Content uploaded by Jocelyn Parong
Author content
All content in this area was uploaded by Jocelyn Parong on Mar 11, 2018
Content may be subject to copyright.
Journal of Educational Psychology
Learning Science in Immersive Virtual Reality
Jocelyn Parong and Richard E. Mayer
Online First Publication, January 25, 2018. http://dx.doi.org/10.1037/edu0000241
CITATION
Parong, J., & Mayer, R. E. (2018, January 25). Learning Science in Immersive Virtual Reality. Journal
of Educational Psychology. Advance online publication. http://dx.doi.org/10.1037/edu0000241
Learning Science in Immersive Virtual Reality
Jocelyn Parong and Richard E. Mayer
University of California, Santa Barbara
The goals of the study were (a) to compare the instructional effectiveness of immersive virtual reality
(VR) versus a desktop slideshow as media for teaching scientific knowledge, and (b) to examine the
efficacy of adding a generative learning strategy to a VR lesson. In Experiment 1, college students viewed
a biology lesson about how the human body works either in immersive VR or via a self-directed
PowerPoint slideshow on a desktop computer. Based on interest theory, it was predicted that students
who learned in immersive VR would report more positive ratings of interest and motivation and would
score higher on a posttest covering material in the lesson. In contrast, based on the cognitive theory of
multimedia learning, it was predicted that students who learned with a well-designed slideshow would
score higher on a posttest, although they might not report higher levels of interest and motivation. The
results showed that students who viewed the slideshow performed significantly better on the posttest than
the VR group, but reported lower motivation, interest, and engagement ratings. In Experiment 2, students
either viewed a segmented VR lesson and produced a written summary after each segment or viewed the
original, continuous VR lesson as in Experiment 1. Students who summarized the lesson after each
segment performed significantly better on the posttest and the groups did not differ on reported interest,
engagement, and motivation. These results support the cognitive theory of multimedia learning and
demonstrate the value of generative learning strategies in immersive VR environments.
Educational Impact and Implications Statement
The findings from Experiment 1 showed that a PowerPoint slideshow may be more effective for
teaching scientific information than an equivalent lesson in an immersive virtual reality environment,
but may be less enjoyable and motivating for students. This suggests that the conversion of
multimedia lessons into virtual reality may not yet be warranted. However, because increasing
student interest and motivation may be a critical factor in classrooms, it is worthwhile to examine
what supplemental learning strategies could be added to a medium that students enjoy. Experiment
2 showed that asking students to summarize segments of the immersive virtual reality lesson
increased their learning outcomes without diminishing their motivation and interest. Taken together,
the 2 experiments showed that students’ interest can be primed with new and exciting technology
while still being an effective medium to convey scientific information comparable to traditional
PowerPoint slideshow lessons.
Keywords: virtual reality, multimedia learning, summarizing, science simulation, learning strategies
As new and innovative technologies emerge, so do ideas of
incorporating them into classrooms to enhance student learning.
One example gaining popularity among consumers is immersive
virtual reality (VR) consoles with head-mounted displays and hand
controllers, such as the Oculus Rift (Oculus VR LLC, Facebook
Inc., Menlo Park, CA) and HTC Vive (HTC Corporation, Xindian,
New Taipei City, Taiwan). Previous researchers have made claims
about the usefulness of VR technologies (Blascovich & Bailenson,
2011). For example, Brelsford (1993) claimed that “VR allows the
educational task to become much more intuitive; information is
passed between the environment and the student with increased
efficiency and selectivity” (p. 1287). As VR systems have become
more affordable, using VR at the consumer level and in education
has become more feasible. These VR technologies allow opportu-
nities for educators to offer students easy and intuitive ways to
interact with multimedia lessons. Students would be able to expe-
rience a fully immersive sensory experience in almost any space
imaginable, which may encourage them to engage in deeper learn-
ing. However, there is still a gap between claims for the usefulness
of VR in academic learning and scientific research testing these
claims.
The goal of the present study is twofold. First, in a media
comparison study in Experiment 1, we seek to compare the in-
structional effectiveness of immersive virtual reality versus a desk-
top slideshow for teaching scientific knowledge. This is a media
comparison study because we wish to examine how well students
Jocelyn Parong and Richard E. Mayer, Department of Psychological and
Brain Sciences, University of California, Santa Barbara.
This research was supported by Grant N000141612046 from the Office
of Naval Research.
Correspondence concerning this article should be addressed to Jocelyn
Parong, Department of Psychological and Brain Sciences, University of Cal-
ifornia, Santa Barbara, CA 93106. E-mail: jocelyn.parong@psych.ucsb.edu
This document is copyrighted by the American Psychological Association or one of its allied publishers.
This article is intended solely for the personal use of the individual user and is not to be disseminated broadly.
Journal of Educational Psychology © 2018 American Psychological Association
2018, Vol. 0, No. 999, 000 0022-0663/18/$12.00 http://dx.doi.org/10.1037/edu0000241
1
learn the same material when it is delivered via one medium versus
another. In short, the first goal is to determine the efficacy of VR
as a venue for science learning. Although media comparison
studies have a history of methodological challenges (Clark, 2001),
the present research question has important practical implications
concerning whether it is worthwhile to convert conventional in-
struction to VR formats and theoretical implications concerning
whether cognitive and motivational theories apply to learning in
VR. Second, in a value-added study in Experiment 2, we seek to
compare the instructional effectiveness of adding a prompt to write
summaries at various points in a VR lesson. This is a value-added
study because we start with a basic lesson and examine whether
student learning is affected when we add one instructional feature
to the lesson. In short, the second goal is to determine how to
increase the effectiveness of VR as a venue for science learning.
Media Comparison: Using Virtual Reality for
Learning Compared to a Slideshow
Because of the implications for education, it is important to
examine the effectiveness of emerging VR technologies for teach-
ing academic content. What are the underlying theories concerning
the cognitive consequences of learning in immersive VR, and how
would these new multimedia technologies fare in comparison to
conventional methods of teaching, such as a PowerPoint slide-
show? Theories based in multimedia learning and motivation
provide a positive foundation for using VR in the classroom.
Supporting these theories are newly emerging empirical studies of
the efficacy of VR lessons on academic learning, as well as
research on the use of related technologies in education, such as
video games, simulations, and mixed reality games. However,
because many educational games and simulations in immersive
VR are also designed for entertainment, they may not necessarily
adhere to all the principles of multimedia learning, and therefore
may hinder learning compared with traditional methods.
It is customary to distinguish between two types of VR. Immer-
sive virtual reality (immersive VR) typically includes a head
mounted display (HMD) controlled by a computer where the
learner can move through a 3-D virtual environment. Nonimmer-
sive virtual reality includes a virtual world displayed on a com-
puter screen where the learner can interact through an interface
such as a mouse, touchscreen, touchpad, or handheld controls
while seated in front of the screen (Lee & Wong, 2014). Although
much more research has been done on educational simulations
with desktop VR (e.g., Hilton & Honey, 2011; Merchant, Goetz,
Cifuentes, Kenney-Kennicutt, & Davis, 2014), the growing avail-
ability of immersive VR technology for education creates a need to
determine how immersive VR affects academic learning (Blasco-
vich & Bailenson, 2011). The present study addresses this need by
comparing learning about the human body in immersive VR (VR
group) to learning with a self-paced PowerPoint slideshow con-
taining the same words and images in static form on a desktop
computer (slideshow group).
Multimedia Learning Theories
The case for using a well-designed slideshow for teaching of
scientific material is grounded in the cognitive theory of multimedia
learning (Mayer, 2009, 2014a) and cognitive load theory (Sweller,
Ayres, & Kalyuga, 2011) from which it is derived, which posit that
adding material and features—such as the visual effects in immersive
VR– can create extraneous processing in the learner—that is, cogni-
tive processing that is not relevant to the instructional goal. Given that
each learner has a limited amount cognitive processing capacity, if the
learner allocates much of that capacity to extraneous processing, there
may not be enough remaining capacity to engage in sufficient levels
of cognitive processing aimed at making sense of the essential mate-
rial.
Multimedia learning refers to learning from words and pictures
(Mayer, 2009). The two media we compare in this study are a
self-directed PowerPoint, where the learner is presented with writ-
ten works and static pictures, and an interactive lesson in VR,
where the learner is presented with spoken words and interactive
animations. One approach to researching multimedia learning asks
how a multimedia lesson can be adapted to reduce extraneous
processing, which does not serve an instruction goal (Mayer &
Fiorella, 2014), manage essential processing, which is necessary
for holding and manipulating incoming information in working
memory (Mayer & Pilegard, 2014), and foster generative process-
ing, which is needed for a deeper understanding of the information
(Mayer, 2014c). Empirical research has shown evidence for 12
principles for designing features within a multimedia lesson with
educational content (Mayer, 2009), but the most relevant for the
present study are coherence principle and the segmenting princi-
ple.
The coherence principle states that people learn better when
extraneous words (Mayer, Bove, Bryman, Mars, & Tapangco,
1996; Mayer & Jackson, 2005), sounds (Moreno & Mayer, 2000),
and pictures (Harp & Mayer, 1997, 1998; Mayer, Heiser, & Lonn,
2001) are excluded rather than included. Extraneous material di-
verts attention from the important material, disrupts the process of
organizing the material, and may prime the learner to integrate the
material with prior knowledge in an inappropriate manner (Mayer,
2009). Extraneous features in an immersive VR lesson may in-
clude the constant animations that the learner is immersed in.
However, a well-designed slideshow may not include extraneous
visual stimuli. Therefore, an immersive VR lesson would lead to
worse learning outcomes than a lesson that eliminates those ex-
traneous features. This is foreshadowed by research showing that
instruction with desktop VR in 2D was more effective than iden-
tical instruction with desktop VR in 3D, presumably because the
perceptual realism in the 3D environment created more extraneous
cognitive load that distracted the learners from the essential con-
tent (Moreno & Mayer, 2002, 2004; Richards & Taylor, 2015).
These findings are consistent with research showing that cartoon-
like characters are more effective than photo-realistic representa-
tions in educational games (Wouters & van Oostendorp, 2017) and
static diagrams can be more effective than animations in multime-
dia lessons on how scientific systems work (Lowe & Ploetzner,
2017; Mayer, Hegarty, Mayer, & Campbell, 2005). However, it is
worth noting that 3D VR may be more effective for some subjects,
particularly those that teach spatial or motor skills (e.g., laparo-
scopic surgery; Torkington, Smith, Rees, & Darzi, 2001).
The segmenting principle states that people learn better when
the lesson is presented in user-directed segments, rather than as a
continuous unit, particularly when learning the steps in a process
(Lee, Plass, & Homer, 2006; Mayer & Chandler, 2001; Mayer,
Dow, & Mayer, 2003). The segmenting principle helps to manage
This document is copyrighted by the American Psychological Association or one of its allied publishers.
This article is intended solely for the personal use of the individual user and is not to be disseminated broadly.
2PARONG AND MAYER
essential processing by allowing the learner to decide when to add
more incoming information. When the lesson is not self-paced, the
learner may still be processing previous information when new
information is presented. Well designed-slideshows may be self-
paced and each slide itself segments the lesson, whereas immersive
VR animations are typically continuous and not user-paced,
thereby violating this principle. This adds to the learner’s working
memory load and may inhibit some essential processing for the
learner.
The foregoing analysis shows that VR environments are more
susceptible to violating the coherence and segmenting principles.
Additionally, there may be other factors within immersive VR
lessons that may impact learning outcomes, so the theoretical
groundwork of other unique features of VR must also be exam-
ined.
Motivational Theories
Student motivation plays a large role in deeper learning in the
classroom; those who are more motivated are more likely to
engage in the lesson or task, put in more effort for understanding
the material, and be resilient when overcoming obstacles in un-
derstanding (Mayer, 2008; Wentzel & Miele, 2016). This motiva-
tion may cause the learner to stay focused even during continuous
lessons and invest more energy in allocating cognitive resources to
difficult parts of the lesson. The case for using immersive VR for
teaching of scientific material is grounded in interest theory and
self-efficacy theory (Dewey, 1913; Schiefele, 2009).
According to interest theory, students work harder when they
value and are interested in the material, either intrinsically (indi-
vidual interest) or as elicited by the situation (situational interest;
Mayer, 2008; Schiefele, 2009; Wigfield, Tonks, & Klauda, 2016).
A student with individual interest would be more motivated to
learn about the subject. In a meta-analysis of the relationship
between interest and academic achievement, there was a moderate
correlation between self-ratings of how much a student liked a
school subject and how well the student performed in school as
measured by grades or test scores (Schiefele, Krapp, & Winteler,
1992). Individual motivation would not be uniquely primed by a
multimedia lesson as a student’s intrinsic interest may not be
affected by the media through which he or she is learning. How-
ever, a novel, immersive technology in education, such as a VR
lesson, may be exciting for students and could prime a learner’s
situational interest more than conventional lessons (Kintsch, 1980;
Wade, 1992). By priming their situational interest in the VR
lesson, students may be more likely to pay attention to the content
of the lesson, actively interact with the lesson, and persist through-
out the entire lesson, which would foster generative processing and
deeper learning leading to better learning outcomes than conven-
tional lessons in the classroom.
Self-efficacy theory states that students work harder when they
see themselves as competent for the task (Schunk & DiBenedetto,
2016). Self-efficacy, as defined by Schunk (1991), is a person’s
judgments of his or her ability to perform a given action. Bandura
(1977) claimed that self-efficacy affects the amount of effort and
persistence that a person devotes to a task. Research has shown
that a student’s sense of self-efficacy is related to how active he or
she is in the lesson (Zimmerman & Martinez-Pons, 1990) and how
well he or she performs on academic measures (Chemers, Hu, &
Garcia, 2001; Pietsch, Walker, & Chapman, 2003; Schunk &
Hanson, 1985). Schunk (1989) described the process of self-
efficacy and achievement behaviors as a feedback loop. First, the
student has his or her beliefs about his or her self-efficacy (e.g.,
I’m good at this). This self-efficacy then affects the student’s task
engagement (e.g., I will try hard). After the task, the student
receives feedback (e.g., I did well on the task), and receives
efficacy cues from the feedback (e.g., the instructor thinks I’m
good at this). Finally, this aptitude feedback reshapes the student’s
self-efficacy. VR games that incorporate a feedback system for
progress on academic content would be acting on this system. For
example, certain interactions within a lesson could provide appro-
priate feedback that boosts the student’s self-efficacy, which
would in turn enhance a student’s motivation for the lesson.
Specifically, an action in which a learner must show progress in
learning in VR could provide immediate and adaptive feedback,
which may be an advantage over the feedback seen in traditional
academic lessons as learners would have immediate updates in
their self-efficacy.
According to Pintrich (2003), student motivation lies in a value-
expectancy model, a combination of the two theories described, in
which motivation depends on a learner’s values, which gets the
student started (e.g., liking the material), and expectancies, which
keeps him or her going (e.g., feeling competent). To increase the
student’s motivation, first, the lesson may prime the student inter-
est; then, the learner’s interaction with the lesson may prime his or
her self-efficacy to continue the lesson. In the case for VR, the
stimulating, immersive experience may spark the learner’s indi-
vidual interest and the feedback from interacting with the lesson
should keep him or her feeling competent to progress in the lesson.
However, in line with Dewey’s (1913) admonitions against situa-
tional interest more than 100 years ago, research on seductive
details shows that adding interesting but irrelevant material to a
multimedia lesson may hurt learning (Harp & Mayer, 1997, 1998;
Mayer, Griffith, Naftaly, & Rothman, 2008).
Media Comparison Evidence
The foregoing analysis suggests that immersive VR could be
explored as a venue for academic learning as a potential replace-
ment for conventional media such as slideshow presentations. The
first experiment is an example of a media comparison study, in
which learning academic material with one medium is compared
with learning the same material in another medium (Mayer,
2014b). There is a small but growing body of research comparing
learning with games and simulations presented on desktop com-
puters versus conventional media (Hilton & Honey, 2011; Mayer,
2014b). Our focus in the present study is on science learning.
Science was chosen as the domain of interest because many topics,
including chemistry and biology, are spatially oriented. Therefore,
it may be important to examine whether an immersive environ-
ment is important for learning about spatially relevant information.
In the science domain, there is evidence that playing a computer
game or simulation leads to better learning outcomes than a
standard lesson, such as learning from a textbook, slideshow, or
lecture. A recent meta-analysis of the effects of playing desktop
games and simulations in education showed that games tend to
improve learning more than conventional media in science (d⫽
.69) based on 16 experimental comparisons (Mayer, 2014b). In one
This document is copyrighted by the American Psychological Association or one of its allied publishers.
This article is intended solely for the personal use of the individual user and is not to be disseminated broadly.
3
LEARNING IN IMMERSIVE VR
study, Moreno, Mayer, Spires, and Lester (2001) presented high
school and college students with a simulation computer game
called Design-a-Plant, in which the players completed a botany
lesson by choosing a plant’s roots, stem, and leaves and comparing
their survival rates in various environmental conditions. Compared
with a control group that received the same information in the form
of a noninteractive computer tutorial, those who played the game
outscored those who received the tutorial on a transfer test after the
lesson. Other experiments in the science domain have shown
comparable results in positive learning outcomes of games in
electronics (Anderson & Barnett, 2011), physics (Swaak, de Jong,
& van Joolingen, 2004), biology (Adams, Mayer, MacNamara,
Koenig, & Wainess, 2012), chemistry (Evans, Yaron, & Leinhardt,
2008), and animal life (Hwang, Wu, & Chen, 2012).
More recently, McLaren, Adams, Mayer, and Forlizzi (2017)
reported that students who learned decimal arithmetic though
playing a computer-based adventure game, Decimal Point, per-
formed better on posttests than those who learned with a conven-
tion computer-based tutoring system. Similarly, a recent review
also reported small-to-medium effect sizes favoring learning with
computer-games over learning with conventional media (Wouters
& Oostendorp, 2017).
Although there is evidence for positive learning outcomes from
games, simulations, and mixed reality multimedia lessons, there is
scant empirical research on the specific use of immersive VR in
education. A meta-analysis of the use of VR in K–12 classrooms
reported that many studies rely on a descriptive analysis based on
student surveys and interviews to determine if the virtual worlds
helped them learn (Cooper, 2007; Hew & Cheung, 2010; Ligorio
& van Veen, 2006). One study examined students in a computer
graphics class who used an immersive 3D program to learn about
function-based shape modeling. The researchers used exam scores
throughout the course to determine the efficacy of VR and reported
a 14% increase after one semester (Sourin, Sourina, & Prasolova-
Førland, 2006). However, the researchers did not include a control
group in their experiment, so the increase in exam scores cannot be
attributed to solely the use of VR as it may be due to other factors
within the classroom or students.
More recent empirical studies show promise in the use of VR in
education, particularly in the science domain. In one study, Ko-
zhevnikov, Gurlitt, and Kozhevnikov (2013) presented participants
with a lesson on relative motion concepts in either an immersive
virtual environment (IVE), using a head-mounted display, or a
desktop virtual environment (DVE) presented on a computer. After
the lesson, both groups showed a significant shift in their scientific
understanding of relative motion, as well as a significant improve-
ment on problem-solving tests. Additionally, the IVE group per-
formed significantly better than the DVE group on solving two-
dimensional relative motion problems, suggesting a further
transfer of learning from the use of VR compared with the use of
a computer. In another example, military participants learned
about basic corrosion prevention and control either in an immer-
sive VR environment using a combination of a head mounted
display from WorldViz and movement tracking with the Microsoft
Kinect or a desktop multimedia presentation. They found that both
forms of instruction increased learning, but those in the VR envi-
ronment had significantly higher gains in learning than those in
desktop learning environments (Webster, 2016). Overall, this re-
view suggests that more methodologically sound research is
needed on the effects of immersive VR in education, particularly
in specific academic domains, such as science.
Criticisms of Media Comparison Studies
It is worth noting that media comparison studies have received
criticisms. Since the early 1980s, there has been a media debate,
sparked by Richard Clark and Robert Kozma, regarding the use-
fulness of studying the type of media used in learning tasks in an
apples-to-oranges type of comparison. Clark (1983) claimed that
“media are mere vehicles that deliver instruction but do not influ-
ence student achievement any more than the truck that delivers our
groceries causes changes in our nutrition” (p. 445). Instead, he
argued that many different media can accomplish the same learn-
ing goal, and therefore, because no single media attribute can
contribute a unique cognitive effect on a learning task, other
variables are more instrumental in learning gains (Clark, 1994).
However, Kozma (1994) argued that the question is more nu-
anced than whether media causes learning, but rather what is the
relationship between media and learning, and how can we explain
that relationship? Certain media may possess particular character-
istics that may make them more or less suitable for learning tasks.
For example, Salomon (1979) argued that media can be analyzed
by the types of their cognitively relevant characteristics that affect
the ways in which learners represent and process information.
Some of these characteristics include the physical, mechanical, or
electronic characteristics of the technology of the media, the sym-
bol systems, including pictures, text, and spoken language, that are
used in the media, and the processing capabilities of the media to
act on the symbol systems. With this view, underlying theories
about the way we process lessons, such as the cognitive theory of
multimedia learning, can help inform the field about how partic-
ular features in multimedia affect learning, and therefore find value
in media comparison studies. Additionally, to minimize the inher-
ent differences between different media, we constructed the slide-
show from the VR lesson to equate the lessons as much as possible
by using the same words and images. Specifically, we transcribed
the narration from the VR lesson and used the same words on the
slides, and we took screenshots from the VR lesson to create still
pictures on the slides.
Value-Added Research: Adding Generative Learning
Strategies to VR
In addition to a media comparison study between immersive VR
and a desktop slide show, we also examined the efficacy of adding
a generative learning strategy to the existing VR lesson. The
second experiment is an example of a value-added study, in which
an additional feature is added to an existing lesson to promote
learning and is compared with the original lesson (Mayer, 2014b).
Generative Learning Theory
According to generative learning theory, meaningful learning
occurs when learners engage in appropriate cognitive processing
during learning, including selecting (i.e., paying attention to rele-
vant incoming information), organizing (i.e., mentally arranging
the information into a coherent structure), and integrating (i.e.,
connecting the verbal and pictorial representations with each other
This document is copyrighted by the American Psychological Association or one of its allied publishers.
This article is intended solely for the personal use of the individual user and is not to be disseminated broadly.
4PARONG AND MAYER
and with relevant prior knowledge activated from long-term mem-
ory). Generative learning is the process of taking incoming infor-
mation and transforming it into usable information by engaging in
appropriate selecting, organizing, and integrating (Fiorella &
Mayer, 2015, 2016).
Along these same lines, Wittrock’s (1989) generative model of
learning stated that one important component of meaningful learn-
ing is generation, or the creation of connections within to-be-
learned material as well as between to-be-learned material and
existing knowledge. Wittrock’s model of generative learning is
closely tied to Mayer’s (2009, 2014b) select-organize-integrate
model, in which learners select relevant incoming information in
sensory memory, organize the selected information in working
memory, and integrate the organized information with prior
knowledge in long term memory.
Value-Added Evidence
The extant research shows support for adding a feature, such as
an additional worksheet, to a game-like lesson that prompts a
generative learning strategy (namely, self-explanation) to help
learners deeply understand the material (Fiorella & Mayer, 2015,
2016; Mayer, 2014b). For example, in one study by Pilegard and
Mayer (2016), students played a computer game called Cache 17,
which included instructional content about how wet cell batteries
work. One group of students were asked to complete worksheets
with questions about how wet cell batteries work during the game,
while another group did not fill out worksheets. The worksheet
group significantly outperformed the control group on a subse-
quent comprehension test. In another study, Fiorella and Mayer
(2012) had participants play an educational game about electrical
circuits, called Circuit Game. Students were asked to fill in work-
sheets about the features of each principle in an electrical circuit.
Those who were able to correctly fill in the worksheets did
significantly better than a control group on a transfer test.
Summarizing
The generative learning strategy of interest in this study is
summarizing, or taking the important information from a lesson
and putting it into one’s owns words (Fiorella & Mayer, 2016).
According to the generative learning theory, the act of creating a
well-written summary primes active cognitive processing during
learning including selecting, organizing, and integrating. Summa-
rizing promotes selecting by encouraging learners to choose the
most important information for inclusion in the summary, orga-
nizing by encouraging learners to relate the pieces of information
to each other within a coherent summary, and integrating by
encouraging learners to use their own words to relate the material
to relevant prior knowledge.
Research on the effects of asking students to summarize text
they are reading has produced encouraging evidence of improve-
ments on tests of learning outcome. Support for the idea that
summarizing can be an effective generative learning strategy for
learning from text comes from experiments where a group that
generates summaries during or after a lesson performs better on
subsequent tests than a group that does not summarize during or
after the lesson (e.g., Annis, 1985; Coleman, Brown, & Rivkin,
1997; Peper & Mayer, 1986; Ross & Kirby, 1976). For example,
in a classic study by Doctorow, Wittrock, and Marks (1978),
middle school students read a narrative either normally or were
asked to generate a one-sentence summary of each paragraph.
Those who wrote summaries performed better on a subsequent
comprehension test than those who read the narrative normally,
indicating that summarizing led to a deeper understanding of the
material.
In a meta-analytic review of published experiments comparing
learning by reading (i.e., control group) versus learning by reading
along with summarizing (i.e., summarizing group), Fiorella and
Mayer (2015) found that the summarizing group outperformed the
control group on learning outcome tests in 26 out of 30 experi-
mental comparisons, yielding a median effect size of d⫽0.50,
which is a medium sized effect. In contrast to previous work that
focused on learning from printed text, the current study is the first
to investigate the effectiveness of applying the generative learning
strategy of summarizing to learning in an immersive VR environ-
ment.
Predictions
The VR lesson used for this experiment was an interactive
biology simulation called The Body VR: Journey Inside a Cell
(The Body VR, 2016). In this simulation, the player is taken
through a tour of the blood stream and the inside of a cell. The
simulation is narrated with descriptions and explanations of the
parts and functions of the blood stream and cell and includes a full
360-degree view of animations within the blood stream and cell.
The self-directed PowerPoint slideshow was adapted from this
simulation to match the content.
In Experiment 1, based on interest and self-efficacy theory, if
the motivational features of immersive VR encourage the learners
to process the material more deeply, then we predict that VR group
will have increased self-report measures of interest, engagement,
motivation, and affect, and subsequently outperform the slideshow
group on tests of learning outcomes. In contrast, if the extraneous
features of immersive VR distract the learners from processing the
material more deeply, then we predict that the slideshow group
will outperform the VR group on tests of learning outcomes but
not necessarily on self-report measures of interest, engagement,
motivation, and affect.
The second aim (examined in Experiment 2) is to determine
whether adding summarizing prompts to the VR lesson increases
learning outcomes. Based on generative learning theory as well as
previous research using text-based learning environments, we pre-
dict that students who view the VR lesson and summarize each
segment will perform better on a posttest than those who view the
original VR lesson. Although generative learning theory makes no
predictions about motivation and interest, we expect that groups
will not differ on measures of interest, engagement, motivation,
and affect because they are exposed to the same immersive lesson.
There are no published experiments that examine the effects of
applying a generative study aid to an immersive virtual reality
lesson, although this has been shown to improve learning with
online science games (Fiorella & Mayer, 2012; Pilegard & Mayer,
2016). We note the value of determining whether study aids can be
successfully added to a VR lesson without diminishing the moti-
vational benefits of new media, which is a new research question
involving new media. We also note that replication of the sum-
This document is copyrighted by the American Psychological Association or one of its allied publishers.
This article is intended solely for the personal use of the individual user and is not to be disseminated broadly.
5
LEARNING IN IMMERSIVE VR
marizing principle, which was based on studies involving reading
text (Fiorella & Mayer, 2015), in a new venue involving immer-
sive VR is a worthwhile educational goal according to the focus on
replication in Shavelson and Towne’s (2002) NRC report, Scien-
tific Research in Education, especially because no previous studies
on study strategies involved learning in virtual reality. In short, this
study is in line with calls for replication of educational intervention
results (Hattie, 2009; Phye, Robinson, & Levin, 2005), particularly
involving new media (Mayer, 2014b).
Method
Experiment 1
Participants and design. The participants were 55 college
students recruited from a subject pool at a university in the western
United States (38 women, ages 18 –30, M⫽19.18, SD ⫽1.90).
Participants fulfilled a class requirement by participating. Twenty-
seven participants were randomly assigned to the immersive VR
condition (VR group) and 28 were assigned to the slideshow
condition (slideshow group).
Materials. The instructional materials consisted of lessons on
how cells in the human bloodstream work rendered in immersive
VR simulation (VR lesson) or as a PowerPoint slideshow (slide-
show lesson). The VR lesson was an interactive biology simula-
tion, called The Body VR: Journey Inside a Cell (The Body VR,
2016), which contained narration and immersive animations of the
circulatory system and parts of cells. The simulation “shrunk” the
learner, so the learner could travel through an artery on a moving
platform while a narrator explained the purpose of the cells within
it. The learner then traveled into a cell and the parts and functions
of the cell were described. The entire tour included a full 360-
degree view of animations within the blood stream and cell. The
learner was also occasionally presented with a close-up view of a
part of the blood stream or cell, and he or she could physically
touch, move, and rotate these objects (e.g., a close-up of a red
blood cell or a mitochondrion). The VR lesson lasted approxi-
mately 12 min. Screenshots from the VR simulation are shown in
Figure 1.
The slideshow lesson was adapted from The Body VR:Journey
Inside a Cell; the same spoken words from the simulation were
transcribed and printed in a slideshow format. Corresponding
screenshots for each of the body parts shown in the simulation
were also included in the slides to make the lessons as similar as
possible (as shown in Figure 2). The PowerPoint slideshow was
self-paced and participants completed it in about 8 min on average,
(M⫽7 min, 44 s; SD ⫽3 min, 50 s).
The paper-based materials consisted of a prequestionnaire, post-
questionnaire, and posttest. The prequestionnaire solicited basic
demographic information such as the participant’s age, gender, and
year in school. It also asked participants to indicate the science
classes they completed in high school and college, to rate their
knowledge of the human body on a 5-point scale from “very low”
to “very high”, and to check any of the following statements that
applied to them: “I have participated in science programs or
research fairs,” “Science is my favorite subject in school,” “I
earned mostly As and Bs in my science classes in high school and
college,” “I enjoy watching science documentaries about biology
or anatomy,” “I would like to have a career in a science-related
field,” “I can name most of the components of the circulatory
system from memory,” “I have attended a course on cardiopulmo-
nary resuscitation (CPR) training,” “I sometimes find myself on
the internet looking up science related topics in my free time,” “I
can draw the structure of the eukaryotic cell from memory,” and “I
took advanced (AP, IB, Honors) science classes in high school.”
The prequestionnaire was used to control for preexisting differ-
ences between the two groups. We used a self-reported back-
ground knowledge questionnaire rather than a pretest about the
material in the lesson because we did not want to create a testing
effect in which the pretest primes learners to construct answers
before the lesson as a form of instruction (Fiorella & Mayer,
2015).
The postquestionnaire asked students to make self-ratings on a
7-point scale from 1 (strongly disagree)to7(strongly agree)of3
statements of effort and understanding (e.g., “I used a lot of mental
effort in the lesson”), a statement on motivation (e.g., “I felt
motivated to understand the material”), 4 statements on interest for
the subject (e.g., “I am interested in learning more about this
subject”), engagement with the lesson (e.g., “I felt that the lesson
was engaging), and 6 statements about affect during the lesson
(e.g. “I felt happy during the lesson”). The postquestionnaire also
had an open-ended question asking if the participant had any
additional comments about the lesson.
Finally, the posttest consisted of 20 questions based on the
lesson, including 16 factual questions in multiple-choice format
and 4 conceptual questions in short-answer format to examine the
Figure 1. Screenshots of The Body VR (2016). See the online article for
the color version of this figure.
This document is copyrighted by the American Psychological Association or one of its allied publishers.
This article is intended solely for the personal use of the individual user and is not to be disseminated broadly.
6PARONG AND MAYER
learning outcome of students (Cronbach’s ␣⫽.78). A large
portion of the lesson consisted of factual statements, which led the
posttest to include more factual questions than comprehension
questions. An example of a factual question is, “In what process
are ribosomes involved? (A) ATP production. (B) Protein synthe-
sis. (C) Protein transportation. (D) Both B and C.” An example of
a conceptual question is, “What could cause kinesin motor protein
to move slower?”
Apparatus. The VR lesson was presented to participants us-
ing Steam Software on a Dell Alienware computer and an HTC
Vive, a virtual reality system that included a head-mounted display
and two wireless hand controllers. The controllers allowed the user
to interact with the virtual environment using intuitive gestures,
and users received haptic feedback (i.e., vibrations) for certain
interactions. The console also included wall-mounted sensors in
the room to allow the software to map the space in which the user
could move. The self-paced slideshow lesson was presented on a
Dell computer with a 20-inch color screen.
Procedure. Participants signed up for the experiment via a
subject recruitment website as part of a requirement for lower
division psychology courses. Participants were randomly assigned
to the VR group or slideshow group. Participants in the VR group
were tested individually in a lab with a large space of approxi-
mately 12 ⫻12 feet to allow for walking around in the immersive
VR lesson. Participants in the slideshow condition were tested indi-
vidually in cubicles containing a computer workstation in a lab
setting. First, the experimenter described the study and the participant
signed the informed consent form. Second, the participant completed
the prequestionnaire. Third, the biology lesson was presented. In the
VR condition, the participant began by putting on the head-mounted
display and standing in the middle of room. The participant could
move around the room throughout the 12-min lesson. In the slideshow
condition, each participant was seated in an individual cubicle and
went through a self-paced PowerPoint slideshow lesson that was
presented on a desktop computer. Fourth, participants completed a
postquestionnaire about their experiences with the lesson and a post-
test on the material they viewed during the lesson, with no time limit.
Finally, participants were thanked and dismissed. We followed guide-
lines for ethical treatment of human subjects and obtained IRB ap-
proval for the study.
Experiment 2
Participants and design. The participants were 57 students
recruited from the same subject pool as in Experiment 1 (36
women, ages 18 –22, M⫽19.56, SD ⫽1.15). Twenty-nine par-
ticipants were randomly assigned to the immersive VR condition
(VR group) and 28 were assigned to the immersive VR plus
summarizing condition (VR ⫹group). The participants in Exper-
iment 2 were different from those in Experiment 1.
Materials, apparatus, and procedure. The same materials
and apparatus from Experiment 1 were used for Experiment 2. The
procedure for the VR condition was identical to Experiment 1. In
the VR ⫹condition, participants followed a similar procedure as
the VR condition, except that they viewed the lesson in 6 seg-
ments. After each segment, the participant removed the headset
and was asked to write a summary of the segment they just viewed
on a sheet of paper. Participants were told to write a summary as
completely as they could and were given unlimited time to answer
the prompt, which stated to summarize key features of the segment
(e.g., “Summarize the functions of red blood cells, white blood
cells, platelets, and monocytes.”). The postlesson questionnaire
also included two additional items about being distracted and
overwhelmed during the lesson.
Results
Scoring
The prequestionnaire was scored with a point given for each
science class participants completed in high school and college and
a point for each science-related activity they checked off. For the
self-rating of knowledge of the human body, zero points were
given for a rating of very low and somewhat low, a point was given
for average, two points for somewhat high, and three points for
very high. The posttest was scored out of 20 points, with a point
given for each correct multiple-choice and short-answer question;
half-points were given for partially correct answers on short-
answer question. The short answer questions were scored based on
a rubric that indicated the words and phrases required for 1 point
or 1/2 point.
Figure 2. Screenshots of the PowerPoint adapted from The Body VR
(2016). See the online article for the color version of this figure.
This document is copyrighted by the American Psychological Association or one of its allied publishers.
This article is intended solely for the personal use of the individual user and is not to be disseminated broadly.
7
LEARNING IN IMMERSIVE VR
Do the Groups Differ on Basic Characteristics?
The first step was to determine whether there were any preex-
isting differences between the groups. In Experiment 1, the VR
and slideshow groups did not differ significantly in mean age,
t(53) ⫽0.13, p⫽.899, mean year in school, t(53) ⫽1.27, p⫽
.210, and mean science-knowledge score, t(53) ⫽1.33, p⫽.190.
The two groups also did not differ in the proportion of men and
women,
2
(1, N⫽55) ⫽1.87, p⫽.171. We conclude that groups
did not differ on basic characteristics.
In Experiment 2, the VR and VR ⫹groups did not different
significantly in mean age, t(55) ⫽1.22, p⫽.227, and mean
science-knowledge score, t(55) ⫽0.18, p⫽.857. The two groups
also did not differ in their proportion of men and women,
2
(1,
N⫽57) ⫽0.30, p⫽.862. The VR ⫹group (M⫽2.21, SD ⫽
1.13) was marginally further along in school based on year in
school than the VR group (M⫽1.76, SD ⫽0.83), t(55) ⫽1.74,
p⫽.088; therefore, year in school was included as a covariate in
subsequent analyses in Experiment 2.
Does Learning in Immersive VR Lead to Better
Learning Outcomes Than Viewing a
Corresponding Slideshow?
A primary media-comparison question in Experiment 1 con-
cerns whether students learn better from the VR lesson or slide-
show lesson. Table 1 shows the mean score on the posttest (as well
as the mean score on the factual items and conceptual items
separately) for the two groups. An analysis of covariance
(ANCOVA) was conducted on the posttest scores of the VR and
slideshow groups with background science-knowledge scores as
covariates. As shown in the top line of Table 1, the slideshow
group (M⫽13.54, SD ⫽3.55) scored significantly better than the
VR group (M⫽10.17, SD ⫽3.80) on the posttest overall,
F(1.52) ⫽9.54, p⫽.003, d⫽0.92. As shown in the next two lines
of Table 1, additional ANCOVAs revealed that the slideshow
group performed significantly better than the VR group on the
factual questions (slideshow group: M⫽11.00, SD ⫽2.74; VR
group: M⫽7.74, SD ⫽3.07), F(1, 52) ⫽14.94, p⬍.001, d⫽
1.12; but not on the conceptual questions (slideshow group: M⫽
2.53, SD ⫽1.17; VR group: M⫽2.43, SD ⫽1.19), F(1, 52) ⫽
0.03 p⫽.870, d⫽0.08). The same pattern of significant differ-
ences was found when we conducted ttests (i.e., without covari-
ates). It is worth noting that the slideshow group spent less time on
the lesson, but performed better on the posttest. This further shows
that the slideshow was more efficient at conveying scientific
information than the VR lesson. We conclude that students learned
less from a biology lesson when it was presented in immersive VR
than when it was presented as a slideshow on a desktop computer.
Do Students Give More Positive Ratings to Learning
in Immersive VR Than Learning From a
Corresponding Slideshow?
A secondary media-comparison question in Experiment 1 con-
cerns whether students give more positive self-report ratings to the
VR lesson or the slideshow lesson. Table 2 shows the mean rating
(and standard deviation) on each of 15 items for the VR and
slideshow groups. As summarized in Table 2, ttests (corrected for
multiple comparisons, p⬍.001) showed that the VR group gave
significantly better ratings on items involving enjoyment, engage-
ment, and motivation. Additionally, concerning affect, the VR
group was significantly happier, more excited, and less bored
during the lesson than the slideshow group. We conclude that the
students have more positive feelings about learning in immersive
VR than learning from a slideshow.
Do the Groups Differ in Their Comments About
the Lesson?
As a secondary analysis, we also examined participants general
comments about their experiences with the lesson. The participants
in the VR group (4 out of 28) were significantly more likely to
mention being distracted or having a hard time focusing on the
dialogue than the participants in the slideshow group (0 out of 27),
2
(1, N⫽55) ⫽4.16, p⫽.041. For example, one VR participant
wrote, “I was somewhat distracted by the excitement of experi-
encing a new technology. Because of that, I wasn’t able to com-
pletely focus on the lesson.”
Does Summarizing a Segmented VR Lesson Lead to
Better Learning Outcomes than Viewing a Continuous
VR Lesson Without Summarizing?
A primary value-added issue addressed in Experiment 2 con-
cerns whether students learn more when they are asked to write
written summaries after each segment of the VR lesson. Table 3
shows the mean score on the posttest (as well as the mean score on
the factual items and conceptual items separately) for the VR and
VR ⫹groups in Experiment 2. An ANCOVA was run on the
posttest scores between the VR and VR ⫹groups with background
science-knowledge scores and year in school as covariates. As
shown in the top row of Table 3, the VR ⫹group (M⫽13.84,
SD ⫽3.20) scored significantly better than the VR group (M⫽
10.31, SD ⫽3.10) on the posttest overall, F(1, 53) ⫽17.81, p⬍
.001, d⫽1.12. As shown in the next two lines of Table 3,
additional ANCOVAs revealed that the VR ⫹group performed
significantly better than the VR group on the factual questions
(VR⫹:M⫽10.89, SD ⫽2.59; VR: M⫽8.07, SD ⫽2.33; F(1,
53) ⫽17.41, p⬍.001, d⫽1.14) and the conceptual questions
(VR⫹:M⫽2.95, SD ⫽1.09; VR: M⫽2.24, SD ⫽1.07; F(1,
53) ⫽4.58 p⫽.037, d⫽0.66). The same pattern of significant
differences was found when we conducted ttests, without covari-
ates. We conclude that students learned more from a biology
Table 1
Mean Scores and Standard Deviations on Posttest for Virtual
Reality (VR) and Slideshow Groups
VR group
(N⫽27)
Slideshow
group
(N⫽28)
Test score M SD M SD d
Total test score (out of 20) 10.17 3.80 13.54
ⴱⴱ
3.55 0.92
Factual questions (out of 16) 7.74 3.07 11.00
ⴱⴱⴱ
2.74 1.12
Conceptual questions (out of 4) 2.43 1.19 2.53 1.17 0.08
ⴱⴱ
p⬍.01.
ⴱⴱⴱ
p⬍.001.
This document is copyrighted by the American Psychological Association or one of its allied publishers.
This article is intended solely for the personal use of the individual user and is not to be disseminated broadly.
8PARONG AND MAYER
lesson when it was presented in a segmented immersive VR lesson
with summarization prompts than when it was presented as con-
tinuous VR lesson. In short, students had better learning outcomes
from a VR simulation when they were asked to engage in a
summarizing learning strategy. We note that adding the summa-
rization prompt allowed the VR ⫹group to achieve a level of test
performance similar to the slideshow group in Experiment 1.
Does Adding Summary Prompts to a VR Lesson
Diminish Positive Ratings Toward the Lesson?
A secondary value-added issue concerns whether adding sum-
marization prompts to a VR simulation lesson affects how students
rate the lesson. Table 4 shows the mean rating (and standard
deviation) on each of 17 items for the VR and VR ⫹groups. As
summarized in Table 4, ttests (corrected for multiple comparisons,
p⬍.001) showed that the VR group and VR ⫹group did not give
significantly different ratings on interest, motivation, engagement,
or affective states after the lesson. The conclusion applies when we
conducted ttests without correcting for multiple comparisons. We
conclude that adding summary prompts to a VR lesson does not
diminish positive ratings toward the lesson.
Discussion
Empirical Contributions
Experiment 1 was a media comparison study showing that
students who viewed an immersive VR lesson reported signifi-
cantly higher ratings of motivation, interest, engagement, and
affect than students who viewed a slideshow lesson covering the
same material, but scored significantly worse on a posttest, par-
ticularly on the factual questions.
Experiment 2 was a value-added study showing that adding a
generative learning strategy, summarizing, to the existing VR
lesson significantly improved learning outcomes compared with
the original VR lesson, but did not significantly change ratings of
motivation, interest, engagement, or affect. This is consistent with
previous literature showing the effect of summarizing during a
lesson (Fiorella & Mayer, 2015, 2016).
Theoretical Contributions
The results from Experiment 1 indicate that the instructional
features used in the immersive VR lesson may have not been as
effective as those in the slideshow lesson. This could have been
due to three possibilities: the coherence principle, the segmentation
principle, or higher learner control. First, the coherence principle,
which calls for eliminating extraneous material and features,
seemed to play the biggest role in hindering the students’ learning
in immersive VR. The learner is immersed in constant animations
in a 360-degree view that are not essential for some of the narra-
tion, thereby violating the coherence principle. For example, in the
part of the lesson in which the learner was in the blood stream,
various blood cells were constantly moving past the learner and the
learner could look in any direction to see these movements. These
animations could have added to the learner’s cognitive load as
he or she had to also pay attention to the narration; they may have
diverted attention from the important material, disrupting the pro-
Table 2
Mean Ratings of Interest, Motivation, Engagement, and Affective States During the Lesson
Between by the Virtual Reality (VR) and Slideshow Groups
VR group
(N⫽27)
Slideshow group
(N⫽28)
Post-Questionnaire Item M(SD)M(SD)
“I used a lot of mental effort in the lesson” 4.00 (1.21) 4.00 (1.16)
“I felt that the subject matter was difficult” 3.30 (1.14) 2.89 (1.23)
“I have a good understanding of the material” 4.85 (1.03) 5.00 (1.09)
“I enjoyed learning this way” 5.89 (1.40) 3.61 (1.37)
ⴱⴱⴱ
“I would like to learn this way in the future” 5.81 (1.52) 3.32 (1.42)
ⴱⴱⴱ
“I am interested in learning more about this subject” 5.70 (1.17) 4.96 (1.29)
“I felt that the lesson was engaging” 6.11 (1.05) 3.32 (1.34)
ⴱⴱⴱ
“I found the lesson to be useful to me” 5.56 (1.40) 4.61 (1.40)
“I felt motivated to understand the material” 5.93 (1.07) 4.11 (1.45)
ⴱⴱⴱ
“I felt happy during the lesson” 5.67 (1.49) 3.43 (1.07)
ⴱⴱⴱ
“I felt excited during the lesson” 5.81 (1.21) 3.07 (1.22)
ⴱⴱⴱ
“I felt bored during the lesson” 1.81 (1.00) 4.25 (1.51)
ⴱⴱⴱ
“I felt confused during the lesson” 2.15 (1.10) 2.39 (1.20)
“I felt sad during the lesson” 1.07 (0.27) 1.71 (0.94)
“I felt scared during the lesson” 1.48 (1.09) 1.25 (.044)
Note. A 7-point rating scale from 1 (strongly disagree)to7(strongly agree) was used.
ⴱⴱⴱ
p⬍.001.
Table 3
Mean Scores and Standard Deviations on Posttest for
Summarizing Group and Control Group
VR ⫹
group
(N⫽28)
VR group
(N⫽29)
Test score M SD M SD d
Total test score (out of 20) 13.83 3.21 10.31
ⴱⴱⴱ
3.10 1.12
Factual questions (out of 16) 10.89 2.59 8.07
ⴱⴱⴱ
2.33 1.14
Conceptual questions (out of 4) 2.95 1.09 2.24
ⴱ
1.07 0.66
ⴱ
p⬍.05.
ⴱⴱⴱ
p⬍.001.
This document is copyrighted by the American Psychological Association or one of its allied publishers.
This article is intended solely for the personal use of the individual user and is not to be disseminated broadly.
9
LEARNING IN IMMERSIVE VR
cess of organizing the material, and may have primed the learner
to integrate the material with prior knowledge in an inappropriate
manner.
Second, the VR simulation did not adhere closely to the seg-
menting principle because it was a continuous lesson that was not
under learner control, whereas the segments were short and under
learner control in the self-directed slideshow. As the learner lis-
tened to and watched a lesson, he or she may still have been
processing previous information when new information was pre-
sented, adding to his or her essential processing load. Additionally,
because the PowerPoint was user-paced, it added a higher element
of learner control, mitigating the learner’s essential processing
during the lesson.
In short, the slideshow lesson may have incorporated research-
based principles of instructional design more effectively than did
the VR lesson. The off-the-shelf educational simulation used in
this study was meant to be an entertaining interactive experience,
so it was likely not necessarily designed with the principles of
multimedia learning in mind. Additionally, this particular lesson
contained mostly factual knowledge, which animations may not
have enhanced, but rather added extraneous visual input. Support-
ing this conclusion were a few comments written by participants in
the VR condition, which mentioned that they were distracted
during the lesson, whereas no participants in the slideshow con-
dition mentioned they were distracted. It appears that immersive
VR creates situational interest, but as has long been noted, adding
interesting features to a lesson may not be enough to enhance
learning (Dewey, 1913). In short, immersive VR may create so
much extraneous cognitive processing that the learner does not
have sufficient cognitive resources left to learn the essential ma-
terial in the lesson.
The results from Experiment 2 provide evidence for genera-
tive learning theory in that promoting meaningful learning
through asking learners to engage in the learning strategy of
summarizing caused enhanced learning gains from a lesson.
Creating summaries during breaks in the VR lesson prompted
the learners to select, organize, and integrate the information
from the lesson into their existing knowledge structures. This
work shows that generative learning strategies that have been
shown to be effective in non-VR environments can also apply to
learning in VR environments. This study is the first to show that
conventional study strategies such as summarizing can be ap-
plied to learning in VR without harming student interest, which
extends research on study strategies and broadens the domain of
impact for generative learning theory.
Practical Contributions
On the practical side, these results suggest that there may not
be strong research evidence to invest in the costly job of
converting conventional science instruction or even simulations
in desktop virtual reality into simulations in immersive virtual
reality. When the goal is to help students learn basic scientific
knowledge, we cannot recommend wholesale replacing of con-
ventional media with immersive VR. However, in situations
where VR is the instructional medium, the effectiveness of VR
can be increased by prompting students to use generative learn-
ing strategies, such as summaries, without diminishing the
learner’s motivation, interest, engagement, and affect while
using the new technology. Because VR is a new popular tech-
nology that students find more motivating than conventional
media, using it in tandem with these strategies may be useful in
sparking interest among learners while still maintaining learn-
ing outcomes comparable to conventional media.
Methodological Contributions
Clark (2001) and Saettler (1990, 2004) have warned researchers
about the perils of media comparison research in which learning
Table 4
Mean Ratings of Interest, Motivation, Engagement, and Affective States During the Lesson
Between by the Virtual Reality (VR) and VR ⫹Groups
VR group
(N⫽29)
VR ⫹
group
(N⫽28)
Post-Questionnaire Item M(SD)M(SD)
“I used a lot of mental effort in the lesson” 4.38 (1.12) 4.61 (1.64)
“I felt that the subject matter was difficult” 3.21 (1.15) 3.43 (1.53)
“I have a good understanding of the material 4.76 (1.12) 4.79 (1.29)
“I enjoyed learning this way” 6.07 (1.10) 5.64 (1.57)
“I would like to learn this way in the future” 5.59 (1.45) 5.46 (1.80)
“I am interested in learning more about this subject” 5.31 (1.26) 5.64 (1.47)
“I felt that the lesson was engaging” 6.07 (0.96) 5.79 (0.96)
“I found the lesson to be useful to me” 5.24 (1.22) 5.04 (1.32)
“I felt motivated to understand the material” 5.66 (1.17) 5.61 (1.26)
“I felt happy during the lesson” 5.59 (1.15) 5.54 (1.07)
“I felt excited during the lesson” 6.03 (1.02) 5.86 (.97)
“I felt bored during the lesson” 1.62 (1.08) 2.29 (1.30)
“I felt distracted during the lesson” 3.66 (1.95) 4.64 (1.77)
“I felt confused during the lesson” 2.55 (1.43) 2.79 (1.50)
“I felt overwhelmed during the lesson” 3.24 (1.79) 3.57 (1.57)
“I felt sad during the lesson” 1.34 (0.77) 1.36 (0.56)
“I felt scared during the lesson” 1.93 (1.49) 1.46 (0.92)
Note. A 7-point rating scale from 1 (strongly disagree)to7(strongly agree) was used.
This document is copyrighted by the American Psychological Association or one of its allied publishers.
This article is intended solely for the personal use of the individual user and is not to be disseminated broadly.
10 PARONG AND MAYER
with one medium is compared against learning the same content
with another medium. An ever-present threat is that the two
treatments differ not only in instructional medium but also in terms
of instruction method and even instructional content. The present
study offered some experimental control by insuring that both
lessons contained the same words (albeit in spoken vs. printed
form) and same graphics (albeit in dynamic vs. static form). Thus,
we tried to mitigate some of the more gross problems in media
comparison studies.
Limitations and Future Directions
A limitation of this study is that it involved one, short off-the-
shelf instructional lesson delivered in a lab setting with an imme-
diate test. Although this study gives us a preliminary view of the
effectiveness of immersive VR for teaching scientific material and
contributes to the small research base, future work should involve
other types of material, more authentic learning contexts, and
delayed tests. A second limitation concerns the generalizability of
this study to other content domains. Further research is needed to
examine whether these results are domain, or even lesson, specific
and whether they are generalizable to other technologies. In addi-
tion, future studies are needed to examine whether applying the
principles of multimedia learning design would also help learners
in immersive VR. For example, would better incorporation of the
coherence principle or the segmenting principle in an interactive
lesson, like The Body VR: Journey Inside a Cell, be effective at
increasing learning outcomes to the same levels as learning from a
PowerPoint slideshow? Additionally, it would be useful to exam-
ine in a value-added type study whether something else could be
added to a VR lesson to make it more effective. For example,
adding other generative learning activities, such as drawing
(Fiorella & Mayer, 2015), to an existing VR lesson may help
enhance deeper learning, or adding an interactive activity with
feedback during the lesson may help enhance the learner’s self-
efficacy along with his or her motivation for the lesson. It may be
useful in future research to investigate the benefits of using im-
mersive VR as a pre-lesson activity to spark situational interest
that may support subsequent learning from a conventional lesson.
The goal of experiment 2 was to determine whether adding a
generative learning strategy (in this case, summarizing) to an
immersive reality lesson could improve academic learning without
hurting motivation and interest. This is a worthwhile issue because
the exciting features of a new instructional medium like immersive
VR may cause learners to be less reflective, so interventions aimed
at promoting deeper processing may be useful. Our goal was not to
examine the relative power of summarizing with two different
media (slideshows and VR), although this is certainly a question
worthy of future research.
References
Adams, D. M., Mayer, R. E., MacNamara, A., Koenig, A., & Wainess, R.
(2012). Narrative games for learning: Testing the discovery and narra-
tive hypotheses. Journal of Educational Psychology, 104, 235–249.
http://dx.doi.org/10.1037/a0025595
Anderson, J., & Barnett, M. (2011). Using video games to support pre-
service elementary Teacher learning of basic physics principles. Journal
of Science Education and Technology, 20, 347–362. http://dx.doi.org/10
.1007/s10956-010-9257-0
Annis, L. F. (1985). Student-generated paragraph summaries and the
information-processing theory of prose learning. Journal of Experimen-
tal Education, 54, 4 –10. http://dx.doi.org/10.1080/00220973.1985
.10806390
Bandura, A. (1977). Self-efficacy: Toward a unifying theory of behavioral
change. Psychological Review, 84, 191–215. http://dx.doi.org/10.1037/
0033-295X.84.2.191
Blascovich, J., & Bailenson, J. (2011). Infinite reality. New York, NY:
HarperCollins.
Brelsford, J. W. (1993, October). Physics education in a virtual environ-
ment. Paper presented at proceedings of the human factors and ergo-
nomics society 37th meeting, Boston, MA.
Chemers, M. M., Hu, L., & Garcia, B. F. (2001). Academic self-efficacy
and first-year college student performance and adjustment. Journal of
Educational Psychology, 93, 55– 64. http://dx.doi.org/10.1037/0022-
0663.93.1.55
Clark, R. E. (1983). Reconsidering research on learning from media.
Review of Educational Research, 53, 445– 459. http://dx.doi.org/10
.3102/00346543053004445
Clark, R. E. (1994). Media will never influence learning. Educational
Technology Research and Development, 42, 21–29. http://dx.doi.org/10
.1007/BF02299088
Clark, R. E. (2001). Learning from media. Greenwich, CT: Information
Age Publishing.
Coleman, E. B., Brown, A. L., & Rivkin, I. D. (1997). The effect of
instructional explanations on learning from scientific texts. Journal of
the Learning Sciences, 6, 347–365.
Cooper, T. (2007). Nutrition game. In D. Livingstone & J. Kemp (Eds),
Proceedings of the second life education workshop (pp. 47–50). Chi-
cago, IL: Second Life Education.
Dewey, J. (1913). Interest and effort in education. Boston, MA: Houghton
Mifflin. http://dx.doi.org/10.1037/14633-000
Doctorow, M., Wittrock, M. C., & Marks, C. (1978). Generative processes
in reading comprehension. Journal of Educational Psychology, 70, 109 –
118. http://dx.doi.org/10.1037/0022-0663.70.2.109
Evans, K. L., Yaron, D., & Leinhardt, G. (2008). Learning stoichiometry:
A comparison of text and multimedia formats. Chemistry Education
Research and Practice, 9, 208 –218. http://dx.doi.org/10.1039/B81
2409B
Fiorella, L., & Mayer, R. E. (2012). Paper-based aids for learning with a
computer-based game. Journal of Educational Psychology, 104, 1074 –
1082. http://dx.doi.org/10.1037/a0028088
Fiorella, L., & Mayer, R. E. (2015). Learning as a generative activity:
Eight learning strategies that promote understanding. New York, NY:
Cambridge University Press. http://dx.doi.org/10.1017/CBO978110
7707085
Fiorella, L., & Mayer, R. E. (2016). Eight ways to promote generative
learning. Educational Psychology Review, 28, 717–741. http://dx.doi
.org/10.1007/s10648-015-9348-9
Harp, S. F., & Mayer, R. E. (1997). The role of interest in learning from
scientific text and illustrations: On the distinction between emotional
interest and cognitive interest. Journal of Educational Psychology, 89,
92–102. http://dx.doi.org/10.1037/0022-0663.89.1.92
Harp, S. F., & Mayer, R. E. (1998). How seductive details do their damage:
A theory of cognitive interest in science learning. Journal of Educational
Psychology, 90, 414 – 434. http://dx.doi.org/10.1037/0022-0663.90.3
.414
Hattie, J. (2009). Visible learning: A synthesis of over 800 meta-analyses
relating to achievement. New York, NY: Routledge.
Hew, K. F., & Cheung, W. S. (2010). Use of three-dimensional (3-D)
immersive virtual worlds in K–12 and higher education settings: A
review of the research. British Journal of Educational Technology, 41,
33–55. http://dx.doi.org/10.1111/j.1467-8535.2008.00900.x
This document is copyrighted by the American Psychological Association or one of its allied publishers.
This article is intended solely for the personal use of the individual user and is not to be disseminated broadly.
11
LEARNING IN IMMERSIVE VR
Hilton, M. A., & Honey, M. L. (2011). Learning science through computer
games and simulations. Washington, DC: The National Academy Press.
Hwang, G. C., Wu, P. H., & Chen, C. C. (2012). An online game approach
for improving students’ learning performance in Web-based problem-
solving activities. Computers & Education, 59, 1246 –1256. http://dx.doi
.org/10.1016/j.compedu.2012.05.009
Kintsch, W. (1980). Learning from text, levels of comprehension, or: Why
anyone would read a story anyway. Poetics, 9, 87–98. http://dx.doi.org/
10.1016/0304-422X(80)90013-3
Kozhevnikov, M., Gurlitt, J., & Kozhevnikov, M. (2013). Learning relative
motion concepts in immersive and non-immersive virtual environments.
Journal of Science Education and Technology, 22, 952–962. http://dx
.doi.org/10.1007/s10956-013-9441-0
Kozma, R. B. (1994). The influence of media on learning: The debate
continues. School Library Media Research, 22. Retrieved from http://
www.ala.org/aasl/sites/ala.org.aasl/files/content/aaslpubsandjournals/slr/
edchoice/SLMQ_InfluenceofMediaonLearning_InfoPower.pdf
Lee, E. A., & Wong, K. W. (2014). Learning with desktop virtual reality:
Low spatial ability learners are more positively affected. Computers &
Education, 79, 49 –58. http://dx.doi.org/10.1016/j.compedu.2014.07.010
Lee, H., Plass, J. L., & Homer, B. D. (2006). Optimizing cognitive load for
learning from computer-based science simulations. Journal of Educa-
tional Psychology, 98, 902–913. http://dx.doi.org/10.1037/0022-0663.98
.4.902
Ligorio, M. B., & van Veen, K. (2006). Constructing a successful cross-
national virtual learning environment in primary and secondary educa-
tion. AACE Journal, 14, 103–128.
Lowe, R., & Ploetzner, R. (Eds.). (2017). Learning from dynamic visual-
ization. New York, NY: Springer. http://dx.doi.org/10.1007/978-3-319-
56204-9
Mayer, R. E. (2008). Teaching by priming students’ motivation to learn. In
R. E. Mayer (Ed.), Learning and instruction (pp. 458 –522). Upper
Saddle River, NJ: Pearson Education.
Mayer, R. E. (2009). Multimedia learning. New York, NY: Cambridge
University Press. http://dx.doi.org/10.1017/CBO9780511811678
Mayer, R. E. (2014a). Cognitive theory of multimedia learning. In R. E.
Mayer (Ed.), The Cambridge handbook of multimedia learning (2nd ed.,
pp. 43–71). New York, NY: Cambridge University Press. http://dx.doi
.org/10.1017/CBO9781139547369.005
Mayer, R. E. (2014b). Computer games for learning: An evidence-based
approach. Cambridge, MA: MIT Press.
Mayer, R. E. (2014c). Principles based on social cues in multimedia
learning: Personalization, voice, image, and embodiment principles. In
R. E. Mayer (Ed.), The Cambridge handbook of multimedia learning
(2nd ed., pp. 345–368). New York, NY: Cambridge University Press.
http://dx.doi.org/10.1017/CBO9781139547369.017
Mayer, R. E., Bove, W., Bryman, A., Mars, R., & Tapangco, L. (1996).
When less is more: Meaningful learning from visual and verbal sum-
maries of science textbook lessons. Journal of Educational Psychology,
88, 64 –73. http://dx.doi.org/10.1037/0022-0663.88.1.64
Mayer, R. E., & Chandler, P. (2001). When learning is just a click away:
Does simple user interaction foster deeper understanding of multimedia
messages? Journal of Educational Psychology, 93, 390 –397. http://dx
.doi.org/10.1037/0022-0663.93.2.390
Mayer, R. E., Dow, G. T., & Mayer, S. (2003). Multimedia learning in an
interactive self-explaining environment: What works in the design of
agent-based microworlds? Journal of Educational Psychology, 95, 806 –
812. http://dx.doi.org/10.1037/0022-0663.95.4.806
Mayer, R. E., & Fiorella, L. (2014). Principles for reducing extraneous
processing in multimedia learning: Coherence, signaling, redundancy,
spatial contiguity, and temporal contiguity principles. In R. E. Mayer
(Ed.), The Cambridge handbook of multimedia learning (2nd ed., pp.
279 –315). New York, NY: Cambridge University Press. http://dx.doi
.org/10.1017/CBO9781139547369.015
Mayer, R. E., Griffith, E., Naftaly, I., & Rothman, D. (2008). Increased
interestingness of extraneous details leads to decreased learning. Journal
of Experimental Psychology: Applied, 14, 329 –339. http://dx.doi.org/10
.1037/a0013835
Mayer, R. E., Hegarty, M., Mayer, S., & Campbell, J. (2005). When static
media promote active learning: Annotated illustrations versus narrated
animations in multimedia instruction. Journal of Experimental Psychol-
ogy: Applied, 11, 256 –265. http://dx.doi.org/10.1037/1076-898X.11.4
.256
Mayer, R. E., Heiser, H., & Lonn, S. (2001). Cognitive constraints on
multi-media learning: When presenting more material results in less
understanding. Journal of Educational Psychology, 93, 187–198. http://
dx.doi.org/10.1037/0022-0663.93.1.187
Mayer, R. E., & Jackson, C. I. (2005). The case for coherence in science
explanations: Quantitative details hurt qualitative understanding. Jour-
nal of Educational Psychology, 100, 380 –386. http://dx.doi.org/10
.1037/0022-0663.100.2.380
Mayer, R. E., & Pilegard, C. (2014). Principles for managing essential
processing in multimedia learning: Segmenting, pre-training, and mo-
dality principles. In R. E. Mayer (Ed.), The Cambridge handbook of
multimedia learning (2nd ed., pp. 316 –344). New York, NY: Cambridge
University Press. http://dx.doi.org/10.1017/CBO9781139547369.016
McLaren, B. M., Adams, D. M., Mayer, R. E., & Forlizzi, J. (2017). A
computer-based game that promotes mathematics learning more than a
conventional approach. International Journal of Game-Based Learning,
7, 36 –56. http://dx.doi.org/10.4018/IJGBL.2017010103
Merchant, Z., Goetz, E. T., Cifuentes, L., Keeney-Kennicutt, W., & Davis,
T. J. (2014). Effectiveness of virtual reality-based instruction on stu-
dents’ learning outcomes in K–12 and higher education. Computers &
Education, 70, 29 – 40. http://dx.doi.org/10.1016/j.compedu.2013.07
.033
Moreno, R., & Mayer, R. E. (2000). A coherence effect in multimedia
learning: The case for minimizing irrelevant sounds in the design of
multimedia messages. Journal of Educational Psychology, 92, 117–125.
http://dx.doi.org/10.1037/0022-0663.92.1.117
Moreno, R., & Mayer, R. E. (2002). Learning science in virtual reality
environments: Role of methods and media. Journal of Educational
Psychology, 92, 724 –733. http://dx.doi.org/10.1037/0022-0663.92.4
.724
Moreno, R., & Mayer, R. E. (2004). Personalized messages that promote
science learning in virtual environments. Journal of Educational Psy-
chology, 96, 165–173. http://dx.doi.org/10.1037/0022-0663.96.1.165
Moreno, R., Mayer, R. E., Spires, H. A., & Lester, J. C. (2001). The case
for social agency in computer-based teaching: Do students learn more
deeply when they interact with animated pedagogical agents? Cognition
and Instruction, 19, 177–213. http://dx.doi.org/10.1207/S1532690X
CI1902_02
Peper, R. J., & Mayer, R. E. (1986). Generative effects of note-taking
during science lectures. Journal of Educational Psychology, 78, 34 –38.
http://dx.doi.org/10.1037/0022-0663.78.1.34
Phye, G. D., Robinson, D. H., & Levin, J. (Eds.). (2005). Empirical
methods for evaluating educational interventions. San Diego, CA:
Elsevier Academic Press.
Pietsch, J., Walker, R., & Chapman, E. (2003). The relationship among
self-concept, self-efficacy, and performance in mathematics during sec-
ondary school. Journal of Educational Psychology, 95, 589 – 603. http://
dx.doi.org/10.1037/0022-0663.95.3.589
Pilegard, C., & Mayer, R. E. (2016). Improving academic learning from
computer-based narrative games. Contemporary Educational Psychol-
ogy, 44, 12–20. http://dx.doi.org/10.1016/j.cedpsych.2015.12.002
Pintrich, P. R. (2003). Motivation and classroom learning. In W. M.
Reynold & G. E. Miller (Eds.), Handbook of psychology: Vol. 7.Edu-
cational psychology (pp. 103–122). New York, NY: Wiley.
This document is copyrighted by the American Psychological Association or one of its allied publishers.
This article is intended solely for the personal use of the individual user and is not to be disseminated broadly.
12 PARONG AND MAYER
Richards, D., & Taylor, M. (2015). A comparison of learning gains when
using a 2D simulation tool versus a 3D virtual world: An experiment to
find the right representation involving the marginal value theorem.
Computers & Education, 86, 157–171. http://dx.doi.org/10.1016/j
.compedu.2015.03.009
Ross, S. M., & Kirby, F. J. (1976). Oral summary as a review strategy for
enhancing recall of textual material. Journal of Educational Psychology,
68, 689 – 695. http://dx.doi.org/10.1037/0022-0663.68.6.689
Saettler, P. (1990/2004). The evolution of American educational technol-
ogy. Greenwich, CT: Information Age Publishing.
Salomon, G. (1979). Interaction of Media, Cognition, and Learning. San
Francisco: Jossey-Bass.
Schiefele, U. (2009). Situational and individual interest. In K. R. Wentzel
& A. Wigfield (Eds.), Handbook of motivation in school (pp. 197–223).
New York, NY: Taylor & Francis.
Schiefele, U., Krapp, A., & Winteler, A. (1992). Interest as a predictor of
academic achievement: A meta-analysis of research. In K. A. Renninger,
S. Hidi, & A. Krapp (Eds.), The role of interest in learning and
development (pp. 183–212). Hillsdale, NJ: Erlbaum.
Schunk, D. H. (1989). Self-efficacy and achievement behaviors. Educa-
tional Psychology Review, 1, 173–208. http://dx.doi.org/10.1007/BF013
20134
Schunk, D. H. (1991). Self-efficacy and academic motivation. Educational
Psychologist, 26, 207–231. http://dx.doi.org/10.1080/00461520.1991
.9653133
Schunk, D. H., & DiBenedetto, M. K. (2016). Self-efficacy theory. In K. R.
Wentzel & D. B. Miele (Eds.), Handbook of motivation at school (2nd
ed., pp. 34 –54). New York, NY: Routledge.
Schunk, D. H., & Hanson, A. R. (1985). Peer models: Influences on
children’s self-efficacy and achievement. Journal of Educational Psy-
chology, 77, 313–322. http://dx.doi.org/10.1037/0022-0663.77.3.313
Shavelson, R. J., & Towne, L. (Eds.). (2002). Scientific research in
education. Washington, DC: National Academy Press.
Sourin, A., Sourina, O., & Prasolova-Førland, E. (2006). Cyber-learning in
cyberworlds. Journal of Cases on Information Technology, 8, 55–70.
http://dx.doi.org/10.4018/jcit.2006100105
Swaak, J., de Jong, T., & van Joolingen, W. R. (2004). The effects of
discovery learning and expository instruction on the acquisition of
definitional and intuitive knowledge. Journal of Computer Assisted
Learning, 20, 225–234. http://dx.doi.org/10.1111/j.1365-2729.2004
.00092.x
Sweller, J., Ayres, P., & Kalyuga, S. (2011). Cognitive Load Theory. New
York, NY: Springer. http://dx.doi.org/10.1007/978-1-4419-8126-4
The Body VR. (2016). The Body VR: Journey inside a cell [Video Game].
New York, NY: The Body VR LLC.
Torkington, J., Smith, S. G., Rees, B. I., & Darzi, A. (2001). Skill transfer
from virtual reality to a real laparoscopic task. Surgical Endoscopy, 15,
1076 –1079. http://dx.doi.org/10.1007/s004640000233
Wade, S. E. (1992). How interest affects learning from text. In K. A.
Renninger, S. Hidi, & A. Krapp (Eds.), The role of interest in learning
and development (pp. 255–278). Hillsdale, NJ: Erlbaum.
Webster, R. (2016). Declarative knowledge acquisition in immersive vir-
tual learning environments. Interactive Learning Environments, 24,
1319 –1333. http://dx.doi.org/10.1080/10494820.2014.994533
Wentzel, K., & Miele, D. B. (Eds.). (2016). Handbook of motivation at
school (2nd ed.). New York, NY: Routledge.
Wigfield, A., Tonks, S., & Klauda, S. L. (2016). Expectancy-value theory.
In K. R. Wentzel & D. B. Miele (Eds.), Handbook of motivation in
school (2nd ed; pp. 55–74). New York, NY: Routledge.
Wittrock, M. C. (1989). Generative processes of comprehension. Educa-
tional Psychologist, 24, 345–376. http://dx.doi.org/10.1207/s1532
6985ep2404_2
Wouters, P., & van Oostendorp, H. (2017). Overview of instructional
techniques to facilitate learning and motivation of serious games. In P.
Wouters & H. van Oostendorp (Eds.), Instructional techniques to facil-
itate learning and motivation of serious games (pp. 1–16). New York,
NY: Springer. http://dx.doi.org/10.1007/978-3-319-39298-1_1
Zimmerman, B. J., & Martinez-Pons, M. (1990). Student differences in
self-regulated learning: Relating grade, sex, and giftedness to self-
efficacy and strategy use. Journal of Educational Psychology, 82, 51–
59. http://dx.doi.org/10.1037/0022-0663.82.1.51
Received June 5, 2017
Revision received August 10, 2017
Accepted September 13, 2017 䡲
This document is copyrighted by the American Psychological Association or one of its allied publishers.
This article is intended solely for the personal use of the individual user and is not to be disseminated broadly.
13
LEARNING IN IMMERSIVE VR
A preview of this full-text is provided by American Psychological Association.
Content available from Journal of Educational Psychology
This content is subject to copyright. Terms and conditions apply.