An Investigation of the Relation Between Immersion and Learning Across Three Domains

Fuente: arXiv
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Autori principali: Boffi, Paolo, Gallace, Alberto, Lanzi, Pier Luca
Natura: Preprint
Pubblicazione: 2026
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author Boffi, Paolo
Gallace, Alberto
Lanzi, Pier Luca
author_facet Boffi, Paolo
Gallace, Alberto
Lanzi, Pier Luca
contents We investigate the relationship between immersion and learning across three domains (cultural heritage, environmental awareness, and high school physics) through the lens of the Cognitive Affective Model of Immersive Learning (CAMIL) framework. We present three applications we developed for this investigation, highlighting their shared design elements and domain-specific mechanics. Using a common evaluation protocol across lab studies and a classroom deployment, we assessed learning outcomes, user experience, technology acceptance, presence/embodiment, and cybersickness. Our results show that immersive virtual reality led to higher scores for presence, user experience, and technology acceptance. In contrast, learning outcomes were mixed. In immediate post-test evaluations, factual knowledge scores were comparable between immersive virtual reality and control groups. In the end, we synthesize design guidelines that outline when immersive virtual reality might be most beneficial in didactic contexts, and we provide CAMIL-informed recommendations and strategies to improve learning outcomes and overall experiential quality.
format Preprint
id arxiv_https___arxiv_org_abs_2603_01644
institution arXiv
publishDate 2026
record_format arxiv
spellingShingle An Investigation of the Relation Between Immersion and Learning Across Three Domains
Boffi, Paolo
Gallace, Alberto
Lanzi, Pier Luca
Human-Computer Interaction
We investigate the relationship between immersion and learning across three domains (cultural heritage, environmental awareness, and high school physics) through the lens of the Cognitive Affective Model of Immersive Learning (CAMIL) framework. We present three applications we developed for this investigation, highlighting their shared design elements and domain-specific mechanics. Using a common evaluation protocol across lab studies and a classroom deployment, we assessed learning outcomes, user experience, technology acceptance, presence/embodiment, and cybersickness. Our results show that immersive virtual reality led to higher scores for presence, user experience, and technology acceptance. In contrast, learning outcomes were mixed. In immediate post-test evaluations, factual knowledge scores were comparable between immersive virtual reality and control groups. In the end, we synthesize design guidelines that outline when immersive virtual reality might be most beneficial in didactic contexts, and we provide CAMIL-informed recommendations and strategies to improve learning outcomes and overall experiential quality.
title An Investigation of the Relation Between Immersion and Learning Across Three Domains
topic Human-Computer Interaction
url https://arxiv.org/abs/2603.01644