Sequencing immersive virtual reality and physical laboratory work for titration training: effects on learning outcomes

Background Higher education institutions face constraints on laboratory space, staffing, and safety, motivating interest in immersive virtual reality (iVR) as a complement to laboratory teaching. Objective This pilot study aimed to compare knowledge‐score changes across two sequences of iVR and physical laboratory titration training in a mandatory first-semester Life Sciences course and to explore relationships within the Cognitive Affective Model of Immersive Learning (CAMIL). Methods Ninety‐one students completed both activities in instructor‐assigned, counterbalanced sequences and took a 13‐item knowledge test at three time points (baseline and after each activity). Questionnaires assessed CAMIL constructs and usability. Knowledge scores were analyzed with a baseline‐adjusted linear mixed‐effects model with participant random intercepts; questionnaire data were analyzed in an exploratory reduced path model with bootstrap confidence intervals. Results Mean knowledge scores increased from 39.80 out of 52 points at baseline (SD = 4.02) to 42.87 after the first activity (SD = 4.47) and 43.18 after the second (SD = 4.35). The first‐period VR‐first minus laboratory-first difference was –1.26 points (95% CI [–2.74, 0.22], p = 0.094). The time‐by‐sequence interaction was also imprecisely estimated (b = 0.76, 95% CI [–0.42, 1.94], p = 0.204). Knowledge-test reliability was limited (Cronbachs α = 0.349, 0.579, and 0.587). In the path model, presence was negatively associated with cognitive load (β = –0.469, bootstrap 95% CI [–0.628, –0.344]); the remaining path intervals included zero. Usability averaged 71.75 (SD = 13.88; n = 90). Conclusions These findings describe knowledge-score increases during a combined training sequence but do not establish equivalent learning outcomes, a causal modality effect, or procedural skill transfer. Limited knowledge-test reliability further constrains interpretation.

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Publication Details

Journal
Frontiers in Virtual Reality
Published
2026-10-30
DOI
https://doi.org/10.3389/frvir.2026.1958188
Primary Topic
Virtual Reality Applications and Impacts
Type
article
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article

Sequencing immersive virtual reality and physical laboratory work for titration training: effects on learning outcomes

Claude Schärer, Oliver Christ, Urs Chalupny, Pascal Valentin Meier et al.
2 links
Frontiers in Virtual Reality
Virtual Reality Applications and Impacts
article

Sequencing immersive virtual reality and physical laboratory work for titration training: effects on learning outcomes

Claude Schärer, Oliver Christ, Urs Chalupny, Pascal Valentin Meier, Daniel Varòn Silva
article en

Abstract

Background Higher education institutions face constraints on laboratory space, staffing, and safety, motivating interest in immersive virtual reality (iVR) as a complement to laboratory teaching. Objective This pilot study aimed to compare knowledge‐score changes across two sequences of iVR and physical laboratory titration training in a mandatory first-semester Life Sciences course and to explore relationships within the Cognitive Affective Model of Immersive Learning (CAMIL). Methods Ninety‐one students completed both activities in instructor‐assigned, counterbalanced sequences and took a 13‐item knowledge test at three time points (baseline and after each activity). Questionnaires assessed CAMIL constructs and usability. Knowledge scores were analyzed with a baseline‐adjusted linear mixed‐effects model with participant random intercepts; questionnaire data were analyzed in an exploratory reduced path model with bootstrap confidence intervals. Results Mean knowledge scores increased from 39.80 out of 52 points at baseline (SD = 4.02) to 42.87 after the first activity (SD = 4.47) and 43.18 after the second (SD = 4.35). The first‐period VR‐first minus laboratory-first difference was –1.26 points (95% CI [–2.74, 0.22], p = 0.094). The time‐by‐sequence interaction was also imprecisely estimated (b = 0.76, 95% CI [–0.42, 1.94], p = 0.204). Knowledge-test reliability was limited (Cronbachs α = 0.349, 0.579, and 0.587). In the path model, presence was negatively associated with cognitive load (β = –0.469, bootstrap 95% CI [–0.628, –0.344]); the remaining path intervals included zero. Usability averaged 71.75 (SD = 13.88; n = 90). Conclusions These findings describe knowledge-score increases during a combined training sequence but do not establish equivalent learning outcomes, a causal modality effect, or procedural skill transfer. Limited knowledge-test reliability further constrains interpretation.

Frontiers in Virtual RealityVol. 7
FHNW University of Applied Sciences and Arts Northwestern Switzerland (CH)
Quality education
Openalex Percentile: Top 99%
Virtual Reality Applications and Impacts
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