The DOI matches its Crossref record; 44 of the 44 references it cites were found in a registry or an index.
Effects of an immersive virtual reality‐based classroom on students’ learning performance in science lessons
Abstract
The increased availability and development of immersive technologies have given students growing opportunities to engage in different educational subjects. However, there is a lack of empirical research exploring the educational influence of using Immersive Virtual Reality (IVR) in science classrooms. To address this gap, this study developed a series of IVR‐based science lessons for middle‐school students and further examined these lessons’ effects on learning performance. Our quasi‐experimental approach employed a pretest and posttest to measure academic achievement and questionnaires to measure engagement and technology acceptance. A total of 90 sixth‐grade students from two classes were randomly assigned to the experimental and control groups. The experimental group engaged with the science lessons using Head‐Mounted Displays, whereas the control group learned the same material through traditional teaching methods. The results revealed that the experimental group obtained significantly higher academic achievement and engagement scores (cognitive, behavioral, emotional and social) than the control group. Moreover, the experimental group had a high level of technology acceptance for IVR usage in classrooms. Our study provides empirical evidence for IVR’s use in science education. Furthermore, it also sheds light on how to develop and implement an IVR‐based classroom for formal educational purposes. Practitioner Notes: What is already known about this topic? Virtual Reality (VR) technology has been applied to different educational subjects and there is some empirical evidence indicating its potential benefits for students’ learning. VR is considered to have potential for educational uses in classrooms. Many studies have applied non‐immersive VR to science subjects, but few have focused on the use of Immersive VR (IVR) in everyday classrooms. What this paper adds We developed and implemented an IVR‐based teaching platform containing a set of systematic science lessons that students can engage in with Head‐Mounted Displays in classrooms. The results revealed that adopting IVR science lessons in the classroom can improve students’ academic achievement and engagement. Implications for practice and/or policy This study contributes to identifying the positive influences of an IVR‐based classroom on students’ science academic achievement and engagement. The results provide practical insights into developing and implementing an IVR‐based classroom for educational purposes. This study offers a concrete example of using IVR in middle‐school classrooms for formal science education.
Overview
The claims and statistics of this paper haven’t been checked yet.
Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.
Integrity signals
Registry
Cites
Statistics
Verification
Claims the paper makes
The claims and statistics of this paper haven’t been checked yet.
Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.
Self-check
Percentages, sums and reported differences re-computed from the paper’s own numbers.
The self-check needs the paper’s full text.
Citations
Cites
Defining virtual reality: Dimensions determining telepresence
Steuer, J. (1992) · Journal of Communication · doi:10.1111/j.1460-2466.1992.tb00812.x · Cited by 5,459
Handbook of educational psychology
(1997) · Choice Reviews Online · doi:10.5860/choice.34-3084 · Cited by 4,825
What are the learning affordances of 3‐D virtual environments?
Dalgarno, B., & Lee, M. J. W. (2010) · British Journal of Educational Technology · doi:10.1111/j.1467-8535.2009.01038.x · Cited by 1,840
Adding immersive virtual reality to a science lab simulation causes more presence but less learning
Makransky, G., Terkildsen, T. S., & Mayer, R. E. (2019) · Learning and Instruction · doi:10.1016/j.learninstruc.2017.12.007 · Cited by 1,484
Learning science in immersive virtual reality.
Parong, J., & Mayer, R. E. (2018) · Journal of Educational Psychology · doi:10.1037/edu0000241 · Cited by 1,088
The state of immersive technology research: A literature analysis
Suh, A., & Prophet, J. (2018) · Computers in Human Behavior · doi:10.1016/j.chb.2018.04.019 · Cited by 841
Makransky, G., & Lilleholt, L. (2018) · Educational Technology Research and Development · doi:10.1007/s11423-018-9581-2 · Cited by 796
The Math and Science Engagement Scales: Scale development, validation, and psychometric properties
Wang, M.-T., Fredricks, J. A., Ye, F., Hofkens, T. L., & Linn, J. S. (2016) · Learning and Instruction · doi:10.1016/j.learninstruc.2016.01.008 · Cited by 592
Virtual memory palaces: immersion aids recall
Krokos, E., Plaisant, C., & Varshney, A. (2019) · Virtual Reality · doi:10.1007/s10055-018-0346-3 · Cited by 585
Buttussi, F., & Chittaro, L. (2018) · IEEE Transactions on Visualization and Computer Graphics · doi:10.1109/tvcg.2017.2653117 · Cited by 501
Metadata
- Authors
- Liu, R., Wang, L., Lei, J., Wang, Q., & Ren, Y.
- Venue
- British Journal of Educational Technology
- Publisher
- Wiley
- Published
- 2020-09-13
- Volume
- 51
- Issue
- 6
- Pages
- 2034-2049
- ISSN
- 0007-1013 (ISSN-L)
- 1467-8535
- OpenAlex
- W3084795046
- Cited by
- 267
- References
- 44
- FWCI
- 18.26
- Type
- journal article
- Language
- en
- Open access
- closed
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
Are you an author, or do you see a problem with this page? Request a review
How to cite
Cite CoChat for the checks on this page, and the paper for its own findings.
- This page
- CoChat. (2026). Citation check: Effects of an immersive virtual reality‐based classroom on students’ learning performance in science lessons. https://app.cochat.ai/papers/10.1111/bjet.13028
- The paper
- Liu, R., Wang, L., Lei, J., Wang, Q., & Ren, Y. (2020). Effects of an immersive virtual reality‐based classroom on students’ learning performance in science lessons. British Journal of Educational Technology. https://doi.org/10.1111/bjet.13028
Data sources
Bibliographic data: Semantic Scholar, OpenAlex, Crossref.
Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.