Mixed reality allows for new ways for learners to enrich their learning experience. By enabling the use of 3D virtual content in a tangible space, it offers a more immersive digital learning environment than traditional on-screen methods. This paper reports on the use of the Mixed Reality (MR) Microsoft HoloLens to create a mixed reality Vocational Educational Training (VET) serious game. The main challenges of this investigation are the use of tangible objects as an interface to a virtual learning environment, which is achieved through low-latency, real-time tracking, allowing for believable interaction with virtual content. This is examined through the creation of a stone grinding application for training collegelevel stonemasons, whereby the learner attempts to cut a dogleg into a virtual stone block using a real grinder. Cyber-physical systems (CPS) are utilised to realise this as part of the digital pedagogy. Currently, the vocational training is strung by regulations which do not allow students to use a working angle grinder until training is complete. By using a virtual stone block, a tangible grinder can be held without the associated safety risks. The application has been co-designed and developed in association with several further education colleges in Scotland and has received appraisals from teachers and learners. On-site demonstrations have been carried out, with the mixed reality operation alongside a PC-based, mouse-operated application. Early feedback has suggested that this is a system that the colleges are interested in and could provide a real use in training. This work builds upon research carried out for the BEACONING program, part of the Horizon 2020 framework.