Skip to main navigation Skip to search Skip to main content

Enhancing engagement in virtual reality learning: Insights into design, usability, and pedagogical impact

Research output: Journal PublicationsJournal Article (refereed)peer-review

Abstract

Virtual reality (VR) and metaverse platforms are now widely used to make difficult topics easier to experience and explore, on both headsets and regular screens. However, problems like dizziness, mixed engagement, and uneven uptake suggest that “more immersion” is not enough. What seems to mat-ter more are specific design choices: how the scene is laid out, how quickly tasks follow one another, and whether students use VR headsets or non-VR devices. In this study, we examined how a metaverse-style learning platform can be designed to feel comfortable, engaging, and worth using again for students with different devices and levels of gaming experience. Thirty-one design undergraduates completed a short sustainable agriculture activity, ei-ther in VR or on a non-VR device, and followed either a U-turn path or a simpler, linear path. We combined survey data with coded open-ended com-ments. Perceived usefulness and enjoyment were the strongest predictors of students’ intention to use VR for learning, with attitude also helping, whereas feeling confident using VR alone and judging the interface “intuitive” did not increase intention as expected. Headset use and weekly gaming were both linked to lower immediate intention. A linear layout produced 18 percentage points fewer mentions of dizziness than the U-turn layout, and students who did not mention dizziness reported higher ease-of-use, enjoyment, perceived performance, and intention. Non-VR users and non-weekly gamers also re-ported higher intention than VR-headset users and weekly gamers, with no gender differences observed. Overall, the results highlight three design levers for metaverse-based learning: scenes that avoid unnecessary turning, small-step tasks with clear feedback, and real support for both VR and non-VR devices.
Original languageEnglish
Article number100177
JournalComputers & Education: X Reality
Volume9
Early online date20 Jul 2026
DOIs
Publication statusE-pub ahead of print - 20 Jul 2026

Bibliographical note

Publisher Copyright:
© 2026 The Authors.

Funding

This study was funded by The Hong Kong Polytechnic University (Teaching Development Grant, Project Code: SDTDF-S2301), Lingnan University, Hong Kong (Fund for Innovative Technology-in-Education (FITE) by the University Grants Committee (Project Code: 120042)

UN SDGs

This output contributes to the following UN Sustainable Development Goals (SDGs)

  1. SDG 2 - Zero Hunger
    SDG 2 Zero Hunger
  2. SDG 4 - Quality Education
    SDG 4 Quality Education
  3. SDG 8 - Decent Work and Economic Growth
    SDG 8 Decent Work and Economic Growth
  4. SDG 12 - Responsible Consumption and Production
    SDG 12 Responsible Consumption and Production

Keywords

  • Immersive learning
  • Sustainability education
  • Educational technology
  • Virtual reality in education

Fingerprint

Dive into the research topics of 'Enhancing engagement in virtual reality learning: Insights into design, usability, and pedagogical impact'. Together they form a unique fingerprint.

Cite this