Immersive procedural training in VR shows a significant medium positive effect on learning outcomes compared to less immersive environments (Hedges' g = 0.58)¶
Claim · All claims
Evidence · 1 study · quant-synthesisr2·q3·i2medium
Currency · newest study 2024 · 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.
q3 i2 Meta-analysis of 16 experimental results found a positive overall effect size of Hedges' g = 0.58 for IVR versus less immersive controls on procedural learning outcomes. → Jongbloed 2024
Evidence¶
Jongbloed 2024¶
Jongbloed, J., Chaker, R., & Lavoué, E. (2024). Immersive procedural training in virtual reality: A systematic literature review. Computers & Education, 221, 105124. https://doi.org/10.1016/j.compedu.2024.105124
q3 · i2 · quant-synthesis · r2
Meta-analysis of media-comparison studies (16 experimental results from 11 studies) using Hedges' g with analytic weighting in Stata. The review reports "a positive overall effect size (theta)" of g = 0.58 for IVR versus less immersive controls.
"In the sixteen sets of results included in the meta-analysis, we find a positive overall effect size (theta) when comparing IVR with less immersive learning conditions: Hedge's g = 0.58, indicating a medium positive effect of IVR as compared to controls on learning outcomes"
Discussion¶
Related Claims¶
- Only half of reviewed IVR procedural-training studies framed their application with an explicit learning theory, and only two used IVR-specific theories (CTML or CAMIL) — related
- Immersive lessons show a small effect size advantage over less immersive technology, but increased presence does not necessarily lead to more learning — a broader claim this one bears on
- Prior general meta-analyses of IVR learning found small positive effects (g = 0.24 and g = 0.38), supporting the hypothesis that procedural skills respond particularly well to IVR — a broader claim this one bears on
- Knowledge transfer outcomes show the largest effect sizes of immersive procedural training (g = 1.80), while knowledge gain and retention effects are not significant — a narrower finding that bears on this claim
- VR improved movement-based transfer test performance versus reading in security training, while learning in VR without the possibility to act was detrimental — related
- Increased perceptual fidelity fails to reliably improve serious game learning outcomes (the fidelity fallacy) — related
- Immersive and non-immersive VR video formats showed no significant difference in learning success for clinical procedures, though immersive VR was rated more positively — reports the opposite
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