Impact of Cognitive Load on Learning in Immersive Virtual Reality Environments

The present work focuses on the use of Immersive Virtual Reality (IVR) to train users by immersing them in safe and controlled Virtual Environment (VE) and enabling them to learn by doing. Particular attention is given to adaptive VR-training systems that are capable of dynamically adjusting the training experience based on user’s performance and cognitive state. Considering this, a new methodology for such systems is proposed, that is crafted on the Cognitive Theory of Multimedia Learning (CTML). This methodology aims to help instructors to understand how to adapt VR-training systems to users during their experience in VEs, leading to effective Learning Outcomes and avoiding a high Cognitive Load (CL). This human factor plays a critical role in mediating the relationship between Presence, Immersion, and Learning Outcomes, as the VE generates a CL to users. To have a deeper understanding, factors influencing CL in VEs are presented and relative solutions are proposed. It is our understanding that adaptive VR-training systems, their design, architecture, and attributes, can pave the way to new research directions and that the new methodology presented in this paper will be supportive.

Authors

Publication Details

Journal
AHFE international
Published
2025-01-01
DOI
https://doi.org/10.54941/ahfe1006343
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Impact of Cognitive Load on Learning in Immersive Virtual Reality Environments

Andrea Tarallo, Sara Buonocore, Francesca Massa, Raffaele De Amicis et al.
AHFE international
Educational Games and Gamification
article

Impact of Cognitive Load on Learning in Immersive Virtual Reality Environments

Andrea Tarallo, Sara Buonocore, Francesca Massa, Raffaele De Amicis, Giuseppe Di Gironimo
article en

Abstract

The present work focuses on the use of Immersive Virtual Reality (IVR) to train users by immersing them in safe and controlled Virtual Environment (VE) and enabling them to learn by doing. Particular attention is given to adaptive VR-training systems that are capable of dynamically adjusting the training experience based on user’s performance and cognitive state. Considering this, a new methodology for such systems is proposed, that is crafted on the Cognitive Theory of Multimedia Learning (CTML). This methodology aims to help instructors to understand how to adapt VR-training systems to users during their experience in VEs, leading to effective Learning Outcomes and avoiding a high Cognitive Load (CL). This human factor plays a critical role in mediating the relationship between Presence, Immersion, and Learning Outcomes, as the VE generates a CL to users. To have a deeper understanding, factors influencing CL in VEs are presented and relative solutions are proposed. It is our understanding that adaptive VR-training systems, their design, architecture, and attributes, can pave the way to new research directions and that the new methodology presented in this paper will be supportive.

AHFE internationalVol. 178
Openalex Percentile: Top 84%
Educational Games and Gamification
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