The Cognitive Cost of Immersion: Experimental Evidence from VR-Based Technical Training
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Abstract
1. Introduction
- Does VR-based instruction produce better immediate knowledge retention than PowerPoint and real-person instruction?
- How do students with no prior knowledge of a subject respond to different teaching methods in terms of comprehension and engagement?
- What are the implications of using VR as a primary teaching tool in technical education compared to traditional approaches?
- Does cognitive ability (as measured by an IQ test) influence learning outcomes differently across the three instructional methods?
2. Literature Review
2.1. The Rise of Immersive Technologies in Education
2.2. Theoretical Frameworks Explaining VR Learning Outcomes
2.2.1. Cognitive Load Theory and Immersive Learning
2.2.2. Presence, Engagement, and Cognitive Outcomes
2.3. Empirical Evidence from Technical and Vocational Education
2.4. Individual Differences: Cognitive Ability and Learning Styles
2.4.1. Cognitive Ability (IQ)
2.4.2. Learning Styles
2.5. Identified Gaps and Rationale for the Present Study
- VR enhances engagement and presence, but its effect on knowledge retention is inconsistent.
- Cognitive load is a central explanatory mechanism, yet few studies directly compare VR with traditional methods using controlled experimental designs and objective learning outcomes.
- Individual differences, such as IQ and learning styles, remain understudied moderators in VR learning.
- Most previous research focuses on domain-specific applications or short-term motivational measures rather than systematic comparisons of learning efficiency across instructional modes.
3. Materials and Methods
3.1. Participants
- Virtual Reality (VR) training group (n = 35),
- PowerPoint-based instruction group (n = 35), and
- Real-person (hands-on) instruction group (n = 36).
3.2. Instructional Materials and Equipment
3.2.1. VR Instructional Setup
3.2.2. PowerPoint-Based Instruction
3.2.3. Real-Person (Hands-On) Instruction
3.3. Measurement Instruments
3.3.1. Knowledge Test
3.3.2. Cognitive Ability (IQ)
3.3.3. Learning Styles
3.4. Procedure
- Pre-instruction phase: Participants completed the Raven IQ test and the Honey and Mumford Learning Styles questionnaire online. These data were used to examine whether individual differences influenced learning outcomes.
- Instructional phase: Participants were randomly assigned to one of the three methods (VR, PowerPoint, or real-person).
- PowerPoint group: received collective instruction in a computer laboratory.
- Real-person group: taught in groups of five in the engineering laboratory with the physical CNC machine.
- VR group: instructed individually using the Meta Quest 3 headset.
- 3.
- Assessment phase: Immediately following the instructional phase, all participants completed the 20-item knowledge test via Google Forms, administered concurrently for the three groups.
3.5. Data Analysis
3.5.1. Data Preparation
- Responses were screened for completeness and consistency.
- IQ scores were treated as a continuous variable.
- Learning-style scores (Activist, Reflector, Theorist, Pragmatist) were retained as separate numeric predictors.
- Knowledge test results were expressed both as raw scores (0–20) and percentages (0–100%).
3.5.2. Statistical Procedures
- Descriptive statistics (mean, standard deviation, 95% CI) for each instructional group.
- One-way ANOVA to test differences in knowledge scores among the three instructional methods.
- Tukey HSD post hoc comparisons to identify specific group differences.
- Analysis of Covariance (ANCOVA) with IQ as a covariate to control for individual cognitive ability.
- Moderation analysis (Method × IQ interaction) to test whether cognitive ability affected the relationship between instructional method and performance.
- Extended regression models including gender and the four learning-style scores to assess their predictive contribution.
3.6. Controls and Validity
4. Results
4.1. Participant Characteristics and Data Completeness
4.2. Descriptive Statistics
4.3. Primary Analysis: Effect of Instructional Method (RQ1)
- The VR group scored significantly lower than the PowerPoint group (p < 0.001). The difference was large: Mean Difference = −5.66 (95% CI: −7.44 to −3.88), Cohen’s d = 1.81 (95% CI: 1.27 to 2.35).
- The VR group also scored significantly lower than the Real-person group (p < 0.001). The difference was very large: Mean Difference = −6.95 (95% CI: −8.71 to −5.17), Cohen’s d = 2.22 (95% CI: 1.64 to 2.79).
4.4. Covariate Analysis: Controlling for IQ (RQ4)
- Real-person: adjusted M = 17.00
- PowerPoint: adjusted M = 15.82
- VR: adjusted M = 10.18
4.5. Moderation Analysis: Method × IQ Interaction (RQ4)
4.6. Gender Effects
4.7. Learning Style Effects
4.8. Summary of Findings
- Instructional method had a significant effect on immediate knowledge retention, with VR producing lower scores than both PowerPoint and Real-person instruction.
- IQ significantly predicted learning performance but did not interact with the instructional method.
- Gender and learning-style preferences were not associated with knowledge outcomes.
- The pattern of group differences remained consistent after adjusting for cognitive ability.
5. Discussion
5.1. Overview of Findings
5.2. Interpretation Through Cognitive Load Theory
5.3. The Role of Presence and Engagement
5.4. Comparison with Traditional Instruction
5.5. Individual Differences: IQ and Learning Style
6. Conclusions and Implications
6.1. Summary of Key Findings
6.2. Theoretical Implications
6.3. Practical Implications for Educators and Instructional Designers
- Use VR strategically within blended learning.
- Incorporate cognitive scaffolding.Designers should integrate signaling, pre-training, and segmentation features [32] into VR simulations to reduce extraneous load. Structured narration and prompts can direct attention to relevant components.
- Provide instructor presence and interaction.Learning in VR benefits from human guidance. Studies show that instructor or peer presence within virtual environments enhances focus and knowledge construction [30].
- Address user comfort and acclimation.First-time VR users may experience cybersickness, disorientation, or attentional fatigue [36]. Implementing short introductory sessions can help learners acclimate before full immersion.
- Evaluate long-term and procedural learning.While VR may not boost short-term factual recall, its potential for skill-based and procedural learning remains promising [37]. Future courses should assess VR’s impact on long-term retention and transfer.
6.4. Limitations
6.5. Recommendations for Future Research
- Assess long-term learning and skill transfer following VR exposure.
- Include direct measures of cognitive load, presence, and motivation to test mediation mechanisms.
- Compare VR-first versus VR-integrated sequences to identify optimal implementation strategies.
- Explore adaptive VR systems that adjust visual complexity or pace to learners’ cognitive profiles.
- Conduct multi-disciplinary replications in engineering, health, and vocational education to examine domain-specific effects.
6.6. Final Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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| Variable | Instruction Method | N | Mean | SE Mean | StDev | Minimum | Q1 | Median | Q3 | Maximum |
|---|---|---|---|---|---|---|---|---|---|---|
| Knowledge Test | face-to-face | 36 | 17.056 | 0.502 | 3.014 | 7.000 | 16.000 | 18.000 | 19.000 | 20.000 |
| ppt | 35 | 15.771 | 0.482 | 2.850 | 7.000 | 15.000 | 17.000 | 18.000 | 19.000 | |
| VR | 35 | 10.114 | 0.591 | 3.496 | 3.000 | 8.000 | 9.000 | 14.000 | 16.000 |
| Index | Sum_sq | df | F | PR (>F) |
|---|---|---|---|---|
| C (method) | 962.170 | 2 | 49.080 | 0 |
| Residual | 1009.603 | 103 |
| Group 1 | Group 2 | Meandiff | p-Adj | Lower | Upper | Reject |
|---|---|---|---|---|---|---|
| PowerPoint | Real Person | 1.284 | 0.2 | −0.483 | 3.052 | FALSE |
| PowerPoint | VR | −5.657 | 0 | −7.437 | −3.877 | TRUE |
| Real Person | VR | −6.941 | 0 | −8.709 | −5.174 | TRUE |
| Index | Sum_sq | df | F | PR (>F) |
|---|---|---|---|---|
| C (method) | 839.250 | 2 | 49.355 | 0 |
| IQ | 142.386 | 1 | 16.747 | 0 |
| Residual | 867.217 | 102 |
| Index | Sum_sq | df | F | PR (>F) |
|---|---|---|---|---|
| C (method) | 839.250 | 2 | 48.840 | 0 |
| IQ | 142.386 | 1 | 16.572 | 0 |
| C (method):IQ | 8.040 | 2 | 0.468 | 0.628 |
| Residual | 859.177 | 100 |
| Index | Sum_sq | df | F | PR(>F) |
|---|---|---|---|---|
| C (method) | 838.705 | 2 | 49.137 | 0 |
| C (gender) | 5.242 | 1 | 0.614 | 0.435 |
| IQ | 137.329 | 1 | 16.091 | 0 |
| Residual | 861.975 | 101 |
| Knowledge_Score | iq | Activist | Reflector | Theorist | Pragmatist | |
|---|---|---|---|---|---|---|
| knowledge_score | 1 | 0.367 | 0.067 | 0.003 | −0.195 | −0.074 |
| iq | 0.367 | 1 | −0.094 | 0.024 | −0.021 | 0.027 |
| Activist | 0.067 | −0.094 | 1 | −0.403 | −0.262 | 0.182 |
| Reflector | 0.003 | 0.024 | −0.403 | 1 | 0.464 | −0.027 |
| Theorist | −0.195 | −0.021 | −0.262 | 0.464 | 1 | 0.088 |
| Pragmatist | −0.074 | 0.027 | 0.182 | −0.027 | 0.088 | 1 |
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Grecu, V.; Petruse, R.E.; Chiliban, M.-B.; Tâlvan, E.-T. The Cognitive Cost of Immersion: Experimental Evidence from VR-Based Technical Training. Appl. Sci. 2025, 15, 12534. https://doi.org/10.3390/app152312534
Grecu V, Petruse RE, Chiliban M-B, Tâlvan E-T. The Cognitive Cost of Immersion: Experimental Evidence from VR-Based Technical Training. Applied Sciences. 2025; 15(23):12534. https://doi.org/10.3390/app152312534
Chicago/Turabian StyleGrecu, Valentin, Radu Emanuil Petruse, Marius-Bogdan Chiliban, and Elena-Teodora Tâlvan. 2025. "The Cognitive Cost of Immersion: Experimental Evidence from VR-Based Technical Training" Applied Sciences 15, no. 23: 12534. https://doi.org/10.3390/app152312534
APA StyleGrecu, V., Petruse, R. E., Chiliban, M.-B., & Tâlvan, E.-T. (2025). The Cognitive Cost of Immersion: Experimental Evidence from VR-Based Technical Training. Applied Sciences, 15(23), 12534. https://doi.org/10.3390/app152312534

