Cognitive presence appears in 46% and social presence in 45% of VR learning studies, each tied to distinct task families¶
Claim · All claims
Evidence · 1 study (2 entries) · reviewr2·q2
Currency · newest study 2025 · not yet checked against its sources · not reviewed by a person
Subclaims¶
Reading the evidence codes
q is the design tier, i the impact, n the sample, and the kind with its r
the rigour judged within that kind: what each code means.
This claim: no standardized effect is recorded in observations/ for it yet, so no benchmark reading is possible.
q2 i? Cognitive presence was observed in 46% (36/78) of studies and is essential for decision-making, problem-solving, attention, and educational content exploration tasks. → Zheng Wei 2025
q2 i? Social presence appeared in 45% (35/78) of studies and plays a critical role in collaborative design, social interaction, and educational content tasks. → Zheng Wei 2025 (2)
Evidence¶
Zheng Wei 2025¶
Zheng Wei, Junxiang Liao, Lik-Hang Lee, Huamin Qu, and Xian Xu. (2025). Towards Enhanced Learning through Presence: A Systematic Review of Presence in Virtual Reality Across Tasks and Disciplines. arXiv preprint. https://arxiv.org/abs/2504.13845
q2 · i? · review · r2
Descriptive statistics from the review's classification of 78 included studies. The review reports "Cognitive presence was observed in 46% (36/78) of the studies" and links it to knowledge construction tasks such as adjusting lens layouts in a virtual optical platform.
"Cognitive presence was observed in 46% (36/78) of the studies. Cognitive presence focuses on users' deep thinking and knowledge construction by users within the virtual environment"
Zheng Wei 2025 (2)¶
Zheng Wei, Junxiang Liao, Lik-Hang Lee, Huamin Qu, and Xian Xu. (2025). Towards Enhanced Learning through Presence: A Systematic Review of Presence in Virtual Reality Across Tasks and Disciplines. arXiv preprint. https://arxiv.org/abs/2504.13845
q2 · i? · review · r2
Descriptive statistics from the same classification of 78 studies. The review reports "The social presence appeared in 45% (35/78) of the studies" and cites evidence that improved social presence contributed to successful collaboration during tasks.
"The social presence appeared in 45% (35/78) of the studies, emphasizing its critical role in the success of collaborative tasks"
Discussion¶
Related Claims¶
- The pedagogical agent cue reduced physical presence compared to no cueing and self-presence compared to both other conditions — related
- 3D VR co-creation forms a more connected, centralized, and reciprocal aggregate social network with fewer cliques than 2D digital co-creation — related
- Students characterized their VR experience through a feeling of taking part in conversations, showing co-presence with the people in the film during collaborative reflection — related
Page metadata
| Field | Value |
|---|---|
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review |
generated |
by process:wiki-ingest on 2026-11-01 |
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