Casey J. Rodgers , Jacob Henschen , Eric Shaffer , Ann C. Sychterz
{"title":"Virtual reality as a vehicle for education in the domain of structural building systems","authors":"Casey J. Rodgers , Jacob Henschen , Eric Shaffer , Ann C. Sychterz","doi":"10.1016/j.cexr.2026.100133","DOIUrl":"10.1016/j.cexr.2026.100133","url":null,"abstract":"<div><div>In civil engineering, the ability to translate 2D building drawings to 3D models for structural building system analysis is a critical threshold concept. Virtual Reality (VR) technology may be able to address this challenge as existing studies have shown that VR produces positive learning outcomes and enhanced spatial skills. However, there is a limited amount of research on using VR to improve learning of 3D building structural load paths and analysis as well as civil engineering student comfort levels with VR in an educational setting. Therefore, the goals of this research were to: 1) assess the levels of comfort among students when VR technology is used as an educational tool, and 2) compare how the implementation of VR increases understanding of 3D structural engineering load path problems which are typically only represented in 2D. This research developed and implemented a structural analysis VR module for an undergraduate senior structural design course in the Department of Civil & Environmental Engineering. Kolb's Experiential Learning Cycle was employed to inform the design of the study from an exploration phase to a guided walkthrough to a post-activity quiz to applying the learned knowledge to a course project. The results of the study demonstrated that students performed better when learning about building system loads in VR first and then learning via traditional 2D building drawings compared to vice versa. Also, students indicated being comfortable during their experience. Overall, the contribution of this research to the body of knowledge is the VR framework for assessment of improved student performance pertaining to the key structural engineering systems concept of load path.</div></div>","PeriodicalId":100320,"journal":{"name":"Computers & Education: X Reality","volume":"8 ","pages":"Article 100133"},"PeriodicalIF":0.0,"publicationDate":"2026-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145977613","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Extended reality in the digital age: A literature review on technology-driven learning environments","authors":"Ottaviano Emma","doi":"10.1016/j.cexr.2025.100127","DOIUrl":"10.1016/j.cexr.2025.100127","url":null,"abstract":"<div><div>This literature review explores the transformative potential of Extended Reality (XR) - encompassing Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR) - when integrated with Artificial Intelligence (AI) and multimodal interfaces in learning environments for extended education. Through a systematic analysis of 72 peer-reviewed studies (2014–2024), the review identifies five main application areas: professional training, STEM education, soft skills development, general education, and assessment; as well as four pedagogical goals aimed at enhancing learning outcomes, increasing engagement and motivation, ensuring accessibility and safety, and fostering 21st-century skills.</div><div>The findings indicate that XR technologies offer significant benefits, with moderate to high effects on educational outcomes, particularly in experiential contexts. However, their effectiveness is not intrinsic but critically depends on thoughtful pedagogical design, as uncalibrated immersion may increase cognitive load. The review also highlights key challenges such as methodological standardization, geographical disparities in research, the lack of longitudinal studies, and ethical concerns regarding privacy and algorithmic bias.</div><div>It concludes that fully realizing the potential of XR requires an interdisciplinary and human-centered approach that prioritizes pedagogical integration over technology-driven innovation alone, while simultaneously promoting equity, inclusivity, and an ethical and sustainable adoption.</div></div><div><h3>Background</h3><div>The rapid advancement of Extended Reality (XR), Artificial Intelligence (AI), and Big Data technologies is transforming learning environments, enabling the creation of immersive, personalized, and data-driven educational contexts beyond traditional classrooms. These innovations play a crucial role in supporting lifelong and extended education, a need made even more urgent by the COVID-19 pandemic, which accelerated the search for more effective and engaging distance learning tools.</div></div><div><h3>Objective</h3><div>This literature review aims to synthesize research conducted between 2014 and 2024 on technology-enhanced learning environments, with a specific focus on how XR, AI, and Big Data strengthen extended education. The goal is to identify the pedagogical opportunities and challenges associated with their integration, categorize the most advanced applications, and assess their level of maturity and adoption in academic and professional contexts.</div></div><div><h3>Methods</h3><div>A systematic review was conducted following PRISMA guidelines, querying academic databases such as Scopus, IEEE Xplore, and ScienceDirect. The search included peer-reviewed articles published in English between 2014 and 2024, focusing on applications of AR, VR, AI, and Big Data in extended education contexts. Specific inclusion and exclusion criteria were applied, and the results were analyzed thr","PeriodicalId":100320,"journal":{"name":"Computers & Education: X Reality","volume":"8 ","pages":"Article 100127"},"PeriodicalIF":0.0,"publicationDate":"2026-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145750082","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Training-effectiveness of a mixed reality system for human–robot collaboration in industrial settings","authors":"Silvio Lang, Tom Pfister, Tobias Kaupp","doi":"10.1016/j.cexr.2026.100135","DOIUrl":"10.1016/j.cexr.2026.100135","url":null,"abstract":"<div><div>The integration of collaborative robots into manufacturing has significantly transformed industry dynamics by enhancing the effectiveness and adaptability of production processes. This study investigates the potential of mixed reality (MR) technology to revolutionize employee training through immersive and interactive environments that seamlessly merge digital and physical realities. We introduce an MR training system for human–robot collaborative assembly tasks and evaluate its effectiveness as a training tool. The evaluation applies the following metrics: User Experience, Interaction Effectiveness, Affective-Cognitive Response, Technology Readiness, and Task Completion Time. Sixty-three participants with varied technical backgrounds, experience levels, and job roles completed a collaborative assembly task using the MR system. Our analysis includes (1) the overall effectiveness of the MR system on an absolute scale, and (2) the difference in effectiveness given the participants’ backgrounds. For the latter, participants were split into two MR-Affinity groups. Our results suggest that the MR system can effectively train people to jointly work with robots. Secondly, no significant difference between the two MR-Affinity groups was found except for the Task Completion Time. Both results together indicate that MR-based training for human–robot collaboration is generally useful and applicable to users from varied backgrounds.</div></div>","PeriodicalId":100320,"journal":{"name":"Computers & Education: X Reality","volume":"8 ","pages":"Article 100135"},"PeriodicalIF":0.0,"publicationDate":"2026-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145977611","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Development, validation, and comparative evaluation of an immersive virtual reality for MRI patient preparation training in radiologic technology education","authors":"Jongwat Cheewakul , Suphalak Khamruang Marshall , Sitthichok Chaichulee","doi":"10.1016/j.cexr.2026.100134","DOIUrl":"10.1016/j.cexr.2026.100134","url":null,"abstract":"<div><div>Traditional radiologic technology education primarily relies on lecture-based methods and provides limited hands-on opportunities due to equipment shortages, patient-safety concerns, and limited instructor availability. In this study, we developed an immersive virtual reality (VR) educational module simulating patient preparation for magnetic resonance imaging (MRI). We compared the immediate learning impact of the VR module with that of conventional materials using a randomized two-arm pre-test/post-test design. Twenty-eight second-year radiologic technology students were recruited and randomly assigned to two groups (n = 14 each). The VR module was developed using a 360-degree video capture of the MRI patient preparation process, edited using standard authoring software, and delivered in a virtual classroom platform via an Oculus Rift S headset. After a baseline 20-item pre-test, Group A used traditional materials and Group B experienced the VR module, followed by an immediate post-test. For educational fairness and comparative feedback, participants then crossed over to the alternate modality. Expert review yielded strong content validity (S-CVI = 0.9505) and acceptance (TAM = 4.72/5). Both groups improved from pre-test to post-test. At post-test, the VR group scored higher than the traditional group (independent <span><math><mi>t</mi></math></span>: <span><math><mrow><mi>p</mi><mo>=</mo><mn>0</mn><mo>.</mo><mn>035</mn></mrow></math></span>; Mann–Whitney <span><math><mi>U</mi></math></span>: <span><math><mrow><mi>p</mi><mo>=</mo><mn>0</mn><mo>.</mo><mn>045</mn></mrow></math></span>). Change scores did not differ significantly between groups. Students reported high satisfaction with VR (4.78/5). The VR development workflow enabled rapid, potentially low-cost deployment and is transferable to other hands-on procedures in radiologic technology curricula.</div></div>","PeriodicalId":100320,"journal":{"name":"Computers & Education: X Reality","volume":"8 ","pages":"Article 100134"},"PeriodicalIF":0.0,"publicationDate":"2026-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145977614","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
R. Bruno Hernandez-Alvarado , Mihye Won , David Treagust , Mauro Mocerino
{"title":"Assessing the quality of the collaborative learning process in iVR","authors":"R. Bruno Hernandez-Alvarado , Mihye Won , David Treagust , Mauro Mocerino","doi":"10.1016/j.cexr.2026.100161","DOIUrl":"10.1016/j.cexr.2026.100161","url":null,"abstract":"<div><div>Immersive virtual reality (iVR) has emerged as a promising tool in science education, with research documenting the potential benefits of collaborative learning in these environments. This study explores the dynamics of dyadic collaboration in iVR and presents a categorical framework to assess its quality. The framework was informed by previous works on collaborative learning process analysis and iVR collaborative learning theory. A qualitative multimodal design was used to document and compare patterns of social interaction. This design focused on describing students' verbal and non-verbal behaviours by analyzing video data, students’ interaction transcripts, and word count visualizations, allowing interactional patterns to be related to collaborative profiles. Nine undergraduate student pairs participated in an iVR learning experience to learn about water crystallization and the formation of snowflakes. Data included synchronized video recordings, word count, and transcripts of verbal exchanges. The framework differentiates collaboration quality into three groups: high, moderate, and low. These ratings are based on key aspects of collaboration such as verbal responsiveness, peer assistance, and turn-taking, but also incorporate unique iVR affordances like gestures, body movements, and object manipulation. The proposed framework provides a structured approach to understanding how students interact with others inside iVR and highlights the role of iVR in shaping collaborative dynamics. The findings contribute to theory by linking iVR affordances to collaborative processes and offer practical guidance for educators and designers.</div></div>","PeriodicalId":100320,"journal":{"name":"Computers & Education: X Reality","volume":"8 ","pages":"Article 100161"},"PeriodicalIF":0.0,"publicationDate":"2026-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148183854","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Seeing the whole picture? An experiment on environmental detail and coherence formation in immersive virtual reality","authors":"C. Hartmann, C. Kosel, A. Wolf, M. Bannert","doi":"10.1016/j.cexr.2025.100130","DOIUrl":"10.1016/j.cexr.2025.100130","url":null,"abstract":"<div><div>Immersive virtual reality (IVR) provides rich visual contexts that can enhance or impede learning, depending on how well environmental details align with instructional content. This experiment systematically examined the effects of environmental detail (between-subject factor: situated 360° scene vs. non-situated image) and content coherence (within-subject factor: text coherent vs. incoherent with visual context) on learning, coherence formation, attention, and motivation. A sample of N = 77 university students explored a virtual replica of the Sistine Chapel in a controlled lab setting. Learning outcomes, spatial presence, enjoyment, and cognitive load (as an exploratory measure) were assessed using questionnaires; coherence formation was specifically analysed using eye-tracking data. Contrary to our hypothesis, incoherent content led to better knowledge acquisition than coherent content, regardless of environmental detail. Situated scenes increased enjoyment and drew attention to environmental features but did not improve learning and even impaired it when content was coherent. Notably, we also observed sequencing effects: learning outcomes for the incoherent content were higher when students first engaged with coherent content, suggesting that early exposure to coherent material may help students better process subsequent incoherent information. Our findings challenge the assumption that immersive features inherently support learning and highlight the importance of considering sequencing and coherence in immersive instructional design. Beyond these empirical findings, the study introduces the concept of mental situation models, grounded in established theories of text comprehension and multimedia learning, as a new perspective to understand our findings and the processes of learning and coherence formation in IVR. This perspective provides a promising starting point for advancing theory building and for identifying the boundary conditions of immersive learning.</div></div>","PeriodicalId":100320,"journal":{"name":"Computers & Education: X Reality","volume":"8 ","pages":"Article 100130"},"PeriodicalIF":0.0,"publicationDate":"2026-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145939503","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Zheying Zhu, Theodore J. Kopcha, Ai-Chu Elisha Ding
{"title":"Comparing immersive virtual reality with traditional methods in K-12 foreign language learning: Outcomes and student perceptions","authors":"Zheying Zhu, Theodore J. Kopcha, Ai-Chu Elisha Ding","doi":"10.1016/j.cexr.2026.100162","DOIUrl":"10.1016/j.cexr.2026.100162","url":null,"abstract":"<div><div>The integration of immersive virtual reality (IVR) into foreign language education has gained increasing attention as a promising instructional tool, particularly because of the way it incorporates bodily movement with vocabulary acquisition. However, its effectiveness compared to traditional teaching methods remains underexplored in K-12 settings. This quasi-experimental study compared the effectiveness of an IVR approach using Meta Quest VR and Language Lab software with the traditional teacher-led method of learning a foreign language in a K-12 setting. Both quantitative and qualitative data were collected from 18 sixth and seventh-grade students who learned 15 new vocabulary words in Mandarin Chinese over three days. Results suggest that the traditional instruction group outperformed the IVR group in both the posttest and test of retention administered one week after the treatment. Interviews revealed that the IVR group enjoyed the interactive experience of learning with IVR but faced initial confusion over the language, as well as physical and emotional discomfort due to technical and design limitations. The traditional group appreciated the connection with the teacher but some disliked the repetitive nature of instruction. These findings suggest that educators should carefully consider the timing of introducing IVR and new vocabulary; waiting until basic vocabulary has been acquired may be more beneficial. Blending IVR with traditional teaching methods is recommended for K-12 foreign language education.</div></div>","PeriodicalId":100320,"journal":{"name":"Computers & Education: X Reality","volume":"8 ","pages":"Article 100162"},"PeriodicalIF":0.0,"publicationDate":"2026-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148183855","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Konstantinos Koumaditis, Unnikrishnan Radhakrishnan, Lasse F. Lui, Gitte Pedersen , Francesco Chinello
{"title":"Virtual reality, working memory and sensory fidelity: A study of 3D avatars versus 2D video interfaces","authors":"Konstantinos Koumaditis, Unnikrishnan Radhakrishnan, Lasse F. Lui, Gitte Pedersen , Francesco Chinello","doi":"10.1016/j.cexr.2025.100129","DOIUrl":"10.1016/j.cexr.2025.100129","url":null,"abstract":"<div><div>Much remains unknown about how virtual reality (VR) environments affect working memory (WM), i.e. the retention of a small amount of information in a readily accessible form. While WM is associated with one's information processing capabilities, executive function, comprehension and problem solving – parameters vital for one to act in a VR environment – it is unclear whether it is affected when information is conveyed through virtual interfaces. In this study, using 106 participants, we examine whether WM in a virtual environment is affected when a 3D avatar or 2D video interface delivers verbal or spatial information, or a combination of the two types. The results did not show statistically significant differences between the two conditions for verbal or spatial tasks. However, a non-significant trend was observed in tasks engaging the central executive, suggesting a potential interface-related effect worth further exploration. These findings highlight the importance of future research on multimodal interface design in VR.</div></div>","PeriodicalId":100320,"journal":{"name":"Computers & Education: X Reality","volume":"8 ","pages":"Article 100129"},"PeriodicalIF":0.0,"publicationDate":"2026-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145798980","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Saurabh Jain , Seunghan Lee , Samuel R. Barber , Young-Jun Son
{"title":"Surgical proficiency assessment using virtual reality (VR)-based hybrid simulation for minimally invasive procedures","authors":"Saurabh Jain , Seunghan Lee , Samuel R. Barber , Young-Jun Son","doi":"10.1016/j.cexr.2025.100128","DOIUrl":"10.1016/j.cexr.2025.100128","url":null,"abstract":"<div><div>Technological advances in extended reality (XR: technology incorporating virtual reality (VR), augmented reality (AR), and mixed reality (MR)) have spurred the development of surgical simulators with the goal of immersing the user in the environment. However, there has been only incremental progress in developing surgical proficiency assessments that are critical in utilizing this technology to train safer and more efficient surgeons. We hypothesize that baseline measurements of expert surgeons (ground truth) and comparisons between users of different proficiency levels can be analyzed to develop an accurate proficiency classification of trainees on a VR-surgical simulator. The foundation of this work is based on our functional endoscopic sinus simulator (FESS) which incorporates a hierarchical task-based analysis of sinus surgery with motion-tracking of the endoscope and surgical instruments. We utilized dynamic time warping (DTW) to combine motion-tracking and operative time of sinus surgery experts to estimate a ground truth, developed a classification network combining motion-tracking and operative time using Decision Tree C5.0, and validated the accuracy of the proficiency classification by conducting extensive experiments with novice (n = 28) and expert (n = 24) users. The proposed work is critical to provide personalized and directed feedback to efficiently train surgeons utilizing simulation.</div></div>","PeriodicalId":100320,"journal":{"name":"Computers & Education: X Reality","volume":"8 ","pages":"Article 100128"},"PeriodicalIF":0.0,"publicationDate":"2026-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145798556","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"An exploratory study on the development of pre-service English teachers’ VR-contextualized testing prototype","authors":"Yohan Hwang , Hyejin Lee","doi":"10.1016/j.cexr.2025.100126","DOIUrl":"10.1016/j.cexr.2025.100126","url":null,"abstract":"<div><div>This research aims to examine the roles of virtual reality (VR) in high-stakes language testing. To this end, 23 pre-service EFL teachers used a user-friendly VR creation tool, Delightex Edu, to transform Test of English for International Communication (TOEIC) questions into a VR-contextualized testing prototype, as well as providing their perspectives on its potential and application. The data analysis focused on exploring the key features of the prototype based on the communicative language teaching (CLT) principles, and reflected on the findings using word-concordance network analysis. The thematic analysis of the testing content reveals that integrating VR with non-player characters (NPCs) adds a new level of authenticity to language use and skills integration for multimodal language learning. The keyword analysis shows that VR can stimulate test-takers’ interest and engagement by immersing them in authentic environments and providing various contextual cues. However, there are some concerns about technological support and infrastructural issues, such as accessibility and prolonged exposure in virtual environments, in addition to motion sickness and fatigue. There are also practical concerns regarding the effort and time required for creating such testing items. Based on these findings, this study suggests the implications for language teachers and stakeholders to make changes in language testing.</div></div>","PeriodicalId":100320,"journal":{"name":"Computers & Education: X Reality","volume":"8 ","pages":"Article 100126"},"PeriodicalIF":0.0,"publicationDate":"2026-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145705873","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}