Immersive VR learning theories
The goal of the virtual learning lab is to develop evidence based theories of learning in immersive environments. Currently, this work has led to the development of the Cognitive Affective Theory of Immersive Learning, and the immersive principle of multimedia learning which can be accessed in the publications listed below. We are currently working on other theoretical models that build on novel research evidence in this field.
CAMIL
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.
Read more in the article here: The Cognitive Affective Model of Immersive Learning (CAMIL): a Theoretical Research-Based Model of Learning in Immersive Virtual Reality.
The Immersion Principle in Multimedia Learning
Multimedia learning refers to learning with words and pictures, but with the increased use of novel technologies, these pictures have turned into animations, and the animations have turned into immersive virtual environments. Technologies such as virtual and augmented reality allow learners to interact in virtual environments and learn from pedagogical agents in ways that are not possible in the real world, and are much more realistic than watching a video or using a simulation on a desktop computer. The immersion principle in multimedia learning is that immersive virtual environments promote better learning when they incorporate multimedia design principles. In short, immersive media do not necessarily improve learning but effective instructional methods within immersive virtual environments do improve learning. The goal of effective instructional design in immersive virtual environments is to promote processes of selecting, organizing, and integrating information.
Read more in the handbook here.
Studies
Benefits of Taking a Virtual Field Trip in Immersive Virtual Reality: Evidence for the Immersion Principle in Multimedia Learning:
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 post test (d = .70). A structural equation model indicated that enjoyment mediated the pathway from instructional media to immediate post test, and interest mediated the pathway from instructional media to delayed post test 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.
Even though learning refers to both a process and a product, the former tends to be overlooked in educational virtual reality (VR) research. This study examines the process of learning with VR technology using the Cognitive Affective Model of Immersive Learning (CAMIL) as its framework. The CAMIL theorizes that two technological features of VR, interactivity and immersion, influence a number of cognitive and affective variables that may facilitate or hinder learning. In addition, VR studies often involve media comparisons that make it difficult to disentangle the relative effects of technological features on learning. Therefore, this study also aims to provide insights concerning the unique and combined effects of interactivity and immersion on the cognitive and affective variables specified by CAMIL. We employed a 2 × 2 between-subjects design (N = 153) and manipulated the degree of interactivity and immersion during a virtual lesson on the topic of viral diseases. Analyses of variance (ANOVAs) were used to examine the effects of interactivity and immersion on our variables of interest, and structural equation modelling (SEM) was used to assess the process of learning as predicted by the CAMIL. The results indicated that the process of learning involves situational interest and embodied learning. Main effects of interactivity and/or immersion on cognitive load, situational interest, and physical presence are also reported in addition to interaction effects between immersion and interactivity on agency and embodied learning. The findings provide evidence for the CAMIL and suggest important additions to the model. These findings can be used to provide a better understanding of the process of learning in immersive VR and guide future immersive learning research.
See publications related to this project:
- Benefits of Taking a Virtual Field Trip in Immersive Virtual Reality: Evidence for the Immersion Principle in Multimedia Learning
- A study of how immersion and interactivity drive VR learning
- The Cognitive Affective Model of Immersive Learning (CAMIL): A Theoretical Research-Based Model of Learning in Immersive Virtual Reality
Multimedia learning is learning from words and pictures. The rationale for studying multimedia learning is that people can learn more deeply from words and pictures than from words alone. Multimedia environments, including online presentations, e-courses, interactive lessons, simulation games, slideshows, and even textbooks, play a crucial role in education. The Cambridge Handbook of Multimedia Learning is unique in offering a comprehensive, up-to-date analysis of research and theory in the field, with a focus on computer-based learning. Since the first edition appeared in 2005, it has shaped the field and become the primary reference work for multimedia learning. In recent years, multimedia learning has developed into a coherent discipline with a significant research base, which is reflected in the 34 chapters of this handbook. This second edition incorporates the latest developments in multimedia learning, including a sharp increase in the research base, the addition of seven new principles of multimedia learning, a broadening of contexts for studying multimedia learning, a better delineation of boundary conditions for principles, and refinements of theories of multimedia learning.
Multimedia learning refers to learning with words and pictures, but with the increased use of novel technologies, these pictures have turned into animations, and the animations have turned into immersive virtual environments. Technologies such as virtual and augmented reality allow learners to interact in virtual environments and learn from pedagogical agents in ways that are not possible in the real world, and are much more realistic than watching a video or using a simulation on a desktop computer. The immersion principle in multimedia learning is that immersive virtual environments promote better learning when they incorporate multimedia design principles. In short, immersive media do not necessarily improve learning but effective instructional methods within immersive virtual environments do improve learning. The goal of effective instructional design in immersive virtual environments is to promote processes of selecting, organizing, and integrating information.