Benefits of taking a virtual field trip in immersive virtual reality: Evidence for the immersion principle in multimedia learning
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Abstract This study describes and investigates the immersion principle in multimedia learning. A sample of 102 middle school students took a virtual field trip to Greenland via a head mounted display (HMD) or a 2D video as an introductory lesson within a 6-lesson inquiry-based climate change intervention. The HMD group scored significantly higher than the video group on presence ( d = 1.43), enjoyment ( d = 1.10), interest ( d = .57), and retention in an immediate ( d = .61) and delayed posttest ( d = .70). A structural equation model indicated that enjoyment mediated the pathway from instructional media to immediate posttest, and interest mediated the pathway from instructional media to delayed posttest score, indicating that these factors may play different roles in the learning process with immersive media. This work contributes to the cognitive affective model of immersive learning, and suggests that immersive lessons can have positive longitudinal effects for learning.
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The Immersion-Satisfaction Trade-off is supported: deeper immersion enhances learning outcomes but reduces short-term satisfaction.
“supporting the Immersion-Satisfaction Trade-off reported in prior studies (Makransky & Mayer, 2022).”
From Balancing Affective Engagement and Cognitive Load in Generative-AI-Based Learning: Empathy, Immersion, and Emotional Design in Design Education (2025) · cites this paper as Makransky & Mayer, 2022
The Results section (‘Do the Groups Differ on Ratings of for Presence, Enjoyment, and Interest?’; page unavailable) reports significantly higher enjoyment in the higher-immersion HMD group, not lower short-term satisfaction. The paper also reports better learning outcomes for that group, but its finding on enjoyment runs contrary to the claimed trade-off. (LLM, conf=0.92)
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Experimental — accuracy not yet measuredImmersion positively affected motivation and perceived learning through heightened presence in VR environments.
“Likewise, Makransky and Mayer (2022) showed that immersion positively affected motivation and perceived learning through heightened presence in VR environments.”
From Balancing Affective Engagement and Cognitive Load in Generative-AI-Based Learning: Empathy, Immersion, and Emotional Design in Design Education (2025) · cites this paper as Makransky and Mayer (2022)
The Results section (page unavailable) reports that greater immersion increased presence, which was related to enjoyment and interest—both relevant to motivation—and that these pathways were related to posttest scores. It does not report an effect on perceived learning in this study; the passage using that term, in “How Immersion Influences Learning” (page unavailable), describes earlier research by Makransky and Lilleholt. (LLM, conf=0.87)
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Cites
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“Enjoyment emotions benefit performance by focusing attention on the task itself, and can lead to higher intrinsic motivation (Pekrun, 2006), and higher levels of generative processing (Makransky et al., 2019a; Petersen et al., 2022).”
BackgroundThe four-phase model of interest development
Hidi, S., & Renninger, K. A. (2006) · Educational Psychologist · doi:10.1207/s15326985ep4102_4 · Cited by 4,702 · see citing works
Fredrickson, B. L. (2001) · American Psychologist · doi:10.1037//0003-066x.56.3.218 · Cited by 3,512 · see citing works
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Self-citationLearning science in immersive virtual reality.
Parong, J., & Mayer, R. E. (2018) · Journal of Educational Psychology · doi:10.1037/edu0000241 · Cited by 1,088 · cited 6× · see citing works
“…are often highly stimulated, but this may hinder self-regulated learning as the learner may not actively monitor or adapt their affective, cognitive, metacognitive, and motivational processes unless lessons are heavily scaffolded (Makransky et al., 2021; Meyer et al., 2019; Parong & Mayer, 2018).”
BackgroundMethodInfluentialSelf-citationMeasuring Presence: A Response to the Witmer and Singer Presence Questionnaire
Slater, M. (1999) · Presence: Teleoperators and Virtual Environments · doi:10.1162/105474699566477 · Cited by 855 · see citing works
Revisiting the Conceptualization, Measurement, and Generation of Interest
RENNINGER, K. A., & HIDI, S. (2011) · Educational Psychologist · doi:10.1080/00461520.2011.587723 · Cited by 786 · cited 1× · see citing works
“Recent reviews (Hidi & Renninger, 2006; Renninger & Hidi, 2011) find a positive association between interest (both situational and individual) and learning outcomes.”
BackgroundMeyer, O. A., Omdahl, M. K., & Makransky, G. (2019) · Computers & Education · doi:10.1016/j.compedu.2019.103603 · Cited by 515 · cited 6× · see citing works
“This is the case because learners are often highly stimulated, but this may hinder self-regulated learning as the learner may not actively monitor or adapt their affective, cognitive, metacognitive, and motivational processes unless lessons are heavily scaffolded (Makransky et al., 2021; Meyer et al., 2019; Parong & M…”
BackgroundInfluentialSelf-citationButtussi, F., & Chittaro, L. (2018) · IEEE Transactions on Visualization and Computer Graphics · doi:10.1109/tvcg.2017.2653117 · Cited by 501 · see citing works
Makransky, G., Lilleholt, L., & Aaby, A. (2017) · Computers in Human Behavior · doi:10.1016/j.chb.2017.02.066 · Cited by 424 · cited 3× · see citing works
“; Mayer, 2021a). This is consistent with the results from a recent meta-analysis by Wu et al., (2020) that found a small effects size advantage in favor of immersive VR compared to other traditional means of instruction.”
BackgroundMethodResultInfluentialSelf-citationMakransky, G., & Petersen, G. B. (2019) · Computers & Education · doi:10.1016/j.compedu.2019.02.002 · Cited by 321 · see citing works
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Dwivedi, Y. K., Hughes, L., Baabdullah, A. M., Ribeiro-Navarrete, S., Giannakis, M., Al-Debei, M. M., Dennehy, D., Metri, B., Buhalis, D., Cheung, C. M. K., et al. (2022) · International Journal of Information Management · doi:10.1016/j.ijinfomgt.2022.102542 · Cited by 2,753 · see citing works
Lee, W., Chang, S., & Suh, J. (2025) · Education Sciences · doi:10.3390/educsci15111478 · Cited by 5 · see citing works
- Authors
- Makransky, G., & Mayer, R. E.
- Affiliations
- University of Copenhagen (DK)
- University of California, Santa Barbara (US)
- Corresponding author
- Makransky, Guido
- Venue
- Educational Psychology Review
- Published
- 2022-04-22
- Volume
- 34
- Issue
- 3
- Pages
- 1771-1798
- ISSN
- 1040-726X (ISSN-L)
- 1573-336X
- PMC
- PMC9023331
- OpenAlex
- W4224253557
- Cited by
- 386
- References
- 15
- Citations by year
- 2026: 104 · 2025: 114 · 2024: 85 · 2023: 62 · 2022: 21
- FWCI
- 34.88
- Type
- journal article
- Language
- en
- Open access
- hybrid
- doi.org
- Locations
- Educational Psychology Review (publishedVersion, cc-by)
- PubMed Central (publishedVersion, cc-by)
- PubMed (publishedVersion)
- Research at the University of Copenhagen (University of Copenhagen) (publishedVersion, cc-by)
- 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
- Social Sciences › Education › Online and Blended Learning
- Keywords
- immersive virtual reality, virtual field trips, head-mounted displays, multimedia learning, presence, enjoyment, interest, retention, climate change education, junior high school students, inquiry-based learning, instructional media
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