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Article

Comparing the Application Effects of Immersive and Non-Immersive Virtual Reality in Nursing Education: The Influence of Presence and Flow

1
Department of Emergency Medicine, Kuang-Tien General Hospital, Taichung 433, Taiwan
2
Department of Healthcare Administration, Asia University, Taichung 413, Taiwan
*
Author to whom correspondence should be addressed.
Nurs. Rep. 2025, 15(5), 149; https://doi.org/10.3390/nursrep15050149
Submission received: 23 February 2025 / Revised: 26 April 2025 / Accepted: 27 April 2025 / Published: 29 April 2025

Abstract

:
Background: This study extends the theoretical framework based on the Cognitive–Affective Model of Immersive Learning (CAMIL) by incorporating flow state and cognitive absorption to investigate the effectiveness of virtual reality (VR) in nursing education. Methods: A randomized experimental design was adopted. A total of 209 students from three nursing assistant training centers in Taiwan were recruited through convenience sampling and randomly assigned to either immersive virtual reality (IVR) or Desktop VR groups for nasogastric tube feeding training. Data were collected through structured questionnaires and analyzed using partial least squares structural equation modeling (PLS-SEM). Results: The results revealed that immersion, curiosity, and control significantly impacted presence, which, in turn, positively influenced the flow state (β = 0.81, p < 0.001). Flow demonstrated positive effects on intrinsic motivation (β = 0.739, p < 0.001), situational interest (β = 0.742, p < 0.001), and self-efficacy (β = 0.658, p < 0.001) while negatively affecting extraneous cognitive load (β = −0.54, p < 0.001). Multigroup analysis showed that IVR had a stronger control–presence effect (|diff| = 0.337, p = 0.016), and flow had a great effect on motivation (|diff| = 0.251, p = 0.01), interest (|diff| = 0.174, p = 0.035), and self-efficacy (|diff| = 0.248, p = 0.015). Desktop VR more effectively reduced cognitive load (|diff| = 0.217, p = 0.041). Conclusions: These findings provide theoretical insights into the role of flow in VR learning and practical guidance for implementing VR technology in nursing education.

1. Introduction

Virtual reality (VR) is a three-dimensional simulation environment created using computer technology. It allows users to experience scenarios similar to the real world through visual, auditory, and other senses [1]. Recent studies have explored the effects of VR on learners’ knowledge, skills, attitudes, and behaviors [2,3,4,5,6]. In nursing and other health professions, VR learning is recognized as an effective teaching method that can provide a safe, authentic, diverse, and interactive learning environment, enhancing learning effectiveness and motivation [7,8]. It helps to improve nursing students’ learning satisfaction [8,9]. Moreover, it can effectively enhance the knowledge and skills of clinical professionals [10,11].
However, reference [12] indicated that there are shortcomings in the current research on VR learning, such as overlooking the unique characteristics of VR (e.g., immersion and interactivity), and a theoretical basis to explain how VR technology promotes learning effectiveness is also lacking. To address this gap, Makransky and Petersen [13] proposed the Cognitive–Affective Model of Immersive Learning (CAMIL)—a research-based theoretical framework that explains how learning occurs in immersive environments. Although CAMIL is not technology-specific and applies to immersive learning technologies in general, it builds on a recent wave of media comparison studies involving VR. This framework takes a constructivist view of learning, emphasizing the active construction of knowledge through immersive experiences rather than the passive acquisition of information. It provides a structured approach to understanding the complex relationships between technological features, psychological experiences, and learning outcomes in virtual environments. According to CAMIL, the technological features of immersion and interactivity in VR influence presence. Presence influences both affective and cognitive mechanisms, including situational interest, intrinsic motivation, self-efficacy, and cognitive load. These affective and cognitive mechanisms influence learning outcomes.
In terms of VR, presence is generally defined as the degree to which a person’s feelings are transformed from the real environment into the virtual environment; it is the subjective feelings of learners in the virtual environment [14]. This study suggests that presence does not necessarily directly affect the cognitive and emotional aspects of learning. Instead, the interactions, perceptions, and situations in the virtual environment may cause these changes. Several studies have found a close relationship between presence and flow [15,16,17]. Flow is a psychological state in which an individual is fully engaged in an activity while enjoying the experience of the present moment; flow involves the feeling that time is passing quickly while ignoring or forgetting information unrelated to the task [18]. A high level of immersion and interaction in VR can create an immersive sense of presence, generating a flow state [19].
Flow often occurs during tasks that are highly engaging and meaningful. It may boost their intrinsic motivation and self-efficacy when individuals believe that the difficulty of a task matches their ability and that they can overcome the challenges to complete it [20,21]. Furthermore, when task difficulty suits a learner’s ability, it can stimulate their initiative and generate situational interest [22]. A flow state is characterized by a high degree of concentration and deep engagement. In this state, an individual’s attention is focused on the current task, enabling them to process information effectively while reducing the influence of the external cognitive load. Flow can enhance learner engagement in VR, leading to a more effective learning experience. Therefore, flow may be a key factor in the VR learning process.
Based on CAMIL, the antecedents that affect VR presence may be immersion and interactivity [13]. However, in addition to using “immersion” and “interactivity” to explain presence, this study argues that the antecedents affecting presence can be discussed through the concepts of cognitive absorption [23]. Cognitive absorption is when users interact with software and information technology. It has been used to understand individual evaluations of virtual technology [24,25]. In recent years, virtual reality systems have been categorized according to their level of immersion into immersive VR (IVR) [26], which typically uses head-mounted displays, and non-immersive or Desktop VR [27], which uses standard screens and conventional input devices. While both types have been used in nursing education [2,7,8,11], existing studies have mainly focused on comparing VR to traditional or video-based instructions. However, the isolated impact of immersion level, independent of other instructional variables, has not been sufficiently elucidated in the existing literature. Thus, comparing IVR and Desktop VR provides a unique opportunity to examine whether an increased sense of immersion translates into greater presence, deeper flow experiences, and improved learning outcomes. Based on the CAMIL architecture, this study explored the impact of different types of VR on learning outcomes (Desktop VR and IVR). The purpose of this study is as follows: (1) to examine the antecedent factors that affect VR presence; (2) to verify the relationship between VR presence and flow; (3) to discuss the relationship between flow, learning emotion, and cognitive factors; and (4) to compare the learning models of different immersion levels (IVR and Desktop VR).

2. Theoretical Background and Hypotheses

2.1. Antecedent Factors Affecting Presence in VR

Cognitive absorption focuses on the user’s experience of interacting with information technology [23], which encompasses five dimensions: (1) temporal dissociation—ignoring the flow of time during the human–technology interaction; (2) focused immersion—people’s interaction with a task without any interference from external factors, similar to the concept of immersion; (3) heightened enjoyment—the positive experience brought about by the interaction between individuals and activities; (4) curiosity—cognitive and sensory curiosity stimulated by technology; and (5) control—whether people can fully grasp the results of their interaction with tasks, similar to the concept of interactivity. Cognitive absorption can be used to understand the individual assessments of virtual technology use [24,25]. Research indicates that these dimensions significantly impact presence [28,29].
Therefore, we posit that learners’ sense of presence in the virtual environment may be enhanced through several experiential aspects of VR interaction. These include the following: experiencing temporal dissociation (becoming so engaged that they lose track of time); achieving focused immersion (concentrating on the task while ignoring external distractions); feeling heightened enjoyment during the learning process; exerting control by consciously mastering task execution; and engaging curiosity, which drives imaginative involvement throughout the experience. Based on these relationships, we propose the following hypothesis:
H1: 
The experiential process of VR, including (a) temporal dissociation, (b) focused immersion, (c) heightened enjoyment, (d) curiosity, and (e) control, positively impacts presence.

2.2. The Relationship Between Presence and Flow in VR

Presence in VR refers to the degree of immersion a person experiences when transitioning from a real to a virtual environment [14]. Presence can be defined by two modes: descriptive and structural. The former emphasizes the constituent elements of VR presence, including spatiality and authenticity; the latter explains how VR generates presence in the brain [30]. Flow refers to excluding or forgetting information irrelevant to the task when one is focused on the present activity. The flow argument represents a state that arises from the assumption of interaction between individual and situational factors [31]. Flow occurs when three main conditions are met: (1) clear goals, meaning that the person in flow is intensely aware of the goals and actions they want to achieve; (2) unambiguous feedback through the guidance of clear objectives, individuals obtain real-time feedback from activities; and (3) challenge–skill balance: it refers to the challenge posed by the activity. This must match the individual’s ability to generate flow.
Reference [16] suggests that presence and flow are different concepts entirely, but they may influence each other. For instance, presence describes the process of being immersed in the virtual world, while flow refers to the experience of being immersed in a given task. The more users are immersed in the virtual experience, the more likely they are to enter a flow state when completing a task [24,32]. Based on the above facts, when learners focus on immersive VR learning tasks, they can feel a sense of being in the scene. This experiential process is consistent with the three conditions of flow: (1) through clear instructions in VR tasks, learners have clear goals of what they want to achieve; (2) through the interactive process, learners receive unambiguous real-time feedback on their performance; and (3) the VR environment allows tasks to be designed at an appropriate level of challenge that matches learners’ abilities. When these conditions are met, learners experience satisfaction from task completion, leading to a pleasant emotional state that motivates them to continue engaging in the learning activities, representing the flow state. Thus, we propose the following hypothesis:
H2: 
Presence positively impacts flow.

2.3. Flow and Intrinsic Motivation

Intrinsic motivation is the tendency to actively engage in a task because one finds it interesting, challenging, or enjoyable [33]. Elements of intrinsic motivation [34] include autonomy (individuals feel that they can take charge and control their own behavior), individual competence (how well individuals perform tasks), and clarity of purpose (clearly setting goals and being able to obtain real-time feedback on their progress). These elements share similarities with the characteristics of flow. Flow often occurs when a challenge is targeted while the task matches an individual’s abilities. Individuals are more likely to experience a state of flow when they are competent enough to handle a particular task and receive feedback from the process of performing it. However, intrinsic motivation and flow differ. Intrinsic motivation is associated with a task because it is intrinsically satisfying [33]. Flow occurs automatically after participating in an activity because an individual feels that the activity is worthwhile [31]. Past studies have confirmed the relationship between flow and intrinsic motivation [21,35,36]. Thus, we suggest that the characteristics of VR teaching can produce a presence for users; presence enables learners to immerse themselves in the experience of a certain task and enter a flow state. During the flow state, a learner feels that the difficulty of the task is suitable for their ability while receiving feedback in real time during the challenge. This results in more intrinsic motivation to devote to the task, illustrating why people in a flow state are more focused and enjoy their learning activities [16]. Therefore, we propose the following hypothesis:
H3: 
Flow positively impacts intrinsic motivation.

2.4. Flow and Situational Interest

Situational interest refers to an individual’s sense of interest stimulated by the situational environment [37]. Therefore, situational interest is spontaneous, transient, and stimulated by the external environment [38]. Research suggests that to stimulate people’s situational interest, interactive teaching content should be designed while considering the balance of challenging tasks and students’ abilities in mind, focusing on clear teaching objectives and real-time feedback with improved autonomy and entertainment [22]. These design elements are all characteristics of flow [18]. Therefore, the relationship between flow and situational interest can be mutually influential [22,39]. This may explain why creating fun and engaging learning environments is essential to improving student engagement and learning outcomes. Based on the above facts, we suggest that VR teaching inspires a state of flow that exhibits novelty and optimal challenges, creating more learning intention. This can strengthen the situational interest of learners. Therefore, we propose the following hypothesis:
H4: 
Flow positively impacts situational interest.

2.5. Flow and Self-Efficacy

Self-efficacy refers to an individual’s ability to have confidence in the expected outcomes of performing a task [40]. This is the degree to which an individual can use their ability, believe they can do something, and achieve a goal. People with high self-efficacy are capable of prescience and self-reflection [40]. They focus on sticking to their goals to achieve their desired results. Self-efficacy can change over time, depending on an individual’s experience. Such experiential reinforcement is often created by flow; thus, it can be assumed that the process of acquiring flow increases self-efficacy [40]. Furthermore, flow is characterized by a strong sense of control over a task [18]; this sense of control helps to master upcoming challenges and increase self-confidence, similar to self-efficacy. Research has confirmed a positive relationship between flow and self-efficacy [41]. Therefore, when learners are in a flow state, it helps them to exhibit higher abilities in balancing challenges and skills, goal setting, concentration, and task control (i.e., they are in a high flow state). It also helps to enhance their confidence in achieving expected results in the face of tasks (i.e., self-efficacy). Therefore, we propose the following hypothesis:
H5: 
Flow positively impacts self-efficacy.

2.6. Flow and the Extraneous Cognitive Load

Cognitive load is a learning load that occurs when the amount of information or the way it is presented exceeds a person’s working memory-carrying capacity [42]. Improvement through different learning tools, e.g., multimedia visual effects and audio methods, to process learning information can reduce the load on working memory while enhancing learning effectiveness [43]. Several VR-related studies have found that the extraneous cognitive load is essential for understanding the VR learning process. For instance, the fidelity of VR images, complex visual design, detailed images, and more environmental interaction effects can produce an extraneous cognitive load unrelated to learning [5,8,44,45]. Therefore, the cognitive load discussed in this study refers only to the extraneous cognitive load. Reference [46] confirms that flow reduces the impact of the extraneous cognitive load and improves problem-solving ability. The flow created through instructional design or interactive elements can reduce students’ exposure to poor teaching materials or methods. Based on the above facts, we suggest that when VR teaching allows people to be in a state of flow, it helps to reduce the impact on their extraneous cognitive load because they are focused on the current task situation. Therefore, we propose the following hypothesis:
H6: 
Flow negatively impacts the extraneous cognitive load.

2.7. Adjustment Effects of Different VR Types

Studies indicate that highly immersive VR learning elicits more positive outcomes for learning than non-immersive VR learning [4,5,6,47]. It can be understood that a learning system with high immersion can lead to better presence, while presence can positively affect learning emotions and improve perceived learning value [48]. This study focused on comparing the virtual environments of Desktop VR and IVR. The difference between Desktop VR and IVR is indicated by the degree of immersion. Regarding the experiential process, we posit that the virtual environment constructed through IVR may be more effective than that constructed through Desktop VR. For example, IVR may significantly enhance a user’s sense of immersion, control, and temporal dissociation through more intense visual stimulation and unique head-mounted display operation, significantly enhancing the sense of presence. Thus, IVR may be more effective than Desktop VR in inducing a flow experience through presence, thereby enhancing intrinsic motivation and situational interest and improving self-efficacy. Thus, we propose the following hypotheses:
H7: 
Different types of VR (Desktop VR and IVR) can regulate the impact of the VR experience process on presence, such as (a) temporal dissociation, (b) focused immersion, (c) heightened enjoyment, (d) curiosity, and (e) control.
H8: 
Different types of VR (Desktop VR and IVR) can regulate the impact of presence on flow.
H9: 
Different types of VR (Desktop VR and IVR) can regulate the impact of flow on (a) intrinsic motivation, (b) situational interest, (c) self-efficacy, and (d) temporal cognitive load.

3. Materials and Methods

3.1. Conditions for Sample Collection

This study adopted an experimental design with random assignment to compare IVR and Desktop VR environments and to examine their effects on key constructs within the CAMIL framework, including presence, flow, and learning-related outcomes. Participants were recruited through convenience sampling from nursing assistant training courses at three educational and training institutions in central Taiwan. Data collection started in October 2022. Inclusion criteria were as follows: (1) adults aged 20 years or older; (2) those who had never participated in similar nursing training programs; and (3) those without a history of neurological, psychiatric, or cardiovascular disorders or cognitive impairment.
Eligible participants who provided informed consent were randomly assigned to either the immersive virtual reality (IVR) group or the Desktop VR group in a 1:1 ratio using a computer-generated randomization sequence. A total of 220 participants were initially enrolled. During the intervention, eight participants withdrew for health reasons (vertigo, COVID-19, or eye discomfort), and three withdrew for personal reasons, leaving 209 valid participants (105 in the Desktop VR group and 104 in the IVR group). The required sample size was calculated using G*Power 3.1.9.7 [49], based on a minimum R2 value of 0.15 and 11 predictor variables, with a statistical power level of 0.71 [8]. The final sample size exceeded this threshold, ensuring adequate power for the analyses.

3.2. Experimental Content and Research Steps

The instructional content in this study was selected and structured to align with both clinical practice standards and the theoretical constructs of the Cognitive–Affective Model of Immersive Learning (CAMIL). CAMIL posits that immersion and interactivity enhance a sense of presence, thereby triggering psychological processes such as emotional engagement, intrinsic motivation, situational interest, and cognitive processing. The nasogastric tube feeding scenario was chosen for its high contextual relevance and potential to elicit immersive engagement. By simulating realistic and sequential clinical tasks—including preparation, patient interaction, feeding procedures, and follow-up care—the content was designed to maximize presence and facilitate flow within a clinically meaningful learning experience.
The intervention was implemented using a previously validated instructional framework for nasogastric tube feeding training [8], developed in accordance with the national clinical care guidelines and standard operating procedures. Prior to the VR intervention, all participants received a 50- min theoretical course consisting of a 30 min lecture and a 20 min group discussion to ensure a basic understanding of the procedure. After the theoretical session, participants proceeded to the simulation-based training using either IVR or Desktop VR. Both groups received the same instructional content, including preparation steps, meal setup, feeding, post-care cleaning, and medication assistance.
The virtual learning environments were built in Unity 3D and programmed in C#. Relevant 3D models were created in 3ds Max and integrated into the system. All content was standardized to ensure consistency between groups, with the only difference being the level of immersion provided by the VR modality. In the IVR group, participants used HTC VIVE Focus Plus head-mounted displays and handheld controllers. They navigated the virtual environment using a joystick and interacted with objects using the controller buttons. The Desktop VR group used a computer, a mouse, and a keyboard. Navigation was performed using the arrow keys and mouse movements, while object interactions were performed using mouse clicks. Participants completed the simulation at their own pace. On average, the IVR group spent 26.3 min completing the tasks, while the Desktop VR group completed their tasks in approximately 20.5 min. Upon the completion of VR training, all participants immediately completed the structured questionnaire.

3.3. Research Measurement Tools

The questionnaire was primarily a self-report instrument and consisted of five parts. This study used a 5-point Likert scale ranging from 1 point (strongly disagree) to 5 points (strongly agree) for measurement. The first part included the basic data on age, gender, education level, and marital status. The second part assessed cognitive absorption based on the framework proposed by Agarwal and Karahanna [23], who defined it as “a state of deep involvement with software”. It included 15 items across five subdimensions: temporal dissociation, focused immersion, heightened enjoyment, control, and curiosity. Each subscale consisted of three items adapted to the VR caregiving learning context. Previous studies have reported acceptable-to-high internal consistency for these subdimensions, with Cronbach’s alpha values ranging from 0.67 to 0.87 [28].
The third part used Vorderer et al.’s [50] presence scale, which conceptualizes presence as the feeling of “being there”. This eight-item scale measures participants’ perceptions of spatial presence, self-location, and involvement in the virtual environment. The fourth section adapted four items from Kim and Hall [9] to measure flow states during VR learning, capturing essential components such as concentration, enjoyment, control, and the merger of action and awareness. Both the presence and flow scales have demonstrated strong internal consistency in a previous study, with reported Cronbach’s alpha values ranging from 0.864 to 0.926 [29].
The fifth part assessed learners’ motivational and cognitive–affective responses, which are essential for understanding engagement and perceived task difficulty in VR-based learning. It included four items on intrinsic motivation [51], which measure the learner’s internal drive and enjoyment; five items on situational interest [51,52], which reflect interest and attention triggered by the learning content (e.g., “The caregiving tasks in VR were interesting”); four items on self-efficacy [51], which assess the learner’s perceived confidence in completing caregiving tasks; and three items on extraneous cognitive load [53], assessing the perceived mental effort required, which have demonstrated acceptable internal consistency in previous studies (Cronbach’s alpha typically above 0.70). For transparency and reproducibility, the full set of questionnaire items is included in Appendix A.

3.4. Data Analysis

This study adopted a partial least squares (PLS) method to construct predictive models. For causal model analysis between potential variables, this method is superior to the general linear structural relationship model and is suitable for exploratory research. It applies not only to the dimension of a single item but also has predictive and explanatory power. It is not limited by the variable distribution pattern or the number of samples and is suitable for multigroup analysis (MGA) [54]. These attributes helped to explore the differences in learning models between VR types. We used the Smart PLS software (version 4.1.1.1) to analyze the measurement model and structure and selected 5000 samples using Bootstrap resampling for parameter calculation and inference estimation.

4. Results

4.1. Sample Descriptive Statistics

Demographic characteristics of the participants are presented in Table 1. Among the 209 participants, 79 (37.8%) were 41–50 years old, and 60 (28.7%) were 51–60 years old. The youngest participant was 22 years old. The oldest participant was 60 years old. The average age of participants was 38.74 years old. There were more women participants than men participants, accounting for 55.98%. Most participants were high school graduates (63.6%), followed by university graduates (36.4%).

4.2. Reliability and Validity of the Research Instruments

This study used individual item reliability, composite reliability (CR) of potential variables, and average variance extracted (AVE) of potential variables to evaluate the measurement model. Among them, “intrinsic motivation” and “situational interest” each had a factor loading of less than 0.5 and were deleted. The factor loading coefficients of the other variables ranged from 0.719 to 0.948, all higher than the recommended value of 0.5. The CR values of each variable ranged from 0.806 to 0.961, above the standard of 0.7, indicating that the research model has good internal consistency. The AVE values ranged from 0.572 to 0.892, higher than the standard values of 0.5 (See Table 2).
Discriminant validity is obtained by checking that the square root of the average variance extracted (AVE) for each construct exceeds its correlation coefficients with other constructs. Overall, the results indicate that all dimensions have satisfactory levels of reliability, convergent validity, and discriminant validity (see Table 3). Therefore, the variables in this study have good convergence validity. We also used the heterotrait–monotrait ratio (HTMT) to evaluate discriminant validity. All HTMT ratios were below the threshold value of 0.85, confirming discriminant validity. The results of the standardized root mean square residual (SRMR) were used as a goodness-of-fit measure based on PLS-SEM. The complete dataset had a value of 0.054, indicating that all data satisfied the requirements for goodness-of-fit. The VIF values for all indicators/manifested variables were between 1.088 and 4.864; the VIF value did not exceed the threshold value of 5, indicating no multicollinearity issues.

4.3. Hypothesis Verification

We used Bootstrap resampling in PLS to test the structural model’s path significance. R2 is the main indicator for determining the quality of a model [55]. We used PLS to estimate the path relationships between various dimensions; the path values were standardized coefficients to verify the hypothesis regarding the path relationships in the research model. All relevant hypotheses must reach a significance level of α = 0.05 to be valid (see Table 4).
The results indicate that immersion, curiosity, and control all led to significant differences in presence (β = 0.146, t = 2.115, p = 0.035; β = 0.281, t = 2.418, p = 0.006; β = 0.367, t = 5.722, p < 0.001). This indicates that the immersion, curiosity, and level of control elicited by the experiential process of VR resulted in a stronger sense of presence. Therefore, H1b, H1d, and H1e were established. This study did not find a significant effect of temporal dissociation and enjoyment on presence. The above three factors could explain 78.6% of the variance in terms of presence. The presence generated by VR positively affected the flow state (β = 0.81, t = 29.07, p < 0.001); the higher the presence, the more likely it was to produce a flow state. Therefore, H2 is established, and 65.1% of the flow variance could be explained. We also found that the stronger the flow feeling, the stronger the intrinsic motivation, situational interest, and self-efficacy (β = 0.739, t = 16.62, p < 0.001; β = 0.742, t = 19.78, p < 0.001; β = 0.658, t = 14.07, p < 0.001). Furthermore, we found that a flow state can reduce the extraneous cognitive load of individual learning (β = −0.54, t = 9.90, p < 0.001), validating H3, H4, H5, and H6 (see Figure 1).

4.4. Multiple Group Analysis

To test H7, H8, and H9, we divided all participants into two groups (IVR and Desktop VR). We conducted multiple PLS analyses to compare the differences in path relationships between the two groups. PLS has been widely adopted in past research [56]. In the multigroup analysis, the permutation test revealed no significant differences in several paths related to presence. Specifically, temporal dissociation did not show a significant difference in its effect on the presence (|diff| = 0.044, p = 0.729), leading to the rejection of H7a. Similarly, focused immersion (|diff| = 0.001, p = 0.992) and heightened enjoyment (|diff| = 0.254, p = 0.344) showed no significant differences, resulting in the rejection of H7b and H7c, respectively. Although curiosity yielded a relatively large coefficient difference (|diff| = 0.299), the result was not statistically significant (p = 0.204), and thus, H7d was also rejected. However, the relationship between control and presence showed a significant difference between groups (|diff| = 0.337, p = 0.016), with the IVR group exhibiting a stronger effect. Therefore, H7e was supported (see Table 5).
Presence did not exhibit a significant difference in flow (|diff| = 0.091, p < 0.05). Therefore, H8 was rejected. Additionally, flow exhibited significant differences in intrinsic motivation, situational interest, self-efficacy, and the extraneous cognitive load (|diff| = 0.251, p < 0.05; |diff| = 0.174, p < 0.05; |diff| = 0.248, p < 0.005; |diff| = 0.217, p < 0.05). IVR had a higher effect on intrinsic motivation, situational interest, and self-efficacy in flow compared to Desktop VR. However, compared to IVR, Desktop VR effectively reduced the extraneous cognitive load. The findings indicate that different types of VR had a moderating effect on control, presence, flow, and the relationship between learning emotions and cognition. Therefore, H9a–H9d are established (see Table 5).

5. Discussion

This study proposed a VR learning model based on the CAMIL framework. We developed a VR teaching system to enhance the skills of nasogastric tube feeding in nursing care. We discussed antecedents affecting VR presence while exploring the relationship between VR presence and flow. The influence of flow on learning, emotion, and cognition was also examined. The findings indicate that immersion, control, and curiosity significantly influenced presence (H1b, H1d, H1e, supported); a stronger sense of presence led to greater involvement in the experience, which, in turn, enhanced flow (H2, supported). Flow positively affected intrinsic motivation (H3, supported), situational interest (H4, supported), and self-efficacy (H6, supported) while reducing the extraneous cognitive load (H5, supported). Multigroup analysis further confirmed the moderating effects of immersion level, supporting H9a–H9d. The following description outlines this study’s empirical contributions.

5.1. Theoretical Significance

First, this study found that a sense of control was the most significant factor in predicting presence, aligning with the results from past research [13,28,29]. This means that the stronger the people’s sense of control when interacting with virtual environments, the stronger their sense of presence in VR. Second, users with higher curiosity tend to perceive a higher sense of presence in VR [28,57]. Perhaps due to VR’s innovative technology, users feel curious during their experience, further enhancing their presence. Finally, this study found that the stronger the immersion, the higher the degree of presence, which is consistent with reference [13]’s findings regarding the impact of VR presence on immersion.
Unlike previous studies, the model in this study introduces the concept of “flow” to explore how flow triggers learning emotions and cognitive responses in users. To the best of our knowledge, this study is the first to propose this architecture. While previous studies have indicated that high presence contributes to positive learning emotions [26,48,58,59], this study suggests that the learning process depends on the participation and autonomy of individuals, a learning concept of internal development constructivism [60]. When people participate in clinical teaching tasks through VR, immersion enables students to maintain focus and generate a flow state. Flow promotes learning interest, intrinsic motivation, and self-efficacy. Previous studies have examined isolated emotional factors, such as intrinsic motivation, situational interest, or self-efficacy, in relation to flow independently [22,35,41]. The uniqueness of this study lies in the comprehensive consideration of the learning emotional effects based on the CAMIL framework, which adds value to establishing VR learning models.
Second, although past studies have indicated that VR’s high fidelity and complex visual design tend to trigger an extraneous cognitive load unrelated to learning [5,8,44], this study emphasizes that VR presence can induce learners’ flow state, thus affecting the extraneous cognitive load. During a flow state, learners’ concentration is improved, and less attention is paid to information unrelated to learning [46,61,62]. Therefore, if VR design content is attractive enough—with a sense of presence while aligning with the interests and abilities of learners—it is easier to trigger flow and immerse learners, becoming a key factor in reducing the extraneous cognitive load.
Finally, this study tested VR systems with differing levels of immersion (IVR, Desktop VR) to validate the model’s results. First, IVR enables people to immerse themselves in tasks through a VR headset and interact with the virtual environment through a VR handle. Comparatively, Desktop VR only involves mouse control. Thus, IVR provides a higher level of control and enhances the sense of presence. Second, learning IVR can lead to higher self-efficacy and situational interest. This finding aligns with the results of previous studies [8,63,64]. Notably, although previous studies have found that IVR reduces the extraneous cognitive load [65], this may be due to the flow state created by VR. Our study confirms that flow in IVR reduces the extraneous cognitive load, but Desktop VR has a greater effect in reducing this load compared to IVR. This difference may be because IVR requires users to manipulate handlebars and HMDs, which are more complex than Desktop VR training environments [8]. Therefore, Desktop VR appears more effective in reducing the extraneous cognitive load.

5.2. Practical Significance

Based on these findings, this study provides practical suggestions and guidelines for VR teaching systems. Since a sense of control can affect presence, instructional designers can focus on creating instructional content that allows users to interact with scenes, thereby increasing their sense of control. For example, systems can be designed to enable users to move and use virtual objects, thereby increasing presence. This study also suggests that the influence of curiosity on presence should not be overlooked. Previous studies indicate that VR may be a tool to encourage curiosity [66], and curiosity indeed affects presence in VR [28,67]. Therefore, the advantages of VR can be used to create rich visual and auditory experiences and to design fascinating situations and task challenges. This can help stimulate users’ curiosity and further influence their presence.
Presence generated through VR is an essential factor in promoting a user’s flow, and flow is the antecedent to creating learning emotion. Therefore, to improve the flow state of learners, we suggest adding challenging tasks to VR learning materials. This teaching method, similar to game design, can be used to design challenging learning tasks through powerful narrative content to stimulate learners’ continual participation and challenges. This helps to create a flow state [19], which will stimulate learning motivation, situational interest, and self-efficacy while reducing the influence of the extraneous cognitive load. Teachers can flexibly choose to use IVR or Desktop VR based on their teaching objectives, student needs, and the immersion requirements of the course. Specifically, for situations requiring the cultivation of clinical reasoning and situational response, IVR may be more effective; for situations that reduce the learning load and cultivate basic knowledge, Desktop VR may be more suitable.

5.3. Limitations and Suggestions

The study limitations are as follows. First, the participants were only recruited from three nursing assistant training institutions. Although the participants’ age distribution was wide, we suggest recruiting more participants for future studies to confirm the validity of the research framework. Moreover, this study focused on one specific skill (the nasogastric tube feeding technique); other care skills should be explored in subsequent studies. Second, this study aimed to verify the effect of presence on the state of flow rather than the “process of flow”. We measured the learner’s transient flow experience. Therefore, the duration of the participants’ flow should be further explored. Future studies should also measure flow in a way that can reflect the flow process [68] to more fully understand the changes that occur during the learner’s experience. In terms of methodological considerations, although the randomized experimental design helped control potential confounding variables and improve internal validity, the use of convenience sampling may limit the generalizability of the findings. Additionally, this study focused on the immediate effects of VR-based learning within a single session. Although flow and other psychological outcomes were captured directly after the intervention, it remains unclear whether these effects are sustained over time. Future studies could adopt a longitudinal design to investigate the persistence of learning motivation, interest, and self-efficacy.

6. Conclusions

This study developed a theory-based VR learning framework for nursing skill training, with a specific focus on nasogastric tube feeding techniques. It found that cognitive absorption—specifically immersion, curiosity, and control—plays a significant role in shaping presence in VR learning environments. This study further explored the strong relationship between presence and flow and examined how flow positively influenced learning emotions and cognitive factors. Empirical results confirmed the moderating effect of VR learning systems with different levels of immersion on learning outcomes. Specifically, IVR proved to be more effective than Desktop VR in enhancing flow, learning emotions, and cognitive engagement, while Desktop VR was better at reducing the extraneous cognitive load. These findings provide both a theoretical foundation and practical guidance for the design of effective VR-based learning systems.

Author Contributions

Project administration, data curation, validation, visualization, and writing—original draft preparation, C.-H.H.; resources and writing—review and editing, C.-C.Y. All authors have read and agreed to the published version of the manuscript.

Funding

This study was supported by a grant from the Ministry of Science and Technology, Taipei, Taiwan (MOST 111-2410-H-468-015).

Institutional Review Board Statement

This study was conducted in accordance with the Declaration of Helsinki and approved by the Institutional Review Board of Jen Ai Hospital, Taichung, Taiwan (protocol code: IRB110-82; date of approval: 12 December 2021).

Informed Consent Statement

Informed consent was obtained from all subjects involved in this study.

Data Availability Statement

The data presented in this study are available upon request from the corresponding author due to ethical restrictions imposed by the Institutional Review Board (IRB).

Public Involvement Statement

No public involvement in any aspect of this research.

Guidelines and Standards Statement

This manuscript was drafted against the STROBE (Strengthening the Reporting of Observational Studies in Epidemiology) for observational and experimental research.

Use of Artificial Intelligence

We acknowledge the use of ChatGPT to perform language editing.

Conflicts of Interest

The authors declare no conflicts of interest.

Appendix A

  • Temporal Dissociation
  • Tim 1. Time seemed to pass quickly when I used the VR learning activity.
  • Tim 2. I often lost track of time while using the VR learning activity.
  • Tim 3. I spent more time than I had planned when using the VR learning activity.
  • Focused Immersion
  • Imm 1. I was able to block out distractions when using the VR learning activity.
  • Imm 2. My attention was fully focused during the VR learning experience.
  • Imm 3. I felt completely immersed in the VR learning environment.
  • Heightened Enjoyment
  • Fun 1. I have fun interacting with the VR training.
  • Fun 2. I enjoy the process of using the VR training.
  • Fun 3. The VR training is enjoyable to me.
  • Control
  • Con 1. I felt that I was in control during the VR learning experience.
  • Con 2. I was able to learn at my own pace in the VR learning activity.
  • Con 3. I can manage my pace while using the VR training.
  • Curiosity
  • Cur 1. The VR training excites my curiosity.
  • Cur 2. I want to explore more while using the VR training.
  • Cur 3. The VR caregiving activities arouse my imagination.
  • Presence
  • Pre 1. I felt like I was actively doing the caregiving task, not just watching.
  • Pre 2. I felt like I was part of the virtual care environment.
  • Pre 3. I felt like I was really in the virtual care setting.
  • Pre 4. I felt like the patients and equipment were all around me.
  • Pre 5. I felt like I had moved into the VR care scene.
  • Pre 6. I felt like I was fully in the caregiver role in VR.
  • Pre 7. I felt physically present and responsible in the VR environment.
  • Pre 8. I felt like I interacted with the patients and tasks in VR.
  • Flow
  • Flow 1. I felt totally engaged and captivated when using the VR learning activity.
  • Flow 2. Time seemed to fly by during the VR learning experience.
  • Flow 3. I temporarily forgot my worries and stress during the VR learning activity.
  • Flow 4. I lost awareness of my physical surroundings while using the VR learning activity.
  • Intrinsic Motivation
  • Imt 1. I usually enjoy learning through virtual reality caregiving activities.
  • Imt 2. I feel personally motivated to use VR as a tool for learning caregiving.
  • Imt 3. I enjoy using VR for learning, even without external rewards.
  • Imt 4. I prefer using VR when learning new caregiving skills.
  • Situational Interest
  • Si 1. The caregiving tasks in VR were interesting.
  • Si 2. I was interested in understanding the care concepts behind the VR tasks.
  • Si 3. The way the caregiving tasks were presented in VR made them more engaging.
  • Si 4. The caregiving tasks today kept me interested and prevented me from feeling bored.
  • Si 5. I felt curious about the caregiving tasks and wanted to explore them further.
  • Self-Efficacy
  • Sf 1. I’m confident I can understand the basic concepts of long-term care.
  • Sf 2. I believe I understand complex concepts related to long-term care.
  • Sf 3. I believe I can perform well on the tasks just tested.
  • Sf 4. I expect to perform well in long-term care.
  • Cognitive Load
  • Cl 1. This task requires remembering many things simultaneously.
  • Cl 2. I find this task operation very complex.
  • Cl 3. I’ve done my best since this task requires understanding many details and backgrounds.

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Figure 1. Structural analysis of the research model.
Figure 1. Structural analysis of the research model.
Nursrep 15 00149 g001
Table 1. Demographic characteristics of study participants (N = 209).
Table 1. Demographic characteristics of study participants (N = 209).
VariableCategoryTotal (%)IVR (%)
N = 104
Desktop VR (%)
N = 105
GenderFemale117 (55.98%)61 (58.7%)56 (53.3%)
Male92 (44.02%)56 (53.8%)48 (45.7%)
Age21–30 years35 (16.75%)19 (54.3%)16 (45.7%)
31–40 years35 (16.75%)20 (57.1%)15 (42.9%)
41–50 years79 (37.80%)43 (54.4%)36 (45.6%)
51–60 years60 (28.70%)36 (60.0%)24 (40.0%)
Education levelHigh school133 (63.6%)74 (55.6%)59 (44.4%)
University76 (36.4%)45 (59.2%)31 (40.8%)
Marital statusSingle80 (38.28%)45 (56.2%)35 (43.8%)
Married124 (59.33%)72 (58.1%)52 (41.9%)
Divorced2 (0.96%)1 (50.0%)1 (50.0%)
Other (e.g., cohabiting, separated)3 (1.43%)2 (66.7%)1 (33.3%)
Table 2. Validity and reliability.
Table 2. Validity and reliability.
DimensionVariableLoadingT-ValueCronbach’s AlphaCRAVE
Temporal dissociationTim 10.91643.5610.8220.9180.849
Tim 20.87520.684
Tim 30.91343.167
Focused immersionImm 10.86820.3580.8660.9080.713
Imm 20.84628.457
Imm 30.87731.679
Heightened enjoymentFun 10.92967.4050.9550.9610.892
Fun 20.95102.111
Fun 30.955103.634
ControlCon 10.86334.1070.8620.9150.783
Con 20.87837.584
Con 30.91357.711
CuriosityCur 10.9582.0180.9370.960.888
Cur 20.94874.064
Cur 30.9357.22
PresencePre 10.88342.3380.9570.9630.769
Pre 20.87440.577
Pre 30.89344.649
Pre 40.92666.873
Pre 50.87935.691
Pre 60.89262.675
Pre 70.89347.052
Pre 80.76819.840
FlowFlow 10.87946.4540.8680.9120.718
Flow 20.87249.595
Flow 30.88853.655
Flow 40.74214.558
Intrinsic motivationImt 10.85642.1600.9080.9350.783
Imt 20.89142.427
Imt 30.90747.707
Imt 40.88639.375
Situational interestSi 10.92682.3580.9460.9370.751
Si 20.94177.180
Si 30.93570.133
Si 40.87323.461
Si 50.74618.96
Extraneous cognitive loadCl 10.76711.5600.8060.8000.572
Cl 20.7195.518
Cl 30.78210.293
Self-efficacySf 10.88243.8030.9200.9320.774
Sf 20.85432.992
Sf 30.90754.293
Sf 40.87641.864
Table 3. Discriminant validity.
Table 3. Discriminant validity.
1234567891011
1. Temporal dissociation0.921
2. Focused immersion0.6440.872
3. Heightened enjoyment0.6880.7170.954
4. Control0.610.6580.7520.885
5. Curiosity0.6160.8040.7940.8040.942
6. Presence0.5920.6870.7570.8390.8150.877
7. Flow0.6540.6380.7310.750.720.8080.847
8. Intrinsic Motivation0.6750.6650.8220.8110.7910.7330.7390.885
9. Situational Interest0.7080.6820.810.8020.7770.7450.7420.8120.928
10. Self-efficacy0.5210.5960.6850.7160.6570.7330.6580.6620.7490.891
11. Extraneous Cognitive Load−0.526−0.486−0.569−0.593−0.575−0.565−0.54−0.609−0.64−0.6040.727
Note: The square root of the AVE values is shown in bold. Off-diagonal elements are the inter-construct correlations.
Table 4. Results of the research hypotheses.
Table 4. Results of the research hypotheses.
HypothesisPath RelationPath CoefficientT-ValueResult
H1aTemporal Dissociation → Presence−0.020.286False
H1bFocused Immersion → Presence0.1462.115 *True
H1cHeightened Enjoyment → Presence−00010.014False
H1dCuriosity → Presence0.2812.418 *True
H1eControl → Presence0.3675.722 ***True
H2Presence → Flow0.8129.07 ***True
H3Flow → Intrinsic Motivation0.73916.62 ***True
H4Flow → Situational Interest0.74219.78 ***True
H5Flow → Extraneous Cognitive Load0.549.90 ***True
H6Flow → Self-Efficacy0.65814.07 ***True
*: p < 0.05; ***: p < 0.001.
Table 5. Multigroup comparison test results.
Table 5. Multigroup comparison test results.
RelationshipPath Coefficient (IVR)Path Coefficient (Desktop VR)Path Coefficient Differencep-ValueSignificant Difference?Hypothesis
Temporal dissociation-->Presence0.0060.05−0.0440.729NoH7a
Focused immersion-->Presence0.1190.12−0.0010.992NoH7b
Heightened enjoyment-->Presence0.163−0.0910.2540.344NoH7c
Curiosity-->Presence0.4810.1820.2990.204NoH7d
Control-->Presence0.4580.1210.3370.016YesH7e
Presence-->Flow0.8590.7680.0910.122NoH8
Flow-->Intrinsic Motivation0.8920.6410.2510.010YesH9a
Flow-->Situational Interest0.8530.6790.1740.035YesH9b
Flow-->Self-efficacy0.7980.550.2480.015YesH9c
Flow-->Extraneous Cognitive Load−0.468−0.6850.2170.041YesH9d
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Hii, C.-H.; Yang, C.-C. Comparing the Application Effects of Immersive and Non-Immersive Virtual Reality in Nursing Education: The Influence of Presence and Flow. Nurs. Rep. 2025, 15, 149. https://doi.org/10.3390/nursrep15050149

AMA Style

Hii C-H, Yang C-C. Comparing the Application Effects of Immersive and Non-Immersive Virtual Reality in Nursing Education: The Influence of Presence and Flow. Nursing Reports. 2025; 15(5):149. https://doi.org/10.3390/nursrep15050149

Chicago/Turabian Style

Hii, Choon-Hoon, and Cheng-Chia Yang. 2025. "Comparing the Application Effects of Immersive and Non-Immersive Virtual Reality in Nursing Education: The Influence of Presence and Flow" Nursing Reports 15, no. 5: 149. https://doi.org/10.3390/nursrep15050149

APA Style

Hii, C.-H., & Yang, C.-C. (2025). Comparing the Application Effects of Immersive and Non-Immersive Virtual Reality in Nursing Education: The Influence of Presence and Flow. Nursing Reports, 15(5), 149. https://doi.org/10.3390/nursrep15050149

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