Codify — Article

Immersive Technology for the American Workforce Act creates DOL grants for XR-based career pathways

Establishes a competitive Labor Department grant program to help community colleges and CTE centers build XR/AR/VR training tied to employer demand and federal workforce plans.

The Brief

The bill directs the Secretary of Labor to run a competitive grant program for eligible partnerships that develop career pathways and training programs that use immersive technology (virtual, augmented, and mixed reality). Grants are intended to help community colleges, area career and technical education (CTE) centers, Tribal colleges, and related partners implement immersive-technology education and training services targeted to in-demand occupations and learners facing employment barriers.

This creates an explicit federal funding stream recognizing immersive technology as a workforce-training tool and ties those programs to existing workforce planning frameworks (WIOA and Perkins). That linkage makes employer alignment, measurable performance, and accessibility integral to grant decisions — a potential accelerant for XR adoption in postsecondary and CTE settings, but also a source of operational and compliance questions for institutions and program designers.

At a Glance

What It Does

Creates a competitive grant program, administered by the Department of Labor, to fund industry/sector partnerships that design and implement career pathways using immersive technology (XR/VR/AR/MR). The grants may fund creation, alignment, and implementation of immersive training services and include requirements for reporting, evaluation, and promulgation of best practices.

Who It Affects

Covered community colleges, area career and technical education schools, Tribal colleges, postsecondary vocational institutions, local workforce boards, employers who partner on training pathways, and vendors that supply immersive-technology solutions. Learners targeted include veterans, individuals with barriers to employment, rural residents, and displaced workers.

Why It Matters

The bill channels federal workforce dollars into immersive training and ties program selection to employer demand and existing state/local workforce plans, which could reshape how technical and community colleges invest in simulation and XR instruction. For program managers and compliance officers, the bill attaches WIOA/Perkins alignment, performance reporting, and accessibility obligations to any funded immersive program.

More articles like this one.

A weekly email with all the latest developments on this topic.

Unsubscribe anytime.

What This Bill Actually Does

The bill authorizes the Secretary of Labor to award competitive grants to eligible entities—defined as industry or sector partnerships that must include representatives such as institutions of higher education, covered community colleges, area CTE schools, Tribal colleges, or postsecondary vocational institutions. Grant funds are intended for the creation or alignment and implementation of career pathways that deliver the skills employers need using immersive technology tools, including virtual reality, augmented reality, and mixed reality.

Eligible programs must provide a sequence of education and training services leading to employment and economic self-sufficiency. The statute explicitly requires accessibility for people with disabilities in accordance with Title II of the ADA and WIOA section 188(a)(1)-(2).

It also calls out service to veterans and individuals with barriers to employment, and establishes priority criteria for grantees: demonstrated employer commitment to hire program completers; inclusion of a covered community college or area CTE school; alignment with State WIOA plans, local plans, or Perkins state plans; use of quantitative evidence to meet employer needs; targeting of in-demand sectors or retraining in declining sectors; service to rural communities and individuals with barriers.Grants may run for up to five years and an entity may not receive a subsequent grant for the same purpose. Applicants must submit applications to the Secretary with details the Secretary requires, including, for programs leading to recognized postsecondary credentials, a description of program quality.

Grantees must begin reporting no later than two years after their initial grant period starts and then annually until the year after the grant ends; those reports must describe each funded program and report performance on WIOA indicators (section 116(b)(2)(A)(i)), disaggregated per WIOA data rules. The Secretary must compile and submit a summary report to Congress biennially.The Secretary is required to reserve between 1 percent and 5 percent of annual funds to conduct a rigorous, independent evaluation and to provide technical assistance.

In coordination with each grantee, the Department must establish and publish a description of best practices for using immersive technology, and post those practices on a public DOL website not later than 30 days after the third year of the grant period. The statute defines “immersive technology” (VR/AR/MR), spells out what qualifies as a covered community college and eligible entities, and specifies that—for this program—“training services” means the WIOA training services definition provided through classroom instruction.

Finally, the bill authorizes $50,000,000 per year for fiscal years 2026 through 2035 to carry out the grant program.

The Five Things You Need to Know

1

The Department of Labor must reserve 1–5% of annual grant funds for a rigorous, independent evaluation and for technical assistance to grantees.

2

A grant may be awarded for up to five years, and an eligible entity may not receive another grant for the same purpose after its award period ends.

3

The statute narrows “training services” for this program to the WIOA definition provided through classroom instruction, which may affect online or asynchronous XR delivery models.

4

Grantees must report starting two years after their initial grant period begins and then annually; the Department must submit a biennial congressional report summarizing grantee data.

5

The Secretary must publish best practices for immersive-technology training on the DOL website no later than 30 days after the third year of the grant period.

Section-by-Section Breakdown

Every bill we cover gets an analysis of its key sections. Expand all ↓

Section 1

Short title

Declares the Act’s short title as the “Immersive Technology for the American Workforce Act of 2025.” This is a formal naming provision with no operational effect beyond citation.

Section 2(a)

Competitive grant authority

Directs the Secretary of Labor to award competitive grants to eligible entities within one year of enactment. The provision frames the overall authority: DOL will run the competitions and set application timing and requirements. It creates the statutory hook for subsequent program design, discretionary rulemaking, and solicitation structure.

Section 2(b)

Permitted uses and program design

Requires grantees to use funds to create or align and implement career pathways delivered in whole or in part through immersive technology; programs must lead to employment and include integrated education and training. It includes explicit accessibility obligations (ADA Title II and WIOA sec.188), a veteran/Armed Forces inclusion clause, and a discrete authorization to use grant funds to train instructors in immersive-technology delivery. Practically, this ties grant dollars to both curriculum and instructor capacity-building.

4 more sections
Sections 2(c)–2(e)

Grant duration, application, and selection priorities

Caps grant awards at five years and prohibits repeat grants for the same purpose. Applicants must submit information the Secretary requires and, where programs lead to postsecondary credentials, document program quality. The Secretary must prioritize applications that demonstrate employer hiring commitments, include covered community colleges or area CTE schools, align with State WIOA or Perkins plans or local workforce plans, use quantitative employer-alignment evidence, target in-demand or declining-to-retrain sectors, serve individuals with employment barriers, or serve rural communities. These selection criteria push funded projects toward employer-driven, plan-aligned, and equity-focused models.

Sections 2(f)–2(h)

Reporting, evaluation, and best practices

Grantees must report on program descriptions and WIOA performance indicators beginning two years after the initial grant period and then annually; the Secretary must report to Congress biennially. The Secretary must reserve 1–5% of funds for independent evaluation and technical assistance. In coordination with grantees, DOL must establish and publish best practices for immersive-technology training on a public website no later than 30 days after the third year of the grant period—an unusually specific timing requirement that ties dissemination to the grant timeline.

Section 2(i)

Definitions and scope

Provides detailed statutory definitions: a covered community college (including Tribal colleges and branch campuses with associate-degree emphasis), eligible entities (industry/sector partnerships including named institution types), and a comprehensive definition of immersive technology covering VR, AR, and MR. It also clarifies that, for this program, “training services” means WIOA training services delivered through classroom instruction, which narrows delivery modalities eligible under the statute.

Section 2(j)

Authorization of appropriations

Authorizes $50,000,000 annually for fiscal years 2026 through 2035 to carry out the grant program. Authorization sets the Congress’s fiscal intent and provides a ten-year funding horizon, but actual spending requires subsequent appropriations.

At scale

This bill is one of many.

Codify tracks hundreds of bills on Education across all five countries.

Explore Education in Codify Search →

Who Benefits and Who Bears the Cost

Every bill creates winners and losers. Here's who stands to gain and who bears the cost.

Who Benefits

  • Covered community colleges and area CTE schools: Receive federal funds to develop or modernize immersive-technology curricula and instructor capacity, allowing them to offer XR-based career pathways tied to employer demand.
  • Industry and employer partners in in‑demand sectors: Gain a mechanism to influence training design and access a pipeline of workers trained with realistic simulations and hands‑on XR experiences.
  • Veterans, displaced workers, and individuals with barriers to employment: The bill explicitly prioritizes these populations and requires accessibility, increasing options for retraining and credential attainment.
  • XR hardware and software vendors, and instructional design firms: Stand to gain from institutional contracts for hardware, software, content development, and instructor training as colleges and CTE programs invest in immersive technology.

Who Bears the Cost

  • Department of Labor: Responsible for administering competitions, monitoring grantees, conducting or contracting independent evaluations, and publishing best practices—activities that require staff time and discretionary funding.
  • Grantee institutions (especially smaller colleges): Face implementation costs—procurement, facility modifications, instructor training, data collection, and ongoing maintenance—that may exceed grant awards or require matching funds or reallocation of institutional resources.
  • Employers who partner on programs: May need to invest staff time, offer hiring commitments, and participate in curriculum design or work-based learning; smaller employers may struggle to meet partnership expectations.
  • Congressional appropriations process: The authorized $50M per year creates budget pressure and trade-offs; appropriators may fund the program at lower levels, which would limit reach while leaving statutory expectations intact.

Key Issues

The Core Tension

The central dilemma is between promoting rapid experimentation with immersive technologies to modernize workforce training and constraining funded projects to established, measurable frameworks (WIOA/Perkins alignment, classroom-based training, and strict reporting). That trade-off seeks accountability and employer relevance, but risks limiting innovative delivery models and putting smaller programs at a competitive disadvantage.

The statute contains operationally consequential choices and several open implementation questions. It narrows “training services” to classroom instruction under WIOA, which risks excluding hybrid, fully remote, or asynchronous XR delivery models that many providers consider essential to scale.

The bill defines immersive technology broadly, but it says nothing about data governance, learner privacy, or biometric data collection that often accompanies XR platforms—issues that institutions and vendors will have to manage outside the statute’s guardrails.

The grant-selection priorities tie projects to WIOA and Perkins plans and expect quantitative employer-alignment evidence, which channels funds toward established workforce ecosystems and employers able to document demand; that can accelerate effective employer‑college collaboration, but also favors communities with robust workforce data and partnerships. The reserved evaluation funding (1–5%) and the requirement to publish best practices after the third year are useful for learning, but the statute leaves ambiguous how evaluation findings will affect future grant design, what performance thresholds matter in selection decisions, or whether grantees will be required to implement recommended practices.

Finally, the authorization span (ten years) and the annual funding cap set expectations for scale, yet actual program reach will depend on future appropriations and the size of individual awards, neither of which the bill specifies.

Try it yourself.

Ask a question in plain English, or pick a topic below. Results in seconds.