
LKQ Academy has unveiled the aftermarket’s first virtual reality (VR) training programme, providing an immersive alternative to e-learning to support garage staff to upskill in crucial disciplines without losing time to travel.
The programme introduces a virtual world designed specifically for workshop learning, allowing technicians to engage with tools, vehicles, and procedures in a fully interactive environment.
Initial VR courses will cover topics including high-voltage isolation on hybrid vehicles, ADAS calibration, four-wheel alignment, and electrical fundamentals.
The training is all set within a virtual version of LKQ’s technical training centre in Tamworth UK. Trainees will be able to handle tools, walk around vehicles, and perform procedures step-by-step in VR, rather than passively watching videos on a screen.
Lee Chapman, Head of Support and LKQ Academy, said: “This is next-level learning for the aftermarket. We’ve listened to garages who want practical training but can’t spare the time to leave the workshop. VR lets us bring the training to them, in a way that’s engaging, realistic and genuinely valuable for the business.
“It’s novel approaches like this that will help us to address key skills challenges in the industry: with only 2% of the UK’s automotive technician workforce currently trained in ADAS-equipped vehicles, for example. VR is an exciting addition to our vast training portfolio, and we can’t wait to welcome technicians into our new virtual world.”
The VR training will be offered as part of LKQ Academy’s membership packages, with access available via a dedicated headset that can be purchased or rented by garages. Alongside complementing physical, IMI-accredited courses – allowing garages to experience procedures virtually before committing to full hands-on training – customers will also be able to use the headset to take all eLearning courses available on LKQ Academy’s online platform.
The courses will be piloted with selected workshops throughout 2025, ahead of a full rollout in early 2026. Pricing and access options are currently being finalised, with the goal of making the experience widely accessible.