The use of learning support technologies has been evidenced, associated with environments such as Moodle. Based on this, and considering the newtechnological contexts, extended reality (XR) is greatly beneficial to acceleratinglearning processes due to its immersion, first person interaction, customisationand realism characteristics. However, its mass use has been limited by the difficulties of access to technologies, but even more so by the difficulties of design anddevelopment of this type of experience. This research proposes a design guide tofacilitate development by non-expert users, as a first step to automate the creationof XR learning experiences. Recommendations for the incorporation and development of game components and narratives are provided. Thus, it is possible to setgame objectives different from training objectives, incorporating game mechanics. A case of application in risk prevention training in construction is developedto demonstrate its reliability
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