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Tuesday, 2 December 2025

Training Librarians for XR Competencies: Building Skills for the Immersive Future of Libraries

 



As libraries evolve into technology-rich learning hubs, the role of librarians is rapidly shifting from traditional information mediators to immersive technology facilitators, digital creators, and XR learning mentors. For libraries to successfully implement AR, VR, and MR services, librarians must be equipped with the right XR competencies, pedagogical skills, and digital confidence.

This blog outlines the essential skills, training models, and capacity-building strategies that libraries and LIS schools must adopt to prepare a workforce capable of leading XR-enabled learning environments.

 

Why Librarians Need XR Skills

Reason

Description

Libraries are becoming XR Learning Labs

XR adoption is growing in academic, public, and special libraries.

Users need hands-on support

Librarians must guide students, researchers, and community members in XR usage.

XR literacy is part of digital literacy

Understanding spatial computing is the next frontier.

New services demand new competencies

XR content creation, 3D modeling, and immersive pedagogy require training.

LIS professions are evolving

Future librarians will manage immersive content, XR labs, and experiential learning spaces.

 

Core XR Competencies for Librarians

Librarians need a blend of technical, pedagogical, managerial, and safety-focused skills to effectively run XR services.

 

1. Technical Competencies

Device & Hardware Handling

  • VR headset setup (Meta Quest, HTC Vive, Pico)
  • MR devices (HoloLens, Magic Leap)
  • AR-enabled tablets & smartphones
  • 360° cameras and spatial audio devices

Software & Tools

  • AR creation tools (Assemblr, Zappar, Adobe Aero)
  • VR environments (Unity, Unreal Engine)
  • 3D modelling (Tinkercad, Blender)
  • 3D asset platforms (Sketchfab, Polycam)

Lab Management

  • Device calibration & troubleshooting
  • Room-scale safety configurations
  • Hardware cleaning & maintenance
  • Network and storage management

 

2. Pedagogical Competencies

XR is not only technology—it's a learning experience.

Librarians must understand:

  • Immersive learning design
  • Instructional strategies for VR labs
  • AR for literacy and education
  • Designing XR workshops and user training
  • Facilitating experiential, constructivist learning

This empowers librarians to guide faculty and students in integrating XR into curriculum and research.

 

3. Content Creation Skills

To support user-driven creativity, librarians need basic skills in:

  • 3D object manipulation
  • Scene design in Unity or CoSpaces
  • Creating AR overlays for books and posters
  • Editing 360° videos
  • Managing XR metadata and repository standards

 

4. Safety, Ethics & Accessibility

XR requires strong understanding of:

  • Physical safety protocols
  • Motion sickness mitigation
  • Hygiene & device sanitation
  • Data privacy for XR platforms
  • Ethical use of immersive media
  • Accessible design for users with disabilities

 

Training Models for Building XR-Ready Librarians

Libraries can adopt multiple training pathways depending on their context, resources, and institutional vision.

 

A. In-House Training Programs

  • XR orientation workshops
  • Regular hands-on practice sessions
  • Shadowing IT and multimedia teams
  • Peer-to-peer learning circles
  • XR troubleshooting clinics

 

B. Professional Development Courses

Provider

Courses / Certifications

Coursera / edX

VR/AR development, Unity, Immersive Design

Unity Learn

Unity certification for beginners to advanced

Meta XR Programs

VR safety, device usage, XR creation

Udacity / Udemy

AR/VR design bootcamps

LIS Schools

XR-enabled digital literacy modules

 

C. Extramural Collaborations

  • Partnering with engineering or multimedia departments
  • Industry partnerships (Meta, HTC, Lenovo)
  • Collaboration with museums for cultural XR projects
  • Government-sponsored XR skill development programs

 

D. Train-the-Trainer Model

Build a team of:

  • XR master trainers (2–3 librarians)
  • They train the rest of the staff
  • Incorporate XR competencies into staff development plans

This model scales effectively and builds internal expertise.

 

A Sample XR Training Roadmap for Libraries

Phase

Duration

Learning Outcomes

1. Foundation

2 weeks

Basic device usage, XR safety, user support

2. Technical Skills

4–6 weeks

XR lab management, content creation basics

3. Pedagogy & Integration

3 weeks

Designing learning activities using XR

4. Advanced Creation

6–12 weeks

VR environments, 3D modelling, Unity/Unreal

5. Continuous Practice

Ongoing

Updating skills as technology evolves

 

Policy Changes Needed in Libraries & LIS Education

To institutionalize XR competencies, libraries should update policies on:

  • XR lab staffing and responsibilities
  • Professional development requirements
  • Device usage and safety manuals
  • XR content repository management
  • Ethical guidelines for immersive media

LIS schools must integrate:

  • XR literacy courses
  • Spatial computing fundamentals
  • 3D design basics
  • AR/VR applications in information services

 

The Future Librarian: An XR Mentor and Immersive Learning Facilitator

Tomorrow’s librarian will be:

  • A technology navigator
  • A 3D/AR/VR curator
  • A learning experience designer
  • A community innovation enabler
  • A guardian of ethical immersive practices

XR competencies are not optional—they are essential for libraries leading the digital transformation agenda.

 

Conclusion

Training librarians for XR competencies is foundational to building immersive, future-ready libraries. By combining technical skills, pedagogical design, content creation abilities, and safety knowledge, librarians can confidently manage XR labs, support users, and drive innovation.

Libraries that invest in XR training today will become centers of immersive excellence tomorrow, empowering learners and communities through transformative digital experiences.

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