results

[cite_start]The system was evaluated using a single-subject, multiple-probe design with three high school students with moderate intellectual disabilities (Allen, Barbara, and Cindy)[cite: 10]. The study measured immediate skill acquisition, maintenance (retention over time), and generalization (transfer to new items).

Quantitative Analysis (Tau-U)

[cite_start]Data analysis using Tau-U statistics revealed significant effectiveness across all phases[cite: 225]:

Participant Intervention Effect (Tau-U) Outcome
Allen 1.00 (p=.002) Complete non-overlap; Strong immediate improvement.
Barbara 0.88 (p=.005) Large effect size; Significant improvement.
Cindy 1.00 (p=.001) Complete non-overlap; Consistent progress.
[cite_start]

Figure 4. Assessment scores across baseline, intervention, and maintenance phases indicating sustained skill retention[cite: 239].

Key Findings

Technical Implementation

The system was developed for the Microsoft HoloLens 2 to ensure hands-free interaction, which is crucial for vocational tasks.