The Impact of Levels of Immersion on Learning: Electrodermal Activity and Eye-Tracking Study

Liat Liberman, Idit Adler, Ilana Dubovi

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

Abstract

The current study aims to provide insights into the impact of Virtual Reality (VR) immersion levels on students' learning processes and outcomes. A quasi-experimental design was utilized to compare two conditions: a high-immersive VR simulation using a head-mounted display, and a low-immersive VR simulation using a desktop display. Analysis revealed no significant differences in the perceived sense of presence and in post-test knowledge, regardless of the level of immersion. Analysis of electrodermal activity (EDA) peaks, which indicate cognitive effort, revealed significantly more EDA peaks throughout the learning process with high-immersive VR. Similarly, the results of blink rate metrics, which decrease during cognitive effort, showed significantly fewer blinks for high-immersive VR. Hence, this study suggests that low-immersive VR, which is more accessible in terms of cost and implementation, might demand less cognitive effort and be at least as effective as high-immersive VR in terms of immediate knowledge retention.

Original languageEnglish
Title of host publicationISLS Annual Meeting 2023
Subtitle of host publicationBuilding Knowledge and Sustaining our Community - 17th International Conference of the Learning Sciences, ICLS 2023, Proceedings
EditorsPaulo Blikstein, Jan Van Aalst, Rita Kizito, Karen Brennan
Pages830-833
Number of pages4
ISBN (Electronic)9781737330677
StatePublished - 1 Jan 2023
Event17th International Conference of the Learning Sciences, ICLS 2023 - Montreal, Canada
Duration: 10 Jun 202315 Jun 2023

Publication series

NameComputer-Supported Collaborative Learning Conference, CSCL

Conference

Conference17th International Conference of the Learning Sciences, ICLS 2023
Country/TerritoryCanada
CityMontreal
Period10/06/2315/06/23

All Science Journal Classification (ASJC) codes

  • Human-Computer Interaction
  • Education

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