History

The Past, Present, and Future of Immersive Learning

Background

Thanks to the growth of VR and AR technologies, immersive learning has become one of the more intriguing and re-energized forms of training in the corporate and academic industries. While accessibility to these learning solutions has increased, the proper contexts under when they should be applied, as well as its efficacy over more traditional methods, remains mixed, with further research across all learning industries needed (Lu, Hallinger, & Showanasai, 2014, p. 219). This is because these technologies have only existed for a short period of time. However, creating simulated environments and immersing learners in an experience has been a practice in learning for decades. By examining traditional immersive learning theory and applications, we can create more effective learning solutions for the 21st century learner. Immersive Learning Theory is also referred to as Experiential Learning Theory.

Figure 1: A Classroom simulated to look like a space station, complete with a spacesuit, immersing the student in a learning experience. From "How to create a Space themed immerive learning location" by TTS Group, 2017, https://www.tts-group.co.uk/blog/2017/05/02/create-space-themed-immersive-learning-location.html
Figure 2: The 'Science Storms' immersive exhibit at the museum of Science and Industry in Chicago, IL. From "Natural Phenomena Take Guests By Storm At MSI" by Museum of Science and Industry, 2010, https://www.msichicago.org/press/exhibits-and-events/science-storms/
Figure 3: Flight Simulator used in early aircraft training. From the Archives of Sensitive Research World Power Systems, date unknown, http://sr-ix.com/ARCHIVE/Ivall/index.html

Immersive learning is "the subjective impression that one is participating in a comprehensive, realistic experience" (Dede, 2009, p. 66). Immersive experiences do not have to be computer generated simulations from a VR headset, they can be a classroom decorated to look like a space station (Figure 1), a museum exhibit teaching the weathering patterns of storms (Figure 2), or a pilot learning the controls of a new plane (Figure 3). If the instructor/designer of the learning solution is successful in creating an immersive experience for the learner, studies have shown these simulation-based learning techniques can have higher learner retention (Farra, Miller, Timm & Schafer, 2013), and can enhance education by allowing multiple perspectives, situated learning, and transfer (Dede, 2009).

Immersive Learning Today

As classrooms, museums, and businesses continue to use their creativity to develop immersive learning situations, interest has taken root in virtual and augmented reality. These technologies use “an artificial representation of a real-world process to achieve educational goals through experiential learning” (Al-Elq, 2010, p. 35). A recent review paper looked at 21 experimental studies that used VR to determine what role and impact virtual reality is playing in training and educational environments. The results showed VR holding promise in skills acquisition in a number of areas related to understanding and remembering spatial and visual information, psychomotor skills related to head movement, and affective skills related to controlling emotional responses to stressful and difficult situations (Jensen & Konradsen, 2017).

Figure 4: Virtual Realty Headset being used for medical training. From "Five Ways Virtual Reality is Improving Healthcare" by Wendy Powell, 2017, https://www.independent.co.uk/life-style/health-and-families/five-ways-virtual-reality-is-improving-healthcare-a7801006.html
Figure 5: Virtual Reality in Classroom being used to teach school children how to cross the street safely. From "Professor develops VR application to help children cross the street safely" by Deniz Ergurel, 2017, https://haptic.al/professor-develops-vr-application-to-help-children-cross-the-street-safely-f84fbe0c2d63
Figure 6: Augmented Reality being used with a tablet and chart to generate 3D models of parts for training. From "Augmented Reality in Education: The 'Why and How' of Faster Learning and Improved Communication Skills pt.2: 'The How'" by ViewSonic Education, 2017, https://education.viewsonic.com/augmented-reality-education-learning-2/

Businesses are creating lessons to teach human and mechanical anatomy (Figures 4, 6) and lower error rates in surgery, teachers are designing a virtual street crossings to teach young children how to safely cross the road (Figure 5) and take virtual field trips. Given the novelty of VR and AR, it is important to use these results as a guide to designing while accepting there is still much to be discovered. Some research shows no additional effectiveness of some VR solutions over traditional classroom methods and is to be avoided because of the longer development time and costs of technology adoption (Lee & Wong, 2014).

The Future of Immersive Learning

Once the user is trained on the equipment involved with a VR or AR solution, it can be an enjoyable experience. However, how much the learner enjoyed the learning is different from how effective the learning is. Recently, new methodologies were developed for evaluating the benefits and challenges of learning in these new ways (Frietas, Robolledo-Mendez, Liarokapis, Magoulas, & Poulovassilis, 2010). What remains to be seen is what studies are being done to assess the safety of users and developers with using this technology. Virtual Reality has been used in cataract and other eye surgery training to lower error rates, but what if using VR is bad for your eyes? It can give those in wheelchairs the experience of running through a field, but what designs exist that allow people to represent themselves in a wheelchair in virtual reality?

Figure 7: Field Trip to Mars. From "Field Trip to Mars: Framestore's Shared VR Experience" by Unreal Engine, 2016, https://youtu.be/e0XNlsXnKp0.
Figure 8: Virtual labs for medical students. From "zSpace VR in Medical & Health Sciences" by zSpace, 2015, https://youtu.be/4r6jUIjCwe4
Figure 9: Unboxing the Sound of Music with 360° Spacial Audio. From "[Google VR SDK] Real-Ttime Acoustic Environment Simulation" by Google AR & VR, 2016, https://youtu.be/I9zf4hCjRg0

If immersive learning is about creating a simulated experience that mimics that environment and feels real to the user, and continues to see more adoption and interest as it becomes more accessible, AR and VR have a responsibility to represent those simulated environments with exclusivity and diversity. Click on any of the images above (Figure 7, 8, 9) to see some of the most recent examples of immersive learning in action!