360 VR Coach: A Gamified Training Procedure
Document Type
Conference Proceeding
Source of Publication
2026 17th Student Research Conference on Applied Computing Src 2026
Publication Date
4-22-2026
Abstract
This following paper presents 360 VR Coach, an immersive and gamified training and hiring system designed to discuss the limitations of traditional recruitment processes in the UAE. With the support of VR headsets, sensory gloves, and interactive simulations, the system enables candidates to experience role-specific training in a virtual environment, replicating a realistic outlook. The candidate performance is evaluated through hands-on tasks, knowledge assessments, and effort-based scoring, ensuring objective and skill-oriented outcomes. As opposed to standard interviews and online courses, 360 VR Coach emphasizes practical ability , thorough training, and efficiency. Initial survey results showcase that more than 63% of participants support the integration of VR into training, while over 90% believe current HR practices require immediate change. Although a few challenges remain including accessibility for individuals with physical impairments, integration costs, and data security concerns; 360 VR Coach offers a scalable and innovative route towards an unbiased, cost-effective, and practical workforce development aligned with the visions set by the UAE.
DOI Link
ISBN
[9798319510167]
Publisher
IEEE
Disciplines
Computer Sciences
Keywords
360 VR Coach, Gamified learning, Interactive training, Recruitment optimization, VR training, Workforce innovation
Scopus ID
Recommended Citation
Al Suwaidi, Mahra; Al Dhaheri, Fatima; Gamil, Sumaia; and Dahmani, Nadia, "360 VR Coach: A Gamified Training Procedure" (2026). All Works. 8219.
https://zuscholars.zu.ac.ae/works/8219
Indexed in Scopus
yes
Open Access
no