Innovating Viturtual Reality and EU standards in the real estate sector
โถSummary
The Real VR project was developed to address critical challenges in the vocational education and training (VET) sector for real estate services (RES), driven by the need for modernization and alignment with EU standards. The project responded to the growing demand for skilled professionals in the real estate sector, including property managers and facility managers, amidst the rapidly evolving labor market. Research, such as Cedefop's EU Skills and Jobs Survey, highlighted significant skills mismatches across Europe, with 45% of workers believing their skills were underutilized or needed further development. The project aimed to bridge this gap by introducing innovative training methods, blending traditional practices with digital tools like virtual reality (VR). By integrating the EN 15733:2010 EU standard, the project sought to standardize training, improve professional ethics, and enhance the competence of VET providers. It also addressed accessibility challenges, offering remote, flexible learning solutions for diverse groups, including SMEs, employees, and socially excluded individuals. Through these efforts, the project aimed to foster a more competent, ethical, and future-ready workforce in the RES sector.
โถObjectives
The Real VR project aimed to enhance the quality and accessibility of vocational education and training (VET) in the real estate sector by integrating EU standards and leveraging innovative technologies such as virtual reality (VR). The primary objective was to bridge the gap between industry needs and educational offerings, ensuring that training programs were aligned with modern professional requirements. Specifically, the project sought to foster collaboration between the RES business sector and VET providers by creating a digital competence center for continuous training. It aimed to standardize training curricula through the adoption of EN 15733:2010, promoting professional ethics and competence. Additionally, the project focused on developing VR-enhanced tools to offer immersive and practical learning experiences, particularly for learners with fewer opportunities. By addressing these goals, the project aimed to nurture a skilled workforce, improve the employability of VET learners, and support SMEs in adopting innovative training practices that align with European standards.