Embodied Learning Through Immersive Virtual Reality: Theoretical Perspectives for Art and Design Education
Abstract
1. Introduction
- How do embodied cognition principles (e.g., Wilson’s six principles) manifest in IVR-based art/design pedagogy?
- What are the practical implications and limitations of IVR for fostering creativity and collaboration in design education?
2. Methodology: Theory-Driven Translational Synthesis
2.1. Phase 1: Selection and Synthesis of Interdisciplinary Studies
2.2. Phase 2: Thematic Analysis Using Embodied Cognition Frameworks
2.2.1. Frameworks of Embodied Cognition
- Environmental coupling corresponds to Wilson’s (2002) notions that “cognition is for action” (Principle 5) and that “we offload cognitive work onto the environment” (Principle 3). This principle becomes evident in IVR applications like Tilt Brush, where the boundary between tool and user dissolves into what Weser and Proffitt (2019) call “cognitive extension.” When an artist sweeps their arm to create a spiraling sculpture in virtual space, they are not simply executing commands, where the virtual brushstrokes become genuine extensions of their cognitive–motor system. The artist thinks through movement itself, adjusting the arc of their gesture in real-time as they see the luminous trail taking shape around them. Here, the virtual space acts as a partner by alleviating some of the cognitive load, enabling the artist to simply create. This act of painting transcends mere manipulation; spatial reasoning emerges through the continuous dialog between bodily movement and environmental response, demonstrating how cognition exists fundamentally “for action” rather than abstract thought.
- Action-oriented cognition directly reflects Wilson’s fifth principle (“cognition is for action”; Wilson, 2002). This is highlighted by Wang et al.’s (2019) “breaking through virtual walls” study, which demonstrates the interlinked nature of perception and action, showing evidence that gestural interaction can enhance divergent thinking, which is a key aspect of creativity.
- The concept of situatedness aligns with Wilson’s first principle (“cognition is situated”), which claims that problem-solving is shaped by real-time environmental interactions, such as bodily navigation in TASC puzzles (Chang et al., 2017).
- High-Embodiment Trade-off (Fourth-Degree): According to Johnson-Glenberg et al. (2014), virtual sculpting tasks prompted gains in spatial reasoning (27%), effectively enacting Wilson’s (2002) Principle 4 (“the environment is part of the cognitive system”). However, this occurred at a cost, where as many as 68% of ceramics students reported having trouble perceiving materials (Groth, 2016). This relates to the notion of “haptic dissonance”, which is the cognitive disruption caused by mismatches between expected and actual tactile feedback. This phenomenon directly violates Wilson’s (2002) second principle’s focus on real-time sensorimotor alignment, as users struggle to reconcile delayed or absent tactile feedback (Groth, 2016).
- Low-Embodiment Trade-off (First-Degree): Kinesthetic learning is effectively eliminated within first-degree tasks like controller-based color mixing (Mills et al., 2022). While satisfying the cognitive offloading requirement of Wilson’s (2002) third principle, the action-oriented mandate of Principle 5, however, is violated by this failure to engage the body in meaningful action. Here, the embodiment paradox of IVR is thus revealed by Johnson-Glenberg’s taxonomy: maximal environmental coupling, Wilson’s (2002) fourth principle, strengthens cognitive extension while also undermining material grounding. This conflict calls for hybrid pedagogical approaches, like the TASC system approach proposed by Chang et al. (2017).
2.2.2. Interaction Analysis: The Examination of Interaction Within IVR Was Guided by the Following Interaction Typology (Sakatani, 2005; Lu, 2010)
- Navigation: By grounding cognition in environmental exploration, physical movement through three-dimensional (3D) mazes (Chang et al., 2017) strengthened spatial awareness and operationalized Wilson’s (2002) situatedness principle (Principle 1).
- Communication: Wilson’s (2002) fifth principle (“cognition is for action”) is supported by Mennecke et al.’s (2011) study of collaborative virtual reality, which showed how embodied social presence is fostered by combining verbal feedback with gestural expression.
- Fluid Movement. In design tasks, sweeping arm gestures adopting “fluid movement” metaphors increased creative flexibility (Leung et al., 2012). This finding fulfilled Wilson’s (2002) third principle that cognitive offloading of movement can take the place of abstract reasoning while also demonstrating her fifth principle of action-oriented cognition (Wilson, 2002).
- Body-based Metaphors. Unrestricted movement in IVR reshaped cognitive patterns by allowing participants to literally “think outside the box.” This simple task effectively reduced “conventional” design solutions by 37% when compared to desktop interfaces (Mills et al., 2022), illustrating Wilson’s (2002) fourth principle (environment as part of the cognitive system).
2.3. Phase 3: Translational Framework for Art and Design Pedagogy
- Protocols for Material Reconciliation: This framework calls for a hybrid blend of activities to prevent haptic amnesia, which is a lack of material awareness after prolonged VR use. For example, in order to ensure that tactile reinforcement is consistent with Groth’s (2016) findings on kinesthetic memory decay, ceramics students prototype in virtual reality but are required to switch to physical clay within 72 h.
- Ethical Safeguards: Sessions should be limited to 20 to 30 min and require qualitative debriefing in response to Metzinger’s (2018) dissociation risks. These reflective activities, which compare virtual and real-world creation experiences, maintain the creative advantages of IVR while grounding perception in material reality.
- Strategies for Collaborative Embodiment: In order to combat isolation, the framework focuses on multi-user environments (such as collaborative VR), drawing from Mennecke et al.’s (2011) concept of embodied social presence. This strikes a balance between the interpersonal interactions, integral to studio pedagogy and Johnson-Glenberg et al.’s (2014) high-embodiment tasks.
2.4. Reflexivity and Limitations
2.5. Key Terms and Definitions
- Embodied Cognition: Cognitive processes shaped by bodily interactions with the environment (Wilson, 2002).
- Haptic Dissonance: Mismatch between expected and actual tactile feedback in VR (Groth, 2016).
- Immateriality Paradox: Conflict between virtual interactions and tactile material knowledge (Mills et al., 2022).
- Environmental Coupling: Cognitive extension through tools/artifacts (Wilson’s Principle 4).
- Fourth-Degree Embodiment: Full-body interaction congruent with learning content (Johnson-Glenberg et al., 2014).
- Material Reconciliation: Pedagogical bridging of virtual and physical making practices.
- Dissociation: Blurred self-world boundaries after prolonged VR use (Metzinger, 2018).
- Conceptual Reflexivity: Critical engagement with others’ reflexive data as validity checks (Tracy, 2010).
- Divergent Thinking: The cognitive ability to generate multiple, novel solutions from a single prompt, embracing conceptual multiplicity over singular correct answers (Guilford, 1967).
3. Theoretical Framework: Embodied Cognition and IVR
3.1. Embodied Cognition: Foundations for Design Pedagogy
- Situatedness: Spatial cognition, being inherently situated, suggests that thinking is not simply in one’s head, it is embedded within the body, tools, and the environment through real-time interaction. IVR exploits this by merging perception, action, and real-world situations to enhance cognitive activity. Students can use IVR to manipulate 3D spaces as extensions of their cognitive processes (e.g., spatial puzzles in the TASC system; Chang et al., 2017). Such interactions with the environment are commonly linked to creative thinking.
- Time-Pressured Cognition: Cognitive activity occurs in real-time, adaptive loops, meaning that our thoughts are continuously changing in response to external events. Even basic activities like walking require continuous exchange of information between perception and motor coordination. For example, when walking in IVR, one must decide to walk and ignore obstacles; our brains constantly adjust our steps based on what we see in our path (avoiding bumps or changing direction). IVR is a valuable instrument for studying this phenomenon since it can replicate unpredictable, real-life scenarios where immediate adaptation is essential (Mejia-Puig & Chandrasekera, 2022).
- Offloading: This speaks to the idea of “cognitive load,” or the extent of mental activity needed to process information. An example of offloading can be found in the creation of clay tablets used to record information about quantities of objects (Mills et al., 2022). For designers, this takes the form of quick models or idea sketches to externalize thinking. By externalizing thought into manipulable virtual objects, IVR-based tools can also help to reduce cognitive load. For example, the use of Tilt Brush can transform abstraction into action by painting a 3D design in space rather than imagining it. Here, the virtual environment can be said to function as an extension of the mind.
- Environmental Coupling: According to the extended mind thesis, environmental resources are fundamental elements of cognition and are not limited to the brain (Shapiro & Spaulding, 2021), suggesting that the mind itself is not an efficient tool of analysis due to the continual and intense flow of information between the mind and its surroundings. Simple sketches are frequently used by artists to help them with their complex thought processes. IVR can provide virtual spaces which serve as extensions of the mind. This is demonstrated by the use of applications such as Tilt Brush, which allow users to convert mental images into manipulable 3D virtual objects.
- Action-Oriented Cognition: This indicates that thinking is not only a mental operation but is directly linked to physical action and how the body interacts with its surroundings. Rather than solving problems “in your head,” your brain generates and refines ideas through movement, gestures, and sensory input. Notably, creative problem-solving can be improved through gestures. According to one IVR-based study by Wang et al. (2019), physically breaking through virtual boundaries not only increased creativity but also enabled higher levels of divergent thinking. Similarly, Oppezzo and Schwartz (2014) discovered that walking increased idea generation, fluency, and originality more than sitting.
- Offline Cognition is Body-Based: Our brains continue to process information using body-based systems even when we are not actively engaging with the outside world, such as when we are daydreaming or thinking abstractly. This can include mental imagery, which involves mentally simulating external events through visual, auditory, and kinesthetic means, as a designer might mentally rotate a 3d object; and episodic memory, which can include reimagining the weight, texture, or feel of an object that one once held. IVR gives abstract ideas a physical shape in virtual space, bridging the gap between these mental simulations and engagement in the actual world. Users may physically grasp and modify a design rather than only visualizing it, converting thoughts into concrete actions. This explains why IVR works so well: it awakens the body’s innate ability to think.
3.2. Johnson-Glenberg’s Embodiment Taxonomy
- First-Degree Embodiment: This involves minimal physical interaction, including using a mouse to modify digital color palettes. Knowledge gained within this first-degree of embodiment is inherently passive and observational, similar to watching a desktop-based computer simulation.
- Second-Degree Embodiment: Here, interaction is generally more active but still primarily seated, as in using touch screens to sketch ideas or concepts. These second-degree experiences typically include interactive simulations which involve more physical engagement but with reduced mobility as compared to higher-degree embodied learning.
- Third-Degree Embodiment: This level involves significant gestures and body movement that correspond to the learning material. In IVR, this can include motion-tracked hand controllers for virtual sculpting. At this level, the body provides real-time learning feedback signals, meaning that physical activity instantly produces cognitive and sensory reactions that reinforce comprehension of the content being learned.
- Fourth-Degree Embodiment: This involves full-body interaction and navigation. In IVR, this can be in the form of exploring virtual gallery spaces and even creating immersive environmental art with whole-body movements. This highest level of embodiment involves movement and prolonged full-body interaction with the virtual learning environment.
3.3. Phenomenology of VR: Metzinger’s Perspective
3.4. Dimensions of Embodiment in Virtual Reality
- Sense of Agency (SoA): Referred to as the subjective feeling of controlling one’s actions and their outcomes, this SoA plays a critical role in creative cognition. When students experience higher SoA in IVR, either through precise hand tracking or through the ability to utilize natural gestures, they report greater creative confidence and experimental behavior.
- Sense of Body Ownership (SoBO): This refers to the subjective feeling that a virtual body or limb “belongs” to oneself; that is, “This is my body”, is referred to here. This phenomenon can be extended to include virtual tools through tool embodiment. A well-designed IVR interface (such as those employing haptic controllers and motor-mapping) can give users a sense that virtual tools are, in essence, “physical extensions” of the body (Weser & Proffitt, 2019).
- Sense of Self-Location (SoSL): This refers to the physical–spatial perception of one’s “self” in a virtual setting. Unlike physical reality, IVR enables users to dynamically change perspectives, experiencing their creations from both first-person (“inside” the scene) and third-person (“outside” as an observer) perspectives. Unique creative flexibility is granted by this quick transition, which is made possible by specific IVR-facilitated functions such as viewpoint teleportation or avatar embodiment.
4. Embodied Cognition in Learning and Creativity
4.1. Bodily Experience and Abstract Thinking
4.2. Embodied Creativity and Metaphorical Thinking
- Fluid Movement–Fluid Thinking: Creativity is more than just metaphorical thinking: there is a physiological link between the body and creativity. In one particular study, participants’ divergent thinking significantly improved when using their arms to trace curved, flowing lines; this was in contrast to those who were restricted to just using angular arm movements (Slepian & Ambady, 2012). This is not an isolated instance; additional findings reported have marked notable improvements in both the Alternative Uses Test (AUT) and the Remote Association Task (RAT), suggesting that fluid motion might prime the mind for flexible thinking across creative domains. These findings suggest that creative inspiration is not simply bound by our internalized thoughts, but also the result of our physical, body-based actions.
- Metaphoric Actions–Creative Performance: The mere act of physically walking not only stimulates thought processes, but more profoundly alters the structure of creative cognition. In one particular study, participants were tasked to stand outside of a physical boundary, literally embodying the concept, “think outside the box”; this simple act marked a measurable increase in the originality of participants’ ideas (Leung et al., 2012). This notable outcome was not just symbolic, as noted by Oppezzo and Schwartz (2014), free walking that is not restricted by predetermined routes consistently resulted in more expansive approaches to problem-solving than seated work. When correlated, these findings hint at the notion that creative metaphors (“thinking outside the box,” “broad ideas”) are more than just linguistic tricks but rather, once physically executed, become cognitive realities.
- Breaking Barriers–Breaking Rules: Virtual reality’s power to enhance creativity goes beyond simulation; it taps into fundamental neural processes. In Wang et al.’s (2019) noteworthy quantitative study, participants were asked to put the “breaking rules” metaphor into practice by physically breaking through virtual walls; the mere action of this considerably improved creative performance. Significantly, fMRI scans revealed that this act essentially “deactivated” the parts of the brain that control inhibitory attention, the cognitive system that suppresses unconventional ideas and filters out irrelevant information; through embodied rule breaking, participants temporarily suppressed this “mental filter’, resulting in enhanced fluency, greater originality, and faster creative ideation.
4.3. Gesture, Spatial Awareness, and Environmental Interaction
5. Case Studies: IVR in Art and Design Education
5.1. TASC System: Tangible and Embodied Spatial Cognition
- The Body as a Measuring device: A total of 78% of participants automatically calibrated virtual distances with their limbs, actively aligning their arms to measure spatial relationships rather than merely reaching.
- Haptic Anchoring: Compared to virtual controller input, tangible blocks reduced cognitive load by 31%. This in part is due to the fact that experiencing physical weight and texture “freed up” mental resources, enabling greater creative problem-solving.
- Embodied Heuristics: Users developed unconscious body-object alliances, including the following:
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- Micro-adjustments: Tilting heads to “reload” spatial memory (62%).
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- Macro-reorientation: Full-body turns to reset vantage points (78%).
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- Precision Gradients: Finger shifts for fine-tuning following large sweeps for general reorganization.
5.2. Tilt Brush Study: Whole-Body Movement and Creative Expression
- The Immateriality Paradox: Since there was no tactile resistance, hand gestures did not result in the expected digital marks (no grit of charcoal, no drag of bristles on the canvas), resulting in a perceived “kinesthetic dissonance”; the mind expected texture but the hands simply moved through air.
- Working Through the Awkwardness Towards a Sense of Flow: Students experienced what we might refer to as the embodiment learning curve in the early sessions. This was a period of stiff, hesitant movements working against creative intentions, as though their bodies were speaking a foreign language. However, after prolonged use, this dissonance gave way to kinesthetic fluency, a state in which jerky movements became fluid and transformed into dance-like, rhythmic interactions within the virtual environment. Eventually the controllers ceased to be intermediary tools but became extensions of themselves, allowing for a “flow” of creative intent.
- The Assessment Dilemma: Conventional rubrics, which are typically developed to evaluate static compositions, faltered when used to assess artworks wherein the act of creation (such as spinning around a virtual sculpture) was just as significant as the final product, with the question of how to grade the expressiveness of movement, remaining.
- Somatosensory Mismatches: Also known as “Embodied disorientation”, this results in a breakdown of the body schema that grounds us in space. Here, this occurred when virtual physics deviated from common expectations, like when a brushstroke appears to float when it should typically fall. As a result of this “disorientation” in IVR, some students struggled to imagine solid objects from all angles, leading them to abandon the (confusing) freedom of 3D drawing by resorting to the stable predictability of 2D drawings.
6. Limitations and Pedagogical Implementation
6.1. Practical Barriers to Implementation
- Accessibility: High-quality IVR systems are prohibitively expensive, which adds to inequality in resources, disproportionately affecting already underfunded arts programs. While subjects like ceramics struggle to obtain even basic haptic interfaces, investments in IVR interfaces and infrastructure are often prioritized for STEM fields, potentially exacerbating the digital divide in arts education (Groth, 2016).
- Demands of Physical Space: The application of IVR requires full-body, unrestricted movement (fourth-degree embodiment), creating issues for arts educators as many already deal with a lack of appropriate spaces within the majority of art studios. As noted by Mills et al. (2022), the expressive potential of Tilt Brush relies on open areas for navigation, resulting in a dilemma for arts educators, who may be forced to choose between embodied fidelity and logistical feasibility.
- Technical Upskilling Requirements: Teachers who were trained in traditional media and techniques must make considerable adjustments to their methods of teaching in order to integrate IVR technologies into art education. This transition is particularly challenging as it calls for a re-evaluation of how embodied interaction promotes creative learning, a transition which goes far beyond simply gaining technical proficiency. One recommendation, posited by Johnson-Glenberg (2018), calls for training in what is known as “gestural fluency”, which is an intuitive understanding of how movement and physical interaction facilitate learning in virtual environments.
- Physiological Constraints: As 15–40% of IVR users suffer from motion sickness (Mills et al., 2022), this raises moral questions pertaining to fair participation; in order to guarantee inclusivity, institutions must use alternative methods (such as mouse-based 3D alternatives), highlighting IVR’s current shortcomings as a universal teaching tool.
6.2. Sensory Mismatches and Material Understanding
6.3. Ethical Concerns and Pedagogical Recommendations
6.3.1. Time-Bound Immersion
6.3.2. Balanced Dialogs with Materials and Media
6.3.3. Debriefing Protocols
6.3.4. Equitable Access Provisions
6.3.5. Potential Negative Impacts and Mitigation Strategies
6.4. Pedagogical Implementation Guidelines
6.4.1. Curriculum Design: A Dialog of the Digital and Material
- Balance Ivr And Physical Making: The main obstacle in IVR-based training is not teaching students how to use IVR, but rather in maintaining a dialog with the materials. According to Molina-Carmona et al. (2018), this dialog represents the physical connection between artist and materials and is integral for creative cognition; IVR systems exist to enhance this dialog, not to replace it. The TASC system (Chang et al., 2017) effectively strikes a balance between digital resources and practical tools, where the integration of physical and virtual elements reduced cognitive load by 31% while also providing students hands-on learning experiences. For example, students learning figure drawing might start with charcoal studies to develop haptic sensitivity before moving to Tilt Brush’s volumetric sketches to enhance spatial reasoning. The alternation between physical and virtual work might offset the warning posited by Bäck et al. (2019), in which the use of technology can overshadow the development of skills.
- Scaffold Embodied Experiences: The quality of embodied learning in IVR exists on a spectrum. According to Johnson-Glenberg et al.’s (2014) embodiment taxonomy, which ranges from controller-based interactions (first-degree) to full-body navigation (fourth-degree), this research validates increasing learning complexity with each level of advancement. This progression suggests that creative cognition develops most effectively when IVR experiences follow the following sequence: First, students must establish sensorimotor connections using tools such as Tilt Brush to practice converting physical arm movements into virtual painted strokes, which builds basic kinesthetic proficiency needed for more complex tasks. Second, as Leung et al. (2012) and Wang et al. (2019) demonstrated, curriculum should incorporate metaphor-driven actions, like physically enacting “fluid thinking” or “breaking barriers”. These body-based abstraction techniques can strengthen creative thinking abilities without requiring advanced technical skills, proving that scaffolding need not await technical mastery. Finally, the sequence should emphasize socially embedded creation by establishing open-ended scenarios within collaborative IVR-based systems, which Mennecke et al. (2011) demonstrated can lead to individual learning through shared gestures in creative problem-solving activities.
6.4.2. Assessment: Measuring the Immaterial
- Process Over Product: Figural drawing research confirms that meaningful evaluations might be informed by observing those transformative moments which occur when projects break the boundaries of the chosen artistic medium. Here, it is recommended that the evaluation process should utilize a comparative portfolio analysis in order to reveal the cross-modal, mixed-media-informed learning process by illuminating the iterative translations which occur during artistic development through exploration of media, methods, and processes. Such methods align with Mills et al.’s (2022) finding that exploratory gestures during the IVR-based activity can lead to enhanced creative problem-solving abilities.
- Capturing The Intangible: To move beyond superficial appraisal, educators are encouraged to use metrics which truly capture IVR’s unique educational advantages:
- KINESTHETIC FLUENCY MAPPING: By tracking the development from unwieldy controller manipulation to natural and confident, full-arm gestural drawing, we can gauge students’ adoption of IVR-based tools as natural extensions of their creative intent, a phenomenon known as “environmental coupling,” which serves as a key benefit of IVR-based pedagogy, according to Wilson (2002).
- DECISION-MAKING PATHWAY ANALYSIS: Analyzing recordings of IVR sessions can help to identify embodied ideation patterns: virtual movement around a sculpture or crouching to see their work from a different perspective demonstrates spatial reasoning that goes beyond basic navigation. This is mirrored by an analysis of students’ full-body rotations as found in Chang et al.’s (2017) TASC research, which shows how physical movement supports creative decision-making.
- MATERIAL TRANSFER BENCHMARKS: The pedagogical assessment of IVR depends on its capability to advance real-world creation practices. Does the process of digital sculpting generate more thorough clay models? Do experiments created with Tilt Brush have the potential to become bolder drawing compositions? This evaluation of the integration between virtual skills and real-world outcomes supports the essential material dialog identified by Molina-Carmona et al. (2018) as it validates IVR’s role in creative practice.
- Rubric Development For Embodied Learning: The assessment approaches outlined above require formalization through specific evaluation tools that capture embodied learning’s complexity. Traditional rubrics, designed for static outputs, cannot adequately evaluate the kinesthetic intelligence developed through IVR experiences. This necessitates new frameworks that recognize physical engagement as fundamental to creative cognition:
- KINESTHETIC DEVELOPMENT SCALE: Tracks students’ progression from tentative controller manipulation to fluid gestural expression, building on the kinesthetic fluency mapping principle discussed earlier
- SPATIAL TRANSFER ASSESSMENT: Examines how virtual spatial skills translate to physical making through comparative portfolio analysis, extending the material transfer benchmarks
- MATERIAL DIALOG DOCUMENTATION: Requires students to articulate sensory differences through structured reflection prompts such as “How did the absence of weight affect your design decisions?”, capturing the intangible aspects that Mills et al. (2022) identified as crucial for creative development.
6.4.3. Teacher Development: Beyond the Headset Manual
- Facilitating Embodied Learning: Masterful IVR instructors bring value to their lessons by demonstrating to students the physical aspects of virtual creation. Consider a life drawing instructor helping students compare shoulder kinematics when shifting from charcoal to Tilt Brush: Where does the wrist stiffen? How does depth perception alter line intentionality? As Mills et al. (2022) demonstrated, teachers must recognize and nurture emergent embodied strategies and scaffold reflection through questions like “How did your virtual mark-making differ from your physical process?”. This moves beyond interface literacy to what might be termed kinesthetic pedagogy: teaching that treats the student’s body as the primary mediator of virtual experience.
- Mastering Interaction Typologies: Object manipulation and embodied interaction in IVR can spark unique cognitive and creative processes. For example, users who navigate through architectural models in IVR develop spatial reasoning skills by transforming theoretical concepts of perspective into interactive, immersive experiences. Additionally, activities that incorporate simulations of real materials, as with virtual clay sculpting, can not only develop haptic intuition but also encourage risk-taking and experimentation, which Groth (2016) identifies as crucial for developing material literacy. Consequently, the role of the art teacher can evolve as they adopt strategies that embrace interactivity and embodied learning in IVR. This might involve sequencing interactions to first establish students’ spatial awareness, then moving on to material experimentation and object manipulation, ultimately leading to creative dialog. This dialog, as Molina-Carmona et al. (2018) describe, serves as a “conversation partner” with traditional media, where each aspect informs and enriches the other in an ongoing creative exchange, which is essential to art education (Molina-Carmona et al., 2018).
7. Discussion and Future Directions
7.1. Contradictory Aspects of Technological Integration
7.2. Material Paradoxes in Virtual Creation
7.3. Principles for Pedagogical Implementation
- Gestural Congruency Proves Essential: It is crucial that virtual interactions closely resemble their physical counterparts; as research on embodiment confirms, learning outcomes improve significantly when digital manipulations match real-world material behaviors (Johnson-Glenberg et al., 2014). With this, we can assert that IVR-based learning is not just about mimicking physical reality, we must also preserve the kinesthetic structures that prompt learners to think with their hands.
- The Rhythm of Reciprocal Making: Embodied learning activities should be structured through an ongoing process, balancing material knowledge with the unrestrained freedom of virtual creation. This was found in Chang et al.’s (2017) TASC system, which not only prevents degradation of tactile knowledge, but actively enriches it, using IVR’s spatial affordances to reveal additional possibilities, allowing students to discover material behaviors through digital experimentation before testing them in physical form.
- Collaborative Embodiment as a Creative Catalyst: The use of collaborative virtual spaces can minimize feelings of isolation through what Mennecke et al. (2011) refers to as “embodied social presence”. With this, coordinated movements and co-creation of virtual objects create a tangible sense of shared experiences, which is especially important for distant learners who might otherwise miss the social setting of real art studios.
7.4. Emerging Solutions and Unanswered Questions
7.5. Critical Pathways for Future Research
8. Conclusions
Supplementary Materials
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Abbreviations
IVR | Immersive Virtual Reality |
VR | Virtual Reality |
TASC | Tangible and Embodied Spatial Cognition |
3D | Three-Dimensional |
SoE | Sense of Embodiment |
SoA | Sense of Agency |
SoBO | Sense of Body Ownership |
SoSL | Sense of Self Location |
AUT | Alternative Uses Test |
RAT | Remote Association Task |
STEM | Science, Technology, Engineering, and Math |
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Study | IVR Activity | Embodiment Level | Key Pedagogical Insight |
---|---|---|---|
Chang et al. (2017) | TASC spatial puzzles | third-degree | Hybrid physical–virtual interaction reduces cognitive load by 31%. |
Mills et al. (2022) | Tilt Brush painting | fourth-degree | Whole-body movement enhances creativity but risks sensory mismatch |
Wang et al. (2019) | “Breaking walls” metaphor | third-degree | Embodied metaphors increase divergent thinking |
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Lehrman, A.L. Embodied Learning Through Immersive Virtual Reality: Theoretical Perspectives for Art and Design Education. Behav. Sci. 2025, 15, 917. https://doi.org/10.3390/bs15070917
Lehrman AL. Embodied Learning Through Immersive Virtual Reality: Theoretical Perspectives for Art and Design Education. Behavioral Sciences. 2025; 15(7):917. https://doi.org/10.3390/bs15070917
Chicago/Turabian StyleLehrman, Albert L. 2025. "Embodied Learning Through Immersive Virtual Reality: Theoretical Perspectives for Art and Design Education" Behavioral Sciences 15, no. 7: 917. https://doi.org/10.3390/bs15070917
APA StyleLehrman, A. L. (2025). Embodied Learning Through Immersive Virtual Reality: Theoretical Perspectives for Art and Design Education. Behavioral Sciences, 15(7), 917. https://doi.org/10.3390/bs15070917