The Cognitive Affective Model of Immersive Learning (CAMIL): a Theoretical Research-Based Model of Learning in Immersive Virtual Reality
Open accessAbstract
There has been a surge in interest and implementation of immersive virtual reality (IVR)-based lessons in education and training recently, which has resulted in many studies on the topic. There are recent reviews which summarize this research, but little work has been done that synthesizes the existing findings into a theoretical framework. The Cognitive Affective Model of Immersive Learning (CAMIL) synthesizes existing immersive educational research to describe the process of learning in IVR. The general theoretical framework of the model suggests that instructional methods which are based on evidence from research with less immersive media generalize to learning in IVR. However, the CAMIL builds on evidence that media interacts with method. That is, certain methods which facilitate the affordances of IVR are specifically relevant in this medium. The CAMIL identifies presence and agency as the general psychological affordances of learning in IVR, and describes how immersion, control factors, and representational fidelity facilitate these affordances. The model describes six affective and cognitive factors that can lead to IVR-based learning outcomes including interest, motivation, self-efficacy, embodiment, cognitive load, and self-regulation. The model also describes how these factors lead to factual, conceptual, and procedural knowledge acquisition and knowledge transfer. Implications for future research and instructional design are proposed.
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Written from the paper’s full text.
TL;DR
The Cognitive Affective Model of Immersive Learning (CAMIL) is a theoretical model proposing that learning in immersive virtual reality (IVR) is driven by the psychological affordances of presence and agency, which arise from immersion, control factors, and representational fidelity. It argues that media interacts with method, so instructional methods that leverage presence and agency are especially effective in IVR.
Key findings
- CAMIL identifies presence and agency as the general psychological affordances of learning in IVR; immersion, control factors, and representational fidelity are proposed to facilitate these affordances.
- The model specifies six affective and cognitive factors—interest, intrinsic motivation, self-efficacy, embodiment, cognitive load, and self-regulation—that lead to factual, conceptual, and procedural knowledge acquisition and knowledge transfer.
- The paper argues that media interacts with method: cited experiments show instructional methods such as pre-training, enactment, and teaching produce interactions, with benefits in IVR but not in video or desktop VR conditions (e.g., Meyer et al. 2019, n = 118; Makransky et al. 2020a, n = 165; Klingenberg et al. 2020, n = 89).
- Cognitive load and self-regulation are described as complicated factors: IVR can increase extraneous cognitive load and reduce reflection unless lessons are scaffolded; cited evidence includes Parong and Mayer (2018), where an immersive VR lesson was less effective than PowerPoint for factual knowledge but showed no significant difference for conceptual knowledge.
Methods
- Theoretical/conceptual paper: it synthesizes existing immersive educational research and educational psychology theories to specify CAMIL; no original empirical data or sample are reported.
- The model builds on prior frameworks and studies, including Lee et al. (2010), Makransky and Lilleholt (2018), and Makransky and Petersen (2019), and reviews media-and-methods experiments.
- Main analysis is model specification: it defines constructs and hypothesized paths (Fig. 2) from technological factors to presence and agency, then through affective/cognitive factors to learning outcomes.
Limitations
- Stated: few empirical studies have specifically tested the paths outlined in the model; more research is needed to test, extend, and revise it.
- Stated: external factors such as usability, social factors, and individual differences (age, cyber sickness, working memory, personality, absorption, spatial ability) influence the model but are not included in it; the directions of paths 15 and 16 for self-regulation are contingent on instructional design.
- Evident: the model is conceptual and not empirically validated in this paper; the paper also notes mixed findings for factual/declarative knowledge and states that IVR is not necessarily the ideal medium for teaching factual knowledge.
Model-written summary. Check it against the paper before relying on it.
Integrity signals
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Cites
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Claims the paper makes
0 of 95 cited sources checked · 0 supported · 0 flagged
- Findingown data
The number of publications on Scopus that refer to VR in combination with learning, education, or training is quickly growing.
“A literature search shows that the number of publications on Scopus that refer to VR in combination with either learning, education, or training is quickly growing (see Fig. 1).”
Quote in the paperNot a substantial claim - Interpretationreasoning
The CAMIL predicts that the instructional effectiveness of the embodiment principle would be greater when learning through an IVR lesson compared to a video because learners will generally have a higher sense of presence in IVR.
“The CAMIL predicts that the instructional effectiveness of the embodiment principle would be greater when learning through an IVR lesson compared to a video because learners will generally have a higher sense of presence in IVR.”
Quote in the paperSubstantial claim - Interpretationcitation
Media interacts with method in learning.
“However, the CAMIL builds on evidence that media interacts with method.”
- Also stated in: § The Theoretical Perspective of CAMIL · plain
“the CAMIL takes the theoretical perspective that media interacts with method.”
Quote in the paperSubstantial claim0 of 3 sources checked- cites Meyer et al. (2019) source
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- cites Makransky et al. (2020a)
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- cites Klingenberg et al. (2020)
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- Also stated in: § The Theoretical Perspective of CAMIL · plain
- Interpretationreasoning
Instructional methods based on evidence from research with less immersive media generalize to learning in IVR.
“The general theoretical framework of the model suggests that instructional methods which are based on evidence from research with less immersive media generalize to learning in IVR.”
- Also stated in: § The Theoretical Perspective of CAMIL · plain
“the CAMIL recognizes that motivational and learning theories that have been developed for less immersive media generalize to learning in IVR”
Quote in the paperNot a substantial claim - Also stated in: § The Theoretical Perspective of CAMIL · plain
- Premisecitation
Makransky et al. (2020a) found an interaction between media and method with enactment resulting in significantly better procedural knowledge and transfer in the IVR group, but not in the video group.
“There was an interaction between media and method with enactment resulting in significantly better procedural knowledge and transfer in the IVR group, but not in the video group.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Makransky et al. (2020a)
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- Interpretationreasoning
Students' presence and agency, which are psychological constructs that arise from immersion and interaction, will generally be higher in immersive media.
“So students' presence and agency, which are psychological constructs that arise from immersion and interaction, will generally be higher in immersive media.”
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The embodiment principle states that people learn more deeply when onscreen agents display human-like gesturing, movement, eye contact, and facial expressions.
“An example is the embodiment principle, which states that people learn more deeply when onscreen agents display human-like gesturing, movement, eye contact, and facial expressions (Mayer 2014a).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Mayer 2014a
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- Study design and conductcitation
The factors (interest, intrinsic motivation, self-efficacy, embodiment, cognitive load, self-regulation) are identified based on previous VR-based research.
“The factors are identified based on previous VR-based research (e.g., Lee et al. 2010;Makransky and Lilleholt 2018;Makransky and Petersen 2019).”
Quote in the paperSubstantial claim0 of 3 sources checked - Premisecitation
Another important determinant of presence is the representational fidelity of the environment.
“Another important determinant of presence is the representational fidelity of the environment, which has to do with how realistically the environment is displayed as well as the smoothness of view changes (Dalgarno and Lee 2010).”
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- Interpretationreasoning
Certain instructional methods that facilitate the affordances of IVR are specifically relevant in IVR.
“That is, certain methods which facilitate the affordances of IVR are specifically relevant in this medium.”
Quote in the paperNot a substantial claim - Premisecitation
A recent review and meta-analysis highlight a lack of theories to guide research and application development as a major challenge facing the field.
“a recent review (Radianti et al. 2020) and meta-analysis (Wu et al. 2020) highlight a lack of theories to guide research and application development as a major challenge facing this field.”
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- cites Wu et al. 2020
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- Interpretationcitation
The method of pre-training specifically enables the media of IVR to be a successful learning tool.
“The findings suggest that the method of pre-training specifically enables the media of IVR to be a successful learning tool.”
Quote in the paperSubstantial claim - Premisecitation
Lee et al. (2010) developed and proposed a framework that incorporates constructs relevant for learning in desktop VR based upon several previously proposed media technology models.
“These studies empirically tested a framework developed and proposed by Lee et al. (2010), which incorporates constructs that are relevant for learning in desktop VR based upon several previously proposed media technology models (e.g., Alavi and Leidner 2001;Piccoli et al. 2001;Salzman et al. 1999;Wan et al. 2007).”
Quote in the paperNot a substantial claim0 of 3 sources checked - Interpretationcitation
These studies provide evidence that certain instructional methods enable IVR to be more effective.
“These studies provide evidence that certain instructional methods enable IVR to be more effective, and help build the theoretical foundation for CAMIL.”
Quote in the paperSubstantial claim - Interpretationcitation
Six affective and cognitive factors (interest, intrinsic motivation, self-efficacy, embodiment, cognitive load, and self-regulation) can lead to IVR-based learning outcomes.
“The model describes six affective and cognitive factors that can lead to IVR-based learning outcomes including interest, motivation, self-efficacy, embodiment, cognitive load, and self-regulation.”
- Also stated in: § What Factors Lead to Agency? · plain
“The CAMIL includes six affective and cognitive factors that can lead to IVR-based learning outcomes.”
Quote in the paperSubstantial claim0 of 3 sources checked - Also stated in: § What Factors Lead to Agency? · plain
- Interpretationreasoning
Instructional methods that enrich learning through higher presence or agency will specifically increase learning through immersive technology.
“This means that instructional methods that enrich learning though higher presence or agency will specifically increase learning through immersive technology.”
Quote in the paperNot a substantial claim - Premisecitation
The most important predictor of agency in virtual environments is that users have control over their actions and are able to exert that control over parameters in the environment.
“The most important predictor of agency in virtual environments is that users have control over their actions and are able to exert that control over parameters in the environment (Johnson-Glenberg 2019).”
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- Interpretationreasoning
Low agency would result from immersive virtual environments where interaction is not possible and where the user follows a fixed narrative.
“It follows that low agency would result from immersive virtual environments where interaction is not possible and where the user follows a fixed narrative.”
Quote in the paperSubstantial claim - Interpretationcitation
The embodiment principle fosters generative processing through higher social presence.
“Furthermore, instructional design principles such as the embodiment principle (Mayer 2014a) are especially relevant for immersive learning environments because they foster generative processing through higher social presence.”
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- Interpretationcitation
CAMIL posits a positive relation between presence/self-presence and embodiment (path 11).
“In the CAMIL, presence, and specially self-presence, is posited to be associated with increased levels of embodiment experienced by learners in IVR (positive relation, path 11 in Fig. 2; Biocca and Frank 1997).”
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- Interpretationreasoning
High presence and agency obtained through immersive learning experiences can facilitate interest, intrinsic motivation, self-efficacy, and embodiment and thereby facilitate learning.
“In general as described by the CAMIL, high presence and agency obtained through immersive learning experiences can facilitate interest, intrinsic motivation, self-efficacy, and embodiment and thereby facilitate learning.”
Quote in the paperSubstantial claim- The authors state this as an assumption: Enjoyment which results from intrinsically motivating learning activities positively impacts learning through facilitating the use of flexible, creative learning strategies.
- Interpretationcitation
CAMIL predicts factual, conceptual, and procedural knowledge, and transfer of knowledge as learning outcomes.
“The types of learning outcomes predicted by the CAMIL include factual, conceptual, and procedural knowledge, and transfer of knowledge; all of which have been identified in connection with uses of IVR in education (Radianti et al. 2020).”
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- Interpretationcitation
CAMIL posits a positive relation between situational interest and learning outcomes (path 17).
“According to Harackiewicz et al. (2016), situational interest promotes learning by increasing the learner's attention and engagement, making learning feel effortless (positive relation, path 17 in Fig. 2).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Harackiewicz et al. 2016 source
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- Premisecitation
The empirical articles that have compared IVR to less immersive media have consistently identified higher levels of enjoyment and intrinsic motivation in IVR-based lessons.
“The empirical articles that have compared IVR to less immersive media have also consistently identified higher levels of enjoyment (Makransky and Lilleholt 2018;Meyer et al. 2019), and intrinsic motivation (Makransky and Lilleholt 2018;Olmos-Raya et al. 2018;Villena Taranilla et al. 2019) in IVR-based lessons.”
Quote in the paperSubstantial claim0 of 3 sources checked - Premisecitation
The empirical articles that have investigated affective outcomes of educational interventions in IVR compared to less immersive media have generally been consistent in finding higher levels of presence and interest.
“The empirical articles that have investigated affective outcomes of educational interventions in IVR compared to less immersive media have generally been consistent in finding higher levels of presence (e.g., Buttussi and Chittaro 2018;Makransky and Lilleholt 2018;Makransky et al. 2019b;Parong and Mayer 2018), and interest (Makransky et al. 2020c;Parong and Mayer 2018).”
Quote in the paperNot a substantial claim0 of 3 sources checked - Interpretationreasoning
Presence can foster the conditions necessary for sparking a situational interest in the learner.
“Presence can foster the conditions necessary for sparking a situational interest in the learner (positive relation, path 5 in Fig. 2).”
Quote in the paperSubstantial claim - Interpretationreasoning
CAMIL posits a positive relation between agency and self-efficacy (path 10).
“positive relation between agency and self-efficacy, path 10, Fig. 2”
Quote in the paperSubstantial claim - Interpretationreasoning
CAMIL predicts a positive relation between self-efficacy and learning outcomes (path 19).
“The CAMIL predicts a positive relation between self-efficacy and learning outcomes (path 19 in Fig. 2).”
Quote in the paperSubstantial claim - Interpretationcitation
A high degree of agency in virtual environments can have a positive effect on learners' situational interest.
“In addition, a high degree of agency in virtual environments can have a positive effect on learners' situational interest (positive relation, path 6 in Fig. 2), as exemplified in Schraw et al. (2001) who accounted for the role of choice and autonomy in increasing situational interest in the classroom.”
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- Interpretationreasoning
A body representation and the ability to control this representation are important in order to experience agency in immersive environments.
“It follows from this that a body representation (anatomically correct or not) and the ability to control this representation are important in order to experience agency in immersive environments.”
Quote in the paperSubstantial claim - Premisecitation
Several empirical studies have identified positive effects of IVR-based lessons on self-efficacy.
“Several empirical studies investigating the effect of IVR-based lessons on self-efficacy have also identified positive effects (e.g., Buttussi and Chittaro 2018;Klingenberg et al. 2020;Makransky et al. 2019aMakransky et al. , 2020a;;Petersen et al. 2020).”
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- cites Klingenberg et al. 2020
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- cites Makransky et al. 2019a
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- Interpretationcitation
CAMIL posits a positive relation between agency and extraneous cognitive load (path 14).
“Extraneous CL can also result from high levels of agency (positive relation, path 14 in Fig. 2).”
Quote in the paperSubstantial claim - Interpretationcitation
CAMIL posits a positive relation between agency and embodiment (path 12).
“Likewise, feeling in control of the actions of the body (agency) is positively linked to embodiment (positive relation, path 12 in Fig. 2; Gonzalez-Franco and Peck 2018).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Gonzalez-Franco and Peck 2018
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- Interpretationcitation
According to the CAMIL, agency during immersive learning affects the level of intrinsic motivation felt by the learner.
“According to the CAMIL, agency during immersive learning also affects the level of intrinsic motivation felt by the learner.”
Quote in the paperSubstantial claim - Interpretationcitation
CAMIL posits a potential negative relation between presence and self-regulated learning when immersive lessons do not provide natural reflection opportunities (path 15).
“Nevertheless, immersive learning environments are highly engaging, yet cognitively demanding due to high levels of presence, so self-regulated learning can suffer when immersive lessons do not provide natural reflection opportunities (potential negative relation, path 15 in Fig. 2; Makransky et al. 2019b).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Makransky et al. 2019b
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- Rests on an assumption: Even when IVR systems are not specifically designed to engage learners in hedonic activities, there is a risk that learners are overwhelmed by the engaging activities they experience in IVR, and the high levels of agency and presence.
- Interpretationreasoning
CAMIL posits a positive relation between presence and self-efficacy (path 9).
“positive relation between presence and selfefficacy, path 9, Fig. 2”
Quote in the paperSubstantial claim - Premisecitation
Previous literature using structural equation modeling has identified an affective path related to learning with IVR, where higher presence was associated with higher motivation and enjoyment and thereby more perceived learning.
“Previous literature using structural equation modeling has also identified an affective path related to learning with IVR, where higher presence was associated with higher motivation and enjoyment and thereby more perceived learning (Makransky and Lilleholt 2018).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Makransky and Lilleholt 2018 source
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- Interpretationcitation
Being in the presence of a perceived real virtual instructor (social presence) capable of providing positive feedback may satisfy learners' need for competence as well as social relatedness, thereby leading to higher intrinsic motivation for the activity.
“Being in the presence of a perceived real virtual instructor (social presence) capable of providing positive feedback may satisfy learners' need for competence as well as social relatedness, thereby leading to higher intrinsic motivation for the activity (positive relation, path 7 in Fig. 2; Deci and Ryan 2015).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Deci and Ryan 2015
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- Interpretationcitation
CAMIL posits a potential positive relation between social presence and self-regulated learning (path 15).
“IVR-based lessons can potentially facilitate this process through high levels of social presence, which makes it possible to increase self-regulated learning through meaningful interactions with peer avatars or pedagogical agents (potential positive relation, path 15 in Fig. 2; Makransky et al. 2019c).”
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- Interpretationreasoning
High agency during immersive learning instigates intrinsic motivation.
“This is directly related to agency, and we thus can infer that high agency during immersive learning instigates intrinsic motivation (positive relation, path 8 in Fig. 2).”
Quote in the paperSubstantial claim - Interpretationcitation
CAMIL posits a positive relation between intrinsic motivation and learning outcomes (path 18).
“Intrinsic motivation influences learning by exciting persistence and curiosity in the learner (positive relation, path 18 in Fig. 2; Dev 1997).”
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- Interpretationcitation
CAMIL posits a potential positive relation between reflection activities and self-regulated learning (path 16).
“Therefore, introducing reflection activities that prompt metacognition and deeper learning within, or after, IVR is critical (potentially postive relation; path 16 in Fig. 2; Makransky et al. 2020a).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Makransky et al. 2020a
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- Rests on an assumption: More agency in the form of activating participants in their own learning process can provide opportunities for self-regulated learning.
- Interpretationreasoning
CAMIL posits a positive relation between presence and extraneous cognitive load (path 13).
“Therefore, CAMIL describes a positive relationship between presence and extraneous cognitive load (positive relation, path 13 in Fig. 2).”
Quote in the paperSubstantial claim - Interpretationreasoning
IVR provides optimal conditions for rehearsing procedures.
“One reason for this is that IVR provides optimal conditions for rehearsing procedures, through the provision of appropriate sensors such as hand-control devices, gloves, or camera-based real hand tracking, making it possible to slow down the performance of a procedure or rehearse it an endless amount of times.”
Quote in the paperSubstantial claim - Premisecitation
If predicted sensory consequences of a movement are correlated with actual sensory feedback, it gives rise to agency.
“If these are correlated, it gives rise to agency (Farrer et al. 2008).”
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- Interpretationcitation
CAMIL posits a negative relation between extraneous cognitive load and learning outcomes (path 21).
“As such, extraneous CL negatively influences the learning of factual, conceptual, and procedural knowledge, as well as the transfer of this knowledge (negative relation, path 21 in Fig. 2).”
Quote in the paperSubstantial claim- Rests on an assumption: More complex visual representations and details represent better representational fidelity and can lead to higher presence, but may also lead to virtual environments that result in higher extraneous cognitive load and less learning.
- Interpretationcitation
IVR can enhance transfer of learning to actual real-life situations.
“By providing virtual simulations of real-life performance situations, transfer of learning to actual real-life situations can be enhanced through IVR (e.g., Makransky et al. 2019a).”
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- Premisecitation
Sitzmann (2011) meta-analysis concluded that computer-based simulation games can increase self-efficacy by 20%.
“In a meta-analysis, Sitzmann (2011) concluded that computer-based simulation games can increase self-efficacy by 20%.”
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- Premisecitation
There is evidence that learning increases when bodily interactions and visual features of a particular concept are coordinated.
“Furthermore, there is evidence that learning increases when bodily interactions and visual features of a particular concept are coordinated (Jang et al. 2017).”
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- Premisecitation
Klingenberg et al. (2020) found that the generative learning strategy of summarization increased retention of declarative knowledge when conducted following an IVR simulation, as compared to the same lesson in a desktop simulation.
“Finally, Klingenberg et al. (2020), found that the generative learning strategy of summarization increased retention of declarative knowledge when conducted following an IVR simulation, as compared to the same lesson in a desktop simulation.”
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- Premisecitation
Social influence can influence learning with immersive technology.
“Additionally, the role of social influence is included in theories such as the technology acceptance model (Venkatesh and Davis 2000), and can influence learning with immersive technology.”
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- Premisecitation
Cyber sickness occurs for some users of HMDs.
“Cyber sickness is also a factor known to occur for some users of HMDs (Munafo et al. 2017)”
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Self-efficacy influences learning because beliefs about whether one can effectively perform the behaviors necessary to produce an outcome are a major determinant of goal setting, activity choice, willingness to expend effort, and persistence.
“Self-efficacy influences learning because beliefs about whether one can effectively perform the behaviors necessary to produce an outcome are a major determinant of goal setting, activity choice, willingness to expend effort, and persistence (Eccles and Wigfield 2002).”
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- Premisecitation
A recent systematic review found that IVR was used most frequently to teach procedural-practical knowledge.
“A recent systematic review found that IVR was used most frequently to teach procedural-practical knowledge (Radianti et al. 2020).”
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- Premisecitation
Immersive simulations can increase self-efficacy through immediate high-fidelity feedback on one's actions and choices.
“Immersive simulations can increase selfefficacy through immediate high-fidelity feedback on one's actions and choices (Makransky et al. 2020b).”
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Intended users might not be able or willing to use an IVR system if usability is low.
“In general, the intended users might not be able/willing to use the system if the usability is low (ISO 2018).”
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Makransky et al. (2019a) report no significant differences when comparing an immersive simulation to a desktop simulation or a booklet for declarative knowledge acquisition.
“Makransky et al. (2019a) report no significant differences when comparing an immersive simulation to a desktop simulation or a booklet for declarative knowledge acquisition.”
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- Premisecitation
Harackiewicz et al. (2016) state that situational interest promotes learning by increasing attention and engagement, making learning feel effortless.
“According to Harackiewicz et al. (2016), situational interest promotes learning by increasing the learner's attention and engagement, making learning feel effortless (positive relation, path 17 in Fig. 2).”
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- Premisecitation
Makransky and Petersen (2019) used structural equation modeling to identify a positive path between presence and self-efficacy which went through intrinsic motivation.
“Makransky and Petersen (2019) used structural equation modeling to identify a positive path between presence and self-efficacy which went through intrinsic motivation.”
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Self-efficacy can be increased by using the feedback principle.
“Self-efficacy can also be increased by using the feedback principle (Johnson and Priest 2014).”
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- Premisecitation
Makransky et al. (2019b) found that an immersive VR simulation was less effective in developing declarative knowledge compared to the same simulation presented on a desktop computer.
“FinallyMakransky et al. (2019b) found that an immersive VR simulation was less effective in terms of developing declarative knowledge compared the same simulation presented on a desktop computer.”
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- Premisecitation
Hype may have benefits as demonstrated by the novelty effect, where people show increased effort and attention when dealing with media that are new to them.
“Hype may have benefits in itself as demonstrated by the novelty effect, where people show increased effort and attention when dealing with media that are new to them (Clark 1983).”
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Gegenfurtner et al. (2014) meta-analysis concluded that higher levels of interaction and user control result in higher estimates of self-efficacy.
“The predictions are supported by previous literature including a meta-analysis by Gegenfurtner and colleagues (2014) which concluded that higher levels of interaction and user control result in higher estimates of self-efficacy.”
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Intrinsic motivation influences learning by exciting persistence and curiosity in the learner.
“Intrinsic motivation influences learning by exciting persistence and curiosity in the learner (positive relation, path 18 in Fig. 2; Dev 1997).”
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- Premisecitation
Initial research suggests that the generative learning strategy of summarization improves factual and conceptual knowledge when applied within an IVR science simulation.
“Initial research suggests that the generative learning strategy of summarization improves factual and conceptual knowledge when applied within an IVR science simulation (Parong and Mayer 2018).”
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- Premisereasoning
Learning in IVR leads to higher extraneous cognitive load than learning in less immersive media.
“This research suggests that learning in IVR leads to higher extraneous CL than learning in less immersive media, and highlights the importance of considering CL when designing IVR learning tools.”
Quote in the paperSubstantial claim - Premisecitation
Spatial ability may contribute to variability in IVR learning between individuals.
“Cognitive differences in variables, such as spatial ability, may also contribute to variability in IVR learning between individuals (Li et al. 2020).”
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- Premisecitation
The tendency of a learner to become absorbed in activities may make them more inclined to experience spatial presence.
“Furthermore, the tendency of the learner to become absorbed in activities may make them more inclined to experience spatial presence (a combination of physical presence and self-presence; Wirth et al. 2007).”
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- Interpretationcitation
Personality plays a role in learning with technology.
“This highlights the role of personality in learning with technology.”
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- Classified as probably not a substantial claim. 26
- May combine two claims. 22
Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).
Findingnone givenThe number of research articles in the field of immersive learning is rapidly increasing.
“Given that the number of research articles in the field of immersive learning is rapidly increasing, we hope that researchers will include measures of the variables included in the CAMIL, as well as the external factors, when conducting research on the use of IVR for learning.”
Quote in the paperNot a substantial claimClassified as probably not a substantial claim. May combine two claims.
PremisecitationIVR is qualitatively different from mixed or augmented reality technologies because these allow the learner to experience the virtual and the real world simultaneously, while IVR completely shuts out the real world, psychologically isolating the learner in the virtual environment.
“IVR is also qualitatively different from mixed or augmented reality technologies because these allow the learner to experience the virtual and the real world simultaneously, while IVR completely shuts out the real world, psychologically isolating the learner in the virtual environment (Loomis et al. 1999).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Loomis et al. 1999 source
Not checked in the free run.
Probably not a substantial claim: may not pass S4 (based). May combine two claims.
Premisenone givenInteraction and immersion are limited with lessons presented on a video or PowerPoint, but are greater with IVR or other existing/future immersive technologies.
“That is, interaction and immersion are limited with lessons presented on a video or PowerPoint, but are greater with IVR or other existing/future immersive technologies.”
Quote in the paperNot a substantial claimMay combine two claims.
InterpretationreasoningThe CAMIL describes how presence and agency result from technological features, and how they predict learning through affective and cognitive processes.
“Furthermore, the CAMIL describes how these two affordances result from technological features, and how they predict learning through affective and cognitive processes.”
Quote in the paperSubstantial claimMay combine two claims.
PremisecitationKlingenberg et al. (2020) found a significant interaction between media and methods indicating that the generative learning strategy of teaching significantly improved retention, transfer, and self-efficacy when learning through IVR, but not desktop VR.
“The authors found a significant interaction between media and methods indicating that the generative learning strategy of teaching significantly improved retention, transfer, and self-efficacy when learning through IVR, but not desktop VR.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Klingenberg et al. (2020)
Not checked in the free run.
May combine two claims.
InterpretationcitationImmersion, control factors, and representational fidelity are important factors for instigating a sense of presence in virtual environments.
“In summary, the CAMIL regards immersion (positive relation, path 1 in Fig. 2), control factors (positive relation, path 2 in Fig. 2), and representational fidelity (positive relation, path 4 in Fig. 2) as important factors for instigating a sense of presence in virtual environments.”
Quote in the paperSubstantial claim0 of 3 sources checkedClassified as probably not a substantial claim.
PremisecitationThe model is built on previous research that recognizes that affective and cognitive factors play a role in immersive learning.
“The model is built on previous research (Makransky and Lilleholt 2018;Makransky and Petersen 2019) that recognizes that affective and cognitive factors play a role in immersive learning.”
Quote in the paperSubstantial claim0 of 2 sources checked- cites Makransky and Lilleholt 2018 source
Not checked in the free run.
- cites Makransky and Petersen 2019
Not checked in the free run.
May combine two claims.
Interpretationnone givenThe six affective and cognitive factors lead to factual, conceptual, and procedural knowledge acquisition and knowledge transfer.
“The model also describes how these factors lead to factual, conceptual, and procedural knowledge acquisition and knowledge transfer.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S4 (based).
Interpretationnone givenPresence and agency are the general psychological affordances of learning in IVR.
“The CAMIL identifies presence and agency as the general psychological affordances of learning in IVR”
- Also stated in: § General Overview of the CAMIL · plain
“The general affordances of learning in IVR are presence and agency.”
Quote in the paperNot a substantial claim- Also stated in: § General Overview of the CAMIL · plain
May combine two claims.
InterpretationreasoningPresence is related to perceiving, and there is an individual component to it.
“As presence is related to perceiving, there is an individual component to it (i.e., different individuals may experience different amounts of presence in response to the same experience).”
Quote in the paperNot a substantial claimMay combine two claims.
PremisecitationMeyer et al. (2019) found an interaction between media and method, where pre-training had a significant positive effect on knowledge retention, transfer, and self-efficacy in IVR but no effect in the video condition.
“The authors found an interaction between media and method, where pre-training had a significant positive effect on the outcomes of knowledge retention, transfer, and self-efficacy; but no effect was found for any of these variables within the video condition.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Meyer et al. (2019) source
Not checked in the free run.
Probably not a substantial claim: may not pass S4 (based).
Interpretationnone givenThe CAMIL takes the theoretical perspective that media interacts with method.
“To sum up, the CAMIL takes the theoretical perspective that media interacts with method.”
Quote in the paperNot a substantial claimClassified as probably not a substantial claim.
PremisecitationThe major factor that distinguishes a VR learning session accessed through HMD and CAVE as compared with a VR session accessed through a desktop computer is the degree of immersion.
“The major factor that distinguishes a VR learning session accessed through HMD and CAVE as compared with a VR session accessed through a desktop computer is the degree of immersion.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Cummings and Bailenson 2016 source
Not checked in the free run.
Classified as probably not a substantial claim.
PremisecitationThe other defining factor of an IVR learning experience as compared to more traditional multimedia lessons is the level of interaction that is possible.
“The other defining factor of an IVR learning experience as compared to more traditional multimedia lessons-for instance those delivered through videos or PowerPoint-is the level of interaction that is possible (Makransky et al. 2020a).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Makransky et al. 2020a
Not checked in the free run.
May combine two claims.
InterpretationreasoningCAMIL provides a theory of change that describes how it is not the medium of IVR that causes more or less learning, but rather that the instructional method used in an IVR lesson will be specifically effective if it facilitates the unique affordances of the medium.
“CAMIL provides a theory of change that describes how it is not the medium of IVR that causes more or less learning, but rather that the instructional method used in an IVR lesson will be specifically effective if it facilitates the unique affordances of the medium.”
Quote in the paperNot a substantial claimClassified as probably not a substantial claim.
Interpretationnone givenThe CAMIL synthesizes existing immersive educational research to describe the process of learning in IVR.
“The Cognitive Affective Model of Immersive Learning (CAMIL) synthesizes existing immersive educational research to describe the process of learning in IVR.”
Quote in the paperSubstantial claim- Rests on an assumption: Little work has been done that synthesizes existing findings into a theoretical framework.
May combine two claims.
InterpretationreasoningThe CAMIL recognizes that motivational and learning theories developed for less immersive media generalize to learning in IVR; however, the model predicts an interaction when the instruction facilitates one of two principle affordances of learning in IVR: presence and agency.
“Therefore, the CAMIL recognizes that motivational and learning theories that have been developed for less immersive media generalize to learning in IVR; however, the model predicts that there will be an interaction when the instruction facilitates one of two principle affordances of learning in IVR: presence and agency.”
Quote in the paperNot a substantial claimMay combine two claims.
InterpretationcitationLearning in IVR is not more effective than learning with video; but incorporating the generative learning strategy of enactment is specifically effective when learning through IVR.
“The authors concluded that learning in IVR is not more effective than learning with video; but incorporating the generative learning strategy of enactment is specifically effective when learning through IVR because the affordances of presence and agency result in highly engaging experiences which do not necessarily facilitate self-regulated learning.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
InterpretationcitationThe CAMIL distinguishes between three different dimensions of presence: physical, social, and self-presence.
“Furthermore, the CAMIL distinguishes between three different dimensions of presence including physical, social, and self-presence (Lee 2004;Makransky et al. 2017).”
Quote in the paperNot a substantial claim0 of 2 sources checkedProbably not a substantial claim: may not pass S3 (load-bearing).
InterpretationreasoningCAMIL posits a potential negative relation between agency and self-regulated learning (path 16).
“By definition, reflection requires a momentary decoupling from one's activities, which may be undermined by high presence and agency (potentially negative relations; paths 15 and 16 in Fig. 2, respectively).”
Quote in the paperNot a substantial claim- Rests on an assumption: More agency in the form of activating participants in their own learning process can provide opportunities for self-regulated learning.
May combine two claims.
InterpretationreasoningHeightened levels of situational interest, intrinsic motivation, self-efficacy, embodiment, and self-regulation and lower levels of cognitive load can have positive effects on learning outcomes, as predicted by CAMIL.
“Heightened levels of situational interest, intrinsic motivation, self-efficacy, embodiment, and self-regulation and lower levels of cognitive load can have positive effects on learning outcomes, as predicted by the CAMIL (see Fig. 2).”
Quote in the paperSubstantial claim- The authors state this as an assumption: Enjoyment which results from intrinsically motivating learning activities positively impacts learning through facilitating the use of flexible, creative learning strategies.
May combine two claims.
InterpretationcitationCAMIL posits a positive relation between embodiment and procedural knowledge, and possibly factual/conceptual knowledge (path 20).
“Embodiment is especially relevant for developing procedural knowledge (e.g., Kilteni et al. 2013), but may also strengthen neural pathways during factual/conceptual learning, and thus lead to the development of factual and conceptual knowledge (positive relation, path 20 in Fig. 2).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Kilteni et al. 2013 source
Not checked in the free run.
May combine two claims.
InterpretationreasoningIVR is not necessarily the ideal medium for teaching factual knowledge, and the exact mechanisms that cause IVR to be more or less effective for developing factual and conceptual knowledge depend very much on how the IVR lesson is designed.
“These results suggest that IVR is not necessarily the ideal medium for teaching factual knowledge, and that the exact mechanisms that cause IVR to be more or less effective for developing factual and conceptual knowledge depend very much on how the IVR lesson is designed.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S2 (checkable).
InterpretationreasoningIf instructional support and learning processes are not emphasized, even the latest technological advancements may have limited instructive value.
“If instructional support and learning processes are not emphasized, even the latest technological advancements may have limited instructive value.”
Quote in the paperNot a substantial claim- Rests on an assumption: The effect of novelty is only transient and may never take the place of instructional support.
May combine two claims.
PremisecitationMakransky et al. (2020a) found that the generative learning strategy of enacting improved procedural knowledge and transfer when used after an IVR simulation, but not when the same lesson was presented as a video.
“Furthermore, Makransky et al. (2020a) found that the generative learning strategy of enacting improved procedural knowledge and transfer when used after an IVR simulation, but not when the same lesson was presented as a video.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Makransky et al. 2020a
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
PremisecitationEmerging technologies are said to progress through different levels of hype, and such expectations are often exaggerated at first due to media coverage and heavy marketing campaigns.
“In general, emerging technologies are said to progress through different levels of hype (i.e., expectations that surround a technology over time from its initial launch; Fenn and Blosch 2020).Such expectations are often exaggerated at first due to media coverage and heavy marketing campaigns (Fenn and Blosch 2020).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Fenn and Blosch 2020
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationYounger users are more likely to accept immersive technologies compared to older users.
“For instance, younger users have been shown to be more likely to accept immersive technologies compared to older users (Suh and Prophet 2018).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Suh and Prophet 2018 source
Not checked in the free run.
May combine two claims.
PremisecitationParong and Mayer (2018) found that an immersive VR lesson was less effective than a PowerPoint lesson for acquiring factual knowledge, but found no significant difference in conceptual knowledge acquisition.
“Parong and Mayer (2018) found that an immersive VR lesson was less effective than a PowerPoint lesson for acquiring factual knowledge, but they found no significant difference in conceptual knowledge acquisition.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Parong and Mayer 2018 source
Not checked in the free run.
Classified as probably not a substantial claim. May combine two claims.
PremisecitationBandura (1977) describes four major sources of information that can increase expectations of personal efficacy, with performance accomplishments strongest, followed by vicarious experience, verbal persuasion, and physiological states.
“The CAMIL builds on the work from Bandura (1977), who describes four major sources of information that can increase expectations of personal efficacy.The strongest is performance accomplishments, followed by vicarious experience, verbal persuasion, and physiological states.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Bandura 1977 source
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationWebster (2016) found that VR-based instruction produced higher declarative knowledge learning gain scores than lecture-based instruction.
“For instance, Webster (2016) found that VR-based instruction produced higher declarative knowledge learning gain scores than lecture-based instruction.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Webster 2016 source
Not checked in the free run.
May combine two claims.
PremisecitationMakransky et al. (2020a) describe how viewing a science simulation on video led to better factual knowledge acquisition than learning the same content while controlling the interaction and viewing in an IVR simulation, presumably due to extraneous cognitive load.
“Makransky et al. (2020a) describe how viewing a science simulation on video led to better factual knowledge acquisition than learning the same content while controlling the interaction and viewing in an IVR simulation, presumably due to extraneous CL.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Makransky et al. 2020a
Not checked in the free run.
Classified as probably not a substantial claim.
PremisecitationCognitive overload occurs when the information to be processed during learning exceeds the limited capacity of working memory.
“Cognitive load theory (CLT; Sweller et al. 2011) and the cognitive theory of multimedia learning (CTML; Mayer 2014b) describe how cognitive overload occurs when the information to be processed during learning exceeds the limited capacity of working memory.”
Quote in the paperSubstantial claim0 of 2 sources checked- cites Sweller et al. 2011
Not checked in the free run.
- cites Mayer 2014b
Not checked in the free run.
Classified as probably not a substantial claim.
PremisecitationGenerative learning theory suggests that learning is the process of generating and transferring meaning for stimuli and events from one's background, attitudes, abilities, and experiences.
“Generative learning theory (Fiorella and Mayer 2016;Wittrock 1974) suggests that learning is the”
Quote in the paperSubstantial claim0 of 2 sources checkedProbably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationSuitable system attributes can be instrumental in making an IVR system usable.
“Importantly however, suitable system attributes can be instrumental in making it usable (ISO 2018).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites ISO 2018
Not checked in the free run.
May combine two claims.
PremisecitationEvidence suggests that when a motoric modality is added to the learning experience, more neural pathways are activated, which results in more learning or memory trace.
“Evidence suggests that when a motoric modality is added to the learning experience, more neural pathways are activated, which results in more learning or memory trace (Broaders et al. 2007;Goldin-Meadow 2011).”
Quote in the paperSubstantial claim0 of 2 sources checkedMay combine two claims.
PremisecitationRichardson et al. (2012) found a medium correlation of 0.31 between GPA and academic self-efficacy, and a correlation of 0.59 between GPA and performance self-efficacy.
“In their meta-analysis, Richardson et al. (2012) found a medium correlation of 0.31 between GPA and academic self-efficacy (i.e., general perceptions of academic capability), and a correlation of 0.59 between GPA and performance self-efficacy (i.e., perceptions of academic performance capability).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Richardson et al. 2012 source
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationWomen are more susceptible to cyber sickness than men.
“Munafo et al. (2017) found indications of a gender difference in the occurrence of cyber sickness, with women being more susceptible than men.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Munafo et al. 2017 source
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationEmbodied cognition suggests that the way we think and make sense of the world depends on our sensorimotor system and bodily interactions with the environment.
“Embodiment is a central part of embodied cognition, which suggests that the way we think and make sense of the world depends on our sensorimotor system and bodily interactions with the environment (Wilson 2002).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Wilson 2002 source
Not checked in the free run.
May combine two claims.
PremisecitationRecent reviews and meta-analyses of IVR in education have highlighted challenges facing the research in this field, including not using learning theories and lack of theoretical and methodological rigor.
“Recent reviews and meta-analyses of IVR in education have highlighted challenges facing the research in this field, including not using learning theories (Radianti et al. 2020;Wu et al. 2020) and lack of theoretical and methodological rigor (Jensen and Konradsen 2018;Radianti et al. 2020).”
Quote in the paperSubstantial claim0 of 3 sources checked- cites Radianti et al. 2020
Not checked in the free run.
- cites Wu et al. 2020
Not checked in the free run.
- cites Jensen and Konradsen 2018 source
Not checked in the free run.
Probably not a substantial claim: may not pass S2 (checkable).
InterpretationreasoningIncluding measures of the variables included in CAMIL and external factors would make it possible to test the paths and relationships depicted in CAMIL and further refine the model.
“This would make it possible to test the paths and relationships depicted in the CAMIL as well as further refine the model.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationNeuroticism and openness to experience influence university students' intentions to adopt online learning programs by influencing their perceived value of online learning.
“Watjatrakul (2016) found that neuroticism and openness to experience influence university students' intentions to adopt online learning programs by influencing their perceived value of online learning.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Watjatrakul 2016 source
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).
Interpretationnone givenPrior experience and familiarity with IVR makes it possible to investigate novelty effects.
“Prior experience and familiarity with IVR is also an essential factor to consider as this makes it possible to investigate novelty effects.”
Quote in the paperNot a substantial claimClassified as probably not a substantial claim.
Interpretationnone givenCAMIL extends previous research and theory from virtual reality, multimedia, educational psychology, and educational technology to describe how IVR can lead to factual, conceptual, and procedural knowledge acquisition, as well as transfer of learning.
“In conclusion, CAMIL extends previous research and theory from the fields of virtual reality, multimedia, educational psychology, and educational technology, to describe how IVR can lead to factual, conceptual, and procedural knowledge acquisition, as well as transfer of learning.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S4 (based).
Interpretationnone givenThe model is developed based on empirical research.
“Since the model is developed based on empirical research, we expect and encourage researchers to empirically test the assumptions and predictions made by the model, and to include other relevant variables.”
Quote in the paperNot a substantial claim
The paper relies on this without support.
Little work has been done that synthesizes existing findings into a theoretical framework.
“There are recent reviews which summarize this research, but little work has been done that synthesizes the existing findings into a theoretical framework.”
The authors state this as an assumption.
Enjoyment which results from intrinsically motivating learning activities positively impacts learning through facilitating the use of flexible, creative learning strategies.
“Enjoyment which results from intrinsically motivating learning activities is assumed to positively impact learning through facilitating the use of flexible, creative learning strategies as proposed in the CVTAE (path 19 in Fig. 2; Pekrun 2006).”
The paper relies on this without support.
Few empirical studies have specifically tested the paths outlined in CAMIL.
“Although the CAMIL is based on empirical research end existing educational theories, few empirical studies have specifically tested the paths outlined in the model.”
The paper relies on this without support.
Few studies within the field of immersive learning differentiate between factual, conceptual, procedural knowledge, and transfer.
“The CAMIL differentiates between factual, conceptual, procedural knowledge, and transfer, but few studies within the field of immersive learning differentiate between these constructs.”
The paper relies on this without support.
IVR systems increase the size of the visual field of view compared to a monitor, which can increase presence.
“IVR systems increases the size of the visual field of view compared to a monitor which can increase presence.”
The paper relies on this without support.
Even when IVR systems are not specifically designed to engage learners in hedonic activities, there is a risk that learners are overwhelmed by the engaging activities they experience in IVR, and the high levels of agency and presence.
“Even when IVR systems are not specifically designed to engage learners in hedonic activities, there is a risk that learners are overwhelmed by the engaging activities they experience in IVR, and the high levels of agency and presence.”
The paper relies on this without support.
More agency in the form of activating participants in their own learning process can provide opportunities for self-regulated learning.
“Nevertheless, more agencies in the form of activating participants in their own learning process can also provide opportunities for self-regulated learning.”
The paper relies on this without support.
The effect of novelty is only transient and may never take the place of instructional support.
“Nevertheless, the effect of novelty is only transient and may never take the place of instructional support.”
The paper relies on this without support.
Level of prior experience with IVR is an important external factor to control for.
“Consequently, level of prior experience with IVR is an important external factor to control for, as we discuss later in this manuscript.”
The paper relies on this without support.
Immersive lessons are typically situated, which could make it difficult to transfer knowledge to a different situation.
“however, immersive lessons are also typically situated, which could make it difficult to transfer knowledge to a different situation.”
The paper relies on this without support.
More complex visual representations and details represent better representational fidelity and can lead to higher presence, but may also lead to virtual environments that result in higher extraneous cognitive load and less learning.
“This is the case because more complex visual representations and details, which represent better representational fidelity and can lead to higher presence, may also lead to virtual environments that result in higher extraneous CL and less learning.”
The paper relies on this without support.
Low usability may result in breaks in presence.
“Low usability, e.g., by virtue of errors in navigating, may also result in breaks in presence.”
The paper relies on this without support.
Low usability may impair users' sense of agency through limiting their control.
“Likewise, low usability may impair the users' sense of agency through limiting their control.”
The paper relies on this without support.
Learners may possess different degrees of certain traits and dispositions that can moderate the impact of IVR learning interventions.
“It is also important to recognize that learners may possess different degrees of certain traits and dispositions that can moderate the impact of IVR learning interventions.”
The paper relies on this without support.
Cyber sickness can diminish learning from IVR by shifting the learners' focus.
“Cyber sickness is also a factor known to occur for some users of HMDs (Munafo et al. 2017), and can diminish learning from IVR by shifting the learners' focus.”
The paper relies on this without support.
No extensive investigations have been carried out on the influence of personality traits on IVR learning.
“Although no extensive investigations, to our knowledge, have been carried out with respect to the influence of personality traits on IVR learning, Watjatrakul (2016) found that neuroticism and openness to experience influence university students' intentions to adopt online learning programs by influencing their perceived value of online learning.”
Claims other papers make about this one
Each is checked against this paper’s own text: does it say what the citing paper says it does?
Traditional 3D creation tools mainly rely on traditional 2D input devices such as mouse, keyboard, and touchpad, which are incompatible with the spatial computing and immersive characteristics of XR devices.
“Traditional 3D creation tools mainly rely on traditional 2D input devices such as mouse, keyboard, and touchpad, which are incompatible with the spatial computing and immersive characteristics of XR devices (Makransky and Petersen, 2021).”
From Interface design and interaction optimization for spatial computing 3D content creation and immersive environment generation using Apple Vision Pro (2025) · cites this paper as Makransky and Petersen, 2021
The ‘Defining Immersive Virtual Reality’ section distinguishes desktop 3D worlds from immersive VR, but does not discuss how traditional 3D creation tools are operated. Searches for mouse, keyboard, touchpad, and desktop 3D modelling found no passage saying those devices are the tools’ main inputs or are incompatible with XR. (LLM, conf=0.74)
Experimental — accuracy not yet measuredThe usefulness and effectiveness of virtual reality can be explained by the degree of immersion in a strongly educational environment, which promotes change of attitudes and beliefs.
“This usefulness and effectiveness can be explained by the degree of immersion in a strongly educational environment, which promotes the change of attitudes and beliefs [17].”
From Innovative Technology–Based Interventions to Reduce Stigma Toward People With Mental Illness: Systematic Review and Meta-analysis (2022) · cites this paper as [17]
Self-check
Percentages, sums and reported differences re-computed from the paper’s own numbers.
Each contradiction between two passages listed here was confirmed by an independent check.
The Klingenberg et al. learning strategy is named inconsistently
MinorThe paper first identifies the strategy tested by Klingenberg et al. (2020) as teaching a fellow student, but later identifies it as summarization. Both statements describe the study's generative learning activity.
“Students learned about the electron transport chain through desktop VR and IVR (media conditions), with about half of each group engaging in the subsequent generative learning activity of teaching a fellow student (method conditions).”
“Finally, Klingenberg et al. (2020), found that the generative learning strategy of summarization increased retention of declarative knowledge when conducted following an IVR simulation, as compared to the same lesson in a desktop simulation.”
Path 19 is assigned to two different factors
MinorThe paper labels path 19 as the relationship between enjoyment and learning, then labels it as the relationship between self-efficacy and learning outcomes. These are different factors, so the same path number is used inconsistently.
“Enjoyment which results from intrinsically motivating learning activities is assumed to positively impact learning through facilitating the use of flexible, creative learning strategies as proposed in the CVTAE (path 19 in Fig. 2; Pekrun 2006).”
“The CAMIL predicts a positive relation between self-efficacy and learning outcomes (path 19 in Fig. 2).”
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Baceviciute, S., Lucas, G., Terkildsen, T. S., & Makransky, G. (2021) · Journal of Computer Assisted Learning · doi:10.1111/jcal.12595 · Cited by 69 · see citing works
Self-citationSong, Y., Wu, K., & Ding, J. (2024) · Computers & Education X Reality · doi:10.1016/j.cexr.2024.100069 · Cited by 87 · see citing works
Virtual vs. traditional learning in higher education: A systematic review of comparative studies
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Video-based reflection in teacher education: Comparing virtual reality and real classroom videos
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Mastery experiences in immersive virtual reality promote pro-environmental waste-sorting behavior
Stenberdt, V. A., & Makransky, G. (2023) · Computers & Education · doi:10.1016/j.compedu.2023.104760 · Cited by 80 · see citing works
Self-citationIncreasing awareness of climate change with immersive virtual reality
Thoma, S. P., Hartmann, M., Christen, J., Mayer, B., Mast, F. W., & Weibel, D. (2023) · Frontiers in Virtual Reality · doi:10.3389/frvir.2023.897034 · Cited by 66 · see citing works
Learning Spaces in Higher Education: A State-of-the-Art Review
Papaioannou, G., Volakaki, M.-G., Kokolakis, S., & Vouyioukas, D. (2023) · Trends in Higher Education · doi:10.3390/higheredu2030032 · Cited by 65 · see citing works
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“Other definitions add that specialised eye-and ear-wear is required to experience it [6, 9], which is referred to as immersive VR (iVR) in newer publications [10, 11].”
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Virtual reality assisted engineering education: A multimedia learning perspective
Oje, A. V., Hunsu, N. J., & May, D. (2023) · Computers & Education X Reality · doi:10.1016/j.cexr.2023.100033 · Cited by 84 · see citing works
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Meta-Analysis of STEM Learning Using Virtual Reality: Benefits Across the Board
Cromley, J. G., Chen, R., & Lawrence, L. (2023) · Journal of Science Education and Technology · doi:10.1007/s10956-023-10032-5 · Cited by 59 · see citing works
Ethical issues of educational virtual reality
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Salimi, S., Asgari, Z., Mohammadnejad, A., Teimazi, A., & Bakhtiari, M. (2024) · Anatomical Sciences Education · doi:10.1002/ase.2501 · Cited by 69 · see citing works
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Wang, X. (., Young, G. W., Plechatá, A., Guckin, C. M., & Makransky, G. (2023) · Computers & Education · doi:10.1016/j.compedu.2023.104815 · Cited by 57 · see citing works
Self-citationInfluence of augmented reality on shopping behavior
Dogra, P., Kaushik, A. K., Kalia, P., & Kaushal, A. (2023) · Management Decision · doi:10.1108/md-02-2022-0136 · Cited by 57 · see citing works
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Klingenberg, S., Bosse, R., Mayer, R. E., & Makransky, G. (2024) · Educational Psychology Review · doi:10.1007/s10648-024-09956-0 · Cited by 63 · see citing works
Self-citationBaceviciute, S., Córdoba, A. L., Wismer, P., Jensen, T. V., Klausen, M., & Makransky, G. (2021) · Journal of Computer Assisted Learning · doi:10.1111/jcal.12630 · Cited by 55 · see citing works
Self-citationQueiroz, A. C. M., Fauville, G., Abeles, A. T., Levett, A., & Bailenson, J. N. (2023) · Sustainability · doi:10.3390/su15075814 · Cited by 60 · see citing works
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Comparing virtual reality, desktop-based 3D, and 2D versions of a category learning experiment
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Enabling Digital Twins to Support the UN SDGs
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Popov, V., Mateju, N., Jeske, C., & Lewis, K. O. (2024) · Annals of Medicine · doi:10.1080/07853890.2024.2424450 · Cited by 65 · see citing works
Virtual reality reduces COVID-19 vaccine hesitancy in the wild: a randomized trial
Vandeweerdt, C., Luong, T., Atchapero, M., Mottelson, A., Holz, C., Makransky, G., & BOHM, R. M. (2022) · Scientific Reports · doi:10.1038/s41598-022-08120-4 · Cited by 56 · see citing works
Self-citationCao, Y., Ng, G. W., & Ye, S.-S. (2023) · Sustainability · doi:10.3390/su15031964 · Cited by 50 · see citing works
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A state-of-the-art analysis of virtual reality applications in construction health and safety
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Dengel, A. (2022) · International Conference of the Immersive Learning Research Network (iLRN) · doi:10.23919/ilrn55037.2022.9815941 · Cited by 49 · see citing works
Weibel, R. P., Kerr, J. I., Naegelin, M., Ferrario, A., Schinazi, V. R., Marca, R. L., Hölscher, C., Nater, U. M., & von Wangenheim, F. (2022) · Computers in Human Behavior · doi:10.1016/j.chb.2022.107607 · Cited by 52 · see citing works
Yan, W., Lowell, V. L., & Yang, L. (2024) · Virtual Reality · doi:10.1007/s10055-024-01061-5 · Cited by 90 · see citing works
A unified conceptual model of immersive experience in extended reality
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The Theory of Immersive Collaborative Learning (TICOL)
Makransky, G., & Petersen, G. B. (2023) · Educational Psychology Review · doi:10.1007/s10648-023-09822-5 · Cited by 58 · see citing works
Self-citationIt feels so real! Situated authentic language learning in immersive virtual reality
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The Immersion Principle in Multimedia Learning
Makransky, G. (2021) · Cambridge University Press eBooks · doi:10.1017/9781108894333.031 · Cited by 45 · see citing works
Self-citationFacilitating learning in immersive virtual reality: Segmentation, summarizing, both or none?
Klingenberg, S., Fischer, R., Zettler, I., & Makransky, G. (2022) · Journal of Computer Assisted Learning · doi:10.1111/jcal.12741 · Cited by 50 · see citing works
Self-citationLee, H., Lin, C., Wang, W., Chang, W.-C., & Huang, Y. (2023) · International Journal of STEM Education · doi:10.1186/s40594-023-00444-5 · Cited by 53 · see citing works
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Self-citationThe Opportunities and challenges in virtual reality for virtual laboratories
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Systematic review of spatial abilities and virtual reality: The role of interaction
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Improvement of short-term outcomes with VR-based safety training for work at heights
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Investigating the effectiveness of immersive VR skill training and its link to physiological arousal
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The modality effect reverses in a virtual reality learning environment and influences cognitive load
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Affective Computing in Augmented Reality, Virtual Reality, and Immersive Learning Environments
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Virtual Reality in Teacher Education from 2010 to 2020
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Study of motivation and engagement for chemical laboratory safety training with VR serious game
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Applying Systems Thinking for Designing Immersive Virtual Reality Learning Experiences in Education
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- Authors
- Makransky, G., & Petersen, G. B.
- Affiliations
- University of Copenhagen (DK)
- Corresponding author
- Makransky, Guido
- Petersen, Gustav B.
- Venue
- Educational Psychology Review
- Published
- 2021-01-06
- Volume
- 33
- Issue
- 3
- Pages
- 937-958
- ISSN
- 1040-726X (ISSN-L)
- 1573-336X
- OpenAlex
- W3119399459
- Semantic Scholar
- 479c155a62550e75d248a7395681abf4bd7712bb
- Cited by
- 1,438
- References
- 116
- Citations by year
- 2026: 569 · 2025: 355 · 2024: 208 · 2023: 172 · 2022: 106 · 2021: 27 · 2013: 1
- FWCI
- 78.67
- Type
- journal article
- Language
- en
- Open access
- hybrid
- doi.org
- Locations
- Educational Psychology Review (publishedVersion, cc-by)
- Research at the University of Copenhagen (University of Copenhagen) (publishedVersion, cc-by)
- Funders
- Innovationsfonden (SIPROS)
- Topics
- Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
- Social Sciences › Psychology › Experimental and Cognitive Psychology › Visual and Cognitive Learning Processes
- Physical Sciences › Computer Science › Computer Vision and Pattern Recognition › Augmented Reality Applications
- Keywords
- immersive virtual reality, immersive learning, presence, agency, media affordances, teaching methods, self-efficacy, embodiment, cognitive load, self-regulation, motivation, knowledge acquisition, knowledge transfer, instructional design
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