Claims

High-immersion VR produced significantly higher enjoyment than video instruction, with a medium effect size

Claim · All claims
Evidence · 1 study · causal r2 · q3 · i2 medium
Currency · newest study 2026 · 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 The VR group reported significantly higher enjoyment than the video group (η2 = .10, medium). → Kaplan-Rakowski 2026

Evidence

Kaplan-Rakowski 2026

Kaplan-Rakowski, R., Norton, S., & Wojdynski, T. (2026). The impact of high-immersion virtual reality on anatomy learning, enjoyment, presence, and cognitive load. Education Tech Research Dev. https://doi.org/10.1007/s11423-026-10676-1

q3 · i2 · causal · r2

MANCOVA in the same randomized experiment (N = 91) using five enjoyment items from the intrinsic motivation inventory (alpha .87). The VR group's mean (M = 4.34) exceeded the video group's (M = 3.28) with a printed medium effect size (η2 = .10).

"The mean value for enjoyment of the VR group (M = 4.34, SD = .59) was higher than the mean of the group using VR when compared to the group using video (M = 3.28, SD = .78). This difference in scores was statistically significant (F (1,89) = 44.94, p ≤ .000). The effect size was medium (η2 = .10)."

Discussion

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