ERIC Number: EJ1478088
Record Type: Journal
Publication Date: 2025-Aug
Pages: 13
Abstractor: As Provided
ISBN: N/A
ISSN: ISSN-0266-4909
EISSN: EISSN-1365-2729
Available Date: 2025-06-05
A Nuanced Perspective on VR Learning: Exploring the Effects of Immersion Levels on Knowledge Acquisition Using Electrodermal and Eye Tracking Sensors
Idit Adler1; Liat Liberman1,2; Ilana Dubovi2
Journal of Computer Assisted Learning, v41 n4 e70067 2025
Background: This study investigates the effect of immersion levels in virtual reality (VR) learning environments on the acquisition of declarative and procedural knowledge. Prior research indicates that immersion affects cognitive load, but its impact on declarative and procedural knowledge outcomes remains unclear. This study utilises a multimodal approach, combining self-reports with data from psychophysiological sensors. Objectives: The study aims to evaluate how different levels of immersion in VR--high-immersive VR (head-mounted display, HMD-VR) and low-immersive VR (Desktop-VR)--affect cognitive load and learning outcomes, focusing on procedural and declarative knowledge. Methods: A prospective experimental study was conducted with 74 sophomore nursing students, assigned to either the HMD-VR group or Desktop-VR. Eye-tracking and electrodermal activity (EDA) were used to assess cognitive load during learning. A pre-test/post-test design measured declarative and procedural knowledge using a Medication Administration Test (MAT), whilst a presence questionnaire evaluated user experience. Results and Conclusions: Both study groups demonstrated significant improvements in declarative and procedural knowledge. However, the low-immersive Desktop-VR group exhibited significantly greater pre- to post-test gains in procedural knowledge compared to the high-immersive HMD-VR group. The HMD-VR group exhibited higher cognitive load during procedural tasks, indicated by lower blink rates and a higher rate of EDA peaks. No significant differences were found in the sense of presence between the two groups. This study contributes to understanding learning with immersive VR, showing that high-immersive VR may require careful instructional design to mitigate cognitive overload, especially for procedural tasks. Low-immersive VR presents a cost-effective alternative for immediate knowledge gains.
Descriptors: Computer Simulation, Cognitive Processes, Difficulty Level, Outcomes of Education, Technology Uses in Education, Nursing Students, Undergraduate Students, Eye Movements, Educational Technology
Wiley. Available from: John Wiley & Sons, Inc. 111 River Street, Hoboken, NJ 07030. Tel: 800-835-6770; e-mail: cs-journals@wiley.com; Web site: https://www-wiley-com.bibliotheek.ehb.be/en-us
Publication Type: Journal Articles; Reports - Research
Education Level: Higher Education; Postsecondary Education
Audience: N/A
Language: English
Sponsor: N/A
Authoring Institution: N/A
Grant or Contract Numbers: N/A
Author Affiliations: 1The Constantiner School of Education, Tel Aviv University, Tel Aviv, Israel; 2Department of Nursing Sciences, Gray Faculty of Medical & Health Sciences, Tel Aviv University, Tel Aviv, Israel

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