An Investigation of the Relation Between Immersion and Learning Across Three Domains

📅 2026-03-02
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🤖 AI Summary
This study investigates how immersive virtual reality (VR) can effectively support learning across multiple domains by implementing the Cognitive-Affective Model of Immersive Learning (CAMIL) in three educational contexts: cultural heritage, environmental awareness, and high school physics. The research developed VR applications for each domain and employed a unified evaluation protocol, combining controlled laboratory studies with real-world classroom deployments to systematically compare VR interventions against control conditions in terms of learning outcomes, user experience, and technology acceptance. As the first cross-domain empirical validation of the CAMIL framework, the project found that VR significantly enhanced presence, user experience, and acceptance, yet yielded no significant difference in immediate learning gains compared to controls. These findings inform practical design guidelines and optimization strategies for integrating immersive VR into educational practice.

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📝 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 synthesize design guidelines that outline when immersive virtual reality might be most beneficial in didactic contexts, and we provide CAMIL-informed recommendations and strategies to improve learning outcomes and overall experiential quality.
Problem

Research questions and friction points this paper is trying to address.

immersion
learning
virtual reality
CAMIL
educational technology
Innovation

Methods, ideas, or system contributions that make the work stand out.

Immersive Virtual Reality
Cognitive Affective Model of Immersive Learning
Learning Outcomes
Presence
Design Guidelines
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