1 Chapter 1: A brief review of the literature on Immersive Learning
Dr Geraldine McDermott
As this SATLE-funded project got underway in 2023, the use of immersive technologies such as Virtual Reality and Augmented Reality was gaining traction in different disciplines in higher education. Fracaro et al. (2022) had conducted a systematic review of the literature to explore the use of immersive technologies for training in the process industry, concluding from their analysis of 44 articles that there was a need for an effective-efficiency model to evaluate the immersive experience from a training / learning perspective. The use of immersive technologies within engineering education was the focus of a study by Halab (2019), which concluded that course outcomes were improved as a result of using VR. Specific areas of interest for this research study was learners’ communication and problem-solving skills; however, the author noted the need for a robust framework for evaluation of learning gains of VR.
In the health sciences, immersive learning has made significant strides, due to the need for simulation-based training experiences. Dhar et al (2021) conducted a review of augmented reality opportunities in medical education, highlighting benefits such as enhanced comprehension of complex information, and improved practical and social skills. Cost was cited as a major challenge to implementation, both in terms of purchasing the head-mounted devices (HMDs) and developing the medical simulation platforms. Pottle (2019) provides a number of examples of VR use in medical education, noting that VR simulations can (and should) complement human-led instruction for a variety of educational opportunities.
A study by Tang et al (2022) explored both sense of presence and extraneous cognitive load as they related to VR learning within the field of art education. Focusing on the technological affordances and psychological effects of VR learning, researchers invited 60 participants from a public university in Bejoing to experience an art programme through highly immersive virtual reality (IVR) and on a low immersion iPad. Results indicated that IVR increased participants sense of presence, while reducing cognitive load. However, it is worth noting that this study was based on a brief (10-minute) experience of VR, reducing its ability to report of challenges relating to motion sickness, often associated with immersive learning.
A critical review of 84 articles was also conducted by Bretos et al (2024) on the use of augmented and virtual reality for the tourism experience. They conclude that while many studies group these technologies together, they are in fact quite distinct and merit a separate research agenda. Their paper includes such a research agenda with exploratory research questions to guide future projects in the area of immersive tourism experiences. Focusing on areas such as the digital pre-experience stage, personalised information and post-experience behaviours, it seems that the potential applications for XR in Tourism and Hospitality are manifold.
While the above gives a brief insight into the XR applications in various domains, at the beginning of this project the wider application and use in higher education was still focused on performance and usability, rather than learning-oriented applications (McDermott et al., 2023). More recent publications have added to the literature on immersive technologies in education, such as Yang et al. (2024) and Cooper et al (2024) who focus on STEM; Liu et al (2023) and Saab et al (2023) who researched the use of VR in Nursing and Elsayed 2023 who explored student use of VR in Tourism-related disciplines. It is against this backdrop that this project began to explore the use of extended reality (XR), starting with the team familiarising themselves with the MR/XR continuum. The 1994 reality-virtuality continuum (Figure 1) developed by Milgram and Kishino helped to distinguish between the real and the virtual environment, and attempted to provide a taxonomy of the main aspects of each class.
Figure 1: The Simplified representation of a “virtuality continuum” (Milgram & Kishino, 1994, p.3)
This simple visualisation demonstrated the relationship between different environments. At one end was the physical world, while at the other, users entered a virtual world using a HMD, immersing themselves in a different, computer-generated environment. Augmented reality, on the other hand, extends the physical world, ‘augmenting’ the surroundings with digital information (e.g. Pokemon Go or IKEA Place).
However, while Milgram and Kishino (1994) considered mixed reality as an overarching term to describe the ‘grey area’ in the centre of the continuum (p. 4), extended reality (XR) is now widely accepted as the umbrella term for all immersive technologies, including augmented reality, mixed reality and virtual reality. More recently 360-degree video is often listed alongside these immersive technologies, providing learners with an interactive experience using 360 degree videos often hosted on YouTube.
Spatial computing has been listed as one of the technology trends to watch for 2025 (Gartner, 2024), however challenges such as costs, siloed applications and data privacy concerns are stymieing progress. Yet many research projects continue to explore the potential application of XR. The Transmixr research project involves 22 partners to develop “and deploy new environments for the consumption and adaptation of novel Social XR narrative productions”, while the Alliance4XR project includes 13 partners to investigate the co-creation of a “practical methodology for integrating XR into education”, with a specific focus on engineering. Both of these ambitious European-funded projects demonstrate the commitment of HEIs to exploring the potential of immersive experiences.
References
Bretos, M. A., Ibáñez-Sánchez, S., & Orús, C. (2024). Applying virtual reality and augmented reality to the tourism experience: a comparative literature review. Spanish Journal of Marketing-ESIC, 28(3), 287-309.
Cooper, G., Thong, L. P., & Tang, K. S. (2024). Transforming science education with virtual reality: An immersive representations model. Educational Media International, 61(3), 229-251.
Dhar, P., Rocks, T., Samarasinghe, R. M., Stephenson, G., & Smith, C. (2021). Augmented reality in medical education: students’ experiences and learning outcomes. Medical Education Online, 26(1). https://doi.org/10.1080/10872981.2021.1953953
Elsayed, K., & Daif, R. (2023). Tourism and Hospitality Edutainment: a Qualitative Study of Students’ Perspectives on Integrating Virtual Reality Into Education. Journal of Southwest Jiaotong University, 58(4).
Garcia Fracaro, S., Glassey, J., Bernaerts, K., & Wilk, M. (2022). Immersive technologies for the training of operators in the process industry: A Systematic Literature Review. Computers and Chemical Engineering, 160, 107691 https://doi.org/10.1016/j.compchemeng.2022.107691
Gartner. (2024).” Top 10 Strategic Technology Trends for 2025.” [Online]. Available at: https://www.gartner.com/en/information-technology/insights/technology-trends
Gauthereau, L., Linker, J., Slayton, E., & Wermer-Colan, A. (2020). Immersive Pedagogy: Developing a Decolonial and Collaborative Framework for Teaching and Learning in 3D/VR/AR. The Journal of Interactive Technology and Pedagogy. Available at: https://assetstore.unity.com/.
Halabi, O. (2020). Immersive virtual reality to enforce teaching in engineering education. Multimedia Tools and Applications, 79(3–4), 2987–3004. https://doi.org/10.1007/s11042-019-08214-8
Liu, K., Zhang, W., Li, W., Wang, T., & Zheng, Y. (2023). Effectiveness of virtual reality in nursing education: a systematic review and meta-analysis. BMC Medical Education, 23(1), 710.
McDermott, G., Byrne, A., McLaughlin, R., O’Connor, N., & Griselain, S. (2023). Exploring the use of immersive technologies to enhance the student experience. Ubiquity Proceedings.
Milgram, P., & Kishino, F. (1994). A taxonomy of mixed reality visual displays. IEICE Transactions on Information Systems, E77-D(12). http://vered.rose.utoronto.ca/people/paul_dir/IEICE94/ieice.html
Pottle, J. (2019). Virtual reality and the transformation of medical education. Future Healthcare Journal, 6(3), 181–185. https://doi.org/10.1016/j.soin.2019.05.007
Saab, M. M., McCarthy, M., O’Mahony, B., Cooke, E., Hegarty, J., Murphy, D. and Noonan, B. (2023). Virtual reality simulation in nursing and midwifery education: A usability study. CIN: Computers, Informatics, Nursing, 41(10), 815-824.
Tang Q., Wang Y., Liu H., Liu Q. and Jiang S. (2022). Experiencing an art education program through immersive virtual reality or iPad: Examining the mediating effects of sense of presence and extraneous cognitive load on enjoyment, attention, and retention. Front. Psychol. 13:957037. doi: 10.3389/fpsyg.2022.95703
Yang, C., Zhang, J., Hu, Y., Yang, X., Chen, M., Shan, M., & Li, L. (2024). The impact of virtual reality on practical skills for students in science and engineering education: a meta-analysis. International Journal of STEM Education, 11(1), 28.