Neither the pedagogical agent cue nor the light cue improved learning outcomes in the immersive VR dual-task environment¶
Claim · All claims
Evidence · 1 study · causalr3·q3
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.
q3 i? Contrary to hypotheses, cueing had no significant effect on knowledge test performance in immersive VR. → Daniela Decker 2025
Evidence¶
Daniela Decker 2025¶
Daniela Decker, Martin Merkt. (2025). Look at me! Can a pedagogical agent facilitate orientation and support learning in VR? Education Tech Research Dev. https://doi.org/10.1007/s11423-025-10531-9
q3 · i? · causal · r3
In the same 91-participant pre-registered between-subjects VR experiment, the knowledge test (22 open-ended questions, two per search object) showed "no significant effect of cueing for the learning outcomes"; no effect size beyond ηp2 =.02 was printed, so no magnitude is asserted.
"In contrast to Hypotheses 2a and 2b, the ANOVA revealed no significant effect of cueing for the learning outcomes (M = 6.68, SD = 3.38), F(2, 88) = 1.10, p = 0.336, ηp2 =.02."
Discussion¶
Related Claims¶
- In an immersive VR dual-task search-and-learning environment, both a pedagogical agent cue and a light cue produced faster search times than no cueing — related
- Cueing did not reduce learners' self-rated cognitive load in the immersive VR dual-task environment — related
- Cueing in the immersive VR environment showed no detrimental effect on learners' mental spatial representation of the environment — related
- The pedagogical agent cue reduced physical presence compared to no cueing and self-presence compared to both other conditions — related
- Increased perceptual fidelity fails to reliably improve serious game learning outcomes (the fidelity fallacy) — a broader claim this one bears on
- Neither immersion nor interactivity produced significant effects on transfer measures — related
Page metadata
| Field | Value |
|---|---|
status |
review |
generated |
by process:wiki-ingest on 2026-10-29 |
trust |
unverified — no one has confirmed this page's content |
Frontmatter is the page's machine-readable record — see the Schema & Guide.