An Investigation of the Relation Between Immersion and Learning Across Three Domains
Paolo Boffi, Alberto Gallace, Pier Luca Lanzi

TL;DR
This study explores how immersion in virtual reality affects learning across cultural, environmental, and physics domains, finding increased presence and user satisfaction but mixed learning results, and offers guidelines for effective VR educational design.
Contribution
It introduces a CAMIL-based framework for assessing immersive learning, presents three domain-specific VR applications, and provides design guidelines for optimizing educational VR experiences.
Findings
VR increased presence and user experience
Learning outcomes were mixed between VR and control groups
Provides CAMIL-informed design recommendations
Abstract
We investigate the relationship between immersion and learning across three domains (cultural heritage, environmental awareness, and high school physics) through the lens of the Cognitive Affective Model of Immersive Learning (CAMIL) framework. We present three applications we developed for this investigation, highlighting their shared design elements and domain-specific mechanics. Using a common evaluation protocol across lab studies and a classroom deployment, we assessed learning outcomes, user experience, technology acceptance, presence/embodiment, and cybersickness. Our results show that immersive virtual reality led to higher scores for presence, user experience, and technology acceptance. In contrast, learning outcomes were mixed. In immediate post-test evaluations, factual knowledge scores were comparable between immersive virtual reality and control groups. In the end, we…
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Taxonomy
TopicsVirtual Reality Applications and Impacts · Visual and Cognitive Learning Processes · Flow Experience in Various Fields
