Differential Effects of Desktop and Immersive Virtual Reality on Learning, Cognitive Load and Attitudes of University Students
Abstract
1. Introduction
2. Theoretical Framework
2.1. Immersive vs. Desktop VR: Characteristics and Comparative Evidence
2.2. Cognitive Load Theory and Virtual Reality
3. Method
3.1. Research Objectives
- To examine whether interaction with VR-based learning objects favors knowledge acquisition, and whether differences in learning outcomes exist between students who interact with immersive versus desktop VR.
- To analyze the cognitive load associated with learning using VR-based educational materials, and to determine whether significant differences exist between immersive and desktop conditions.
- To examine the attitudes that students develop toward VR following interaction with VR-based learning objects, and to determine whether significant differences in attitudes exist between immersive and desktop conditions.
3.2. Participants
3.3. Research Design
3.4. Instruments
3.4.1. Performance Test
- Conceptual definition of Future Classrooms
- Functional zoning (Explore, Investigate, Interact, Develop, Present)
- Pedagogical principles
- Technological tools and laboratory resources
- Methodological approaches and 21st-century skills
3.4.2. Cognitive Load: NASA-TLX
3.4.3. Attitude Assessment: Semantic Differential Scale
3.4.4. Reliability Analysis
4. Results
4.1. Cognitive Load
4.2. Attitudes Toward VR
4.3. Knowledge Acquisition (Performance)
- H0: There are no statistically significant differences in academic performance following interaction with the VR learning object (α = 0.05).
- H1: There are statistically significant differences in academic performance following interaction with the VR learning object (α = 0.05).
4.4. Correlations Among Variables
4.5. Differences in Attitudes Between Conditions
5. Discussion
5.1. Limitations
5.2. Future Research Directions
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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| No. | Question | Options |
|---|---|---|
| 1 | What is the simplest system for creating small 3D objects? | (a) 3D printer (b) 3D pen (c) 3D design software (d) Video cameras |
| 2 | How can a future classroom be divided? | (a) Rows of desks (b) Six specific zones (Investigate, Explore, Interact, etc.) (c) Open undivided space (d) Individual-only areas |
| 3 | Which zone is intended to foster curiosity and discovery? | (a) Explore (b) Interact (c) Investigate (d) Develop |
| 4 | What is meant by “Future Classrooms” in Educational Technology? | (a) Traditional classrooms (b) Programming-only spaces (c) Innovative learning spaces integrating advanced technology, modern pedagogy and flexibility (d) Technology-free rooms |
| 5 | What is one of the main functions of technology in future classrooms? | (a) Only projecting slides (b) Quick contextual access to information (c) Replacing teachers (d) Automatic grading |
| 6 | Which zone is intended for creation and design? | (a) Explore (b) Interact (c) Investigate (d) Develop |
| 7 | What type of layout favors future classrooms? | (a) Individual desks only (b) Flexible collaborative spaces (c) Fixed frontal seating (d) No interaction |
| 8 | One main objective of future classrooms is: | (a) Teaching only technical skills (b) Preparing students for a digital and global world (c) Maintaining traditional instruction (d) Eliminating interaction |
| 9 | What type of learning environment is promoted? | (a) Rigid and structured (b) Flexible and personalized (c) Disorganized (d) Static |
| 10 | What methodology is encouraged? | (a) Passive learning (b) Project-based active learning (c) Lectures only (d) None |
| 11 | Which zone facilitates collaboration and communication? | (a) Explore (b) Interact (c) Present (d) Investigate |
| 12 | What determines zone organization? | (a) Number of teachers (b) Resources and available space (c) Number of students (d) None |
| 13 | Which methodologies are highlighted? | (a) Memorization-based (b) Teacher-centered (c) Active project-based (d) Repetitive tasks |
| 14 | Which zone is for sharing results? | (a) Explore (b) Interact (c) Present (d) Investigate |
| 15 | What facilitates technology placement in the lab? | (a) Material creation (b) Group organization (c) Eliminating interaction (d) Reducing mobility |
| 16 | What do interconnected screens allow? | (a) Video reception only (b) Projecting group work (c) Remote broadcast only (d) None |
| 17 | Which 21st-century skill is promoted? | (a) Memorization (b) Critical thinking (c) Only manual skills (d) None |
| 18 | What does a 3D printer allow? | (a) Creating physical models from digital designs (b) Printing documents only (c) Remote streaming (d) Image projection |
| 19 | What elements are in the audiovisual studio? | (a) Low-quality camera (b) High-quality camera, lighting and chroma (c) Only chroma (d) None |
| 20 | What characterizes the physical structure? | (a) Rigid furniture (b) Flexible mobile space (c) Paper-based materials (d) Limited technology |
| 21 | Function of interactive board? | (a) Writing tool only (b) Editing and presenting materials (c) Fixed information (d) Recording |
| 22 | Utility of 3D pen? | (a) Replace board writing (b) Manual small 3D objects (c) Advanced graphics only (d) Paper printing |
| 23 | What is videoconferencing used for? | (a) Recording only (b) Connecting and interacting externally (c) Viewing only (d) Booking space |
| 24 | How can students present ideas? | (a) Only glass board (b) Projecting from devices (c) Paper only (d) 3D pen only |
| 25 | What characterizes future classroom innovation? | (a) Rigidity (b) Integration of pedagogy and technology (c) Technology exclusion (d) Traditional instruction |
| No. | Left Adjective | Right Adjective |
|---|---|---|
| 1 | Tedious | Fun |
| 2 | Unpleasant | Pleasant |
| 3 | Ineffective | Effective |
| 4 | Simple | Complicated |
| 5 | Worthless | Valuable |
| 6 | Difficult | Easy |
| 7 | Impractical | Practical |
| 8 | Negative | Positive |
| 9 | Useless | Useful |
| 10 | Harmful | Educational |
| 11 | Ugly | Beautiful |
| 12 | Inappropriate | Appropriate |
| 13 | Horrible | Wonderful |
| 14 | Trivial | Important |
| 15 | Dispensable | Essential |
| 16 | Detrimental | Beneficial |
| 17 | Slow | Fast |
| 18 | Uncomfortable | Comfortable |
| 19 | Boring | Entertaining |
| 20 | Rigid | Flexible |
| 21 | Unnecessary | Necessary |
| 22 | Unpleasant | Agreeable |
| 23 | Ineffective | Effective |
| 24 | Complicated | Simple |
| Instrument | Items | N | Cronbach’s α | McDonald’s Ω |
|---|---|---|---|---|
| Cognitive Load (NASA-TLX) | 6 | 136 | 0.738 | 0.734 |
| Semantic Differential | 24 | 136 | 0.961 | 0.960 |
| Dimension | Total M | Total SD | Desktop M | Immersive M |
|---|---|---|---|---|
| Mental demand | 5.97 | 1.821 | 5.83 | 6.10 |
| Physical demand | 3.18 | 2.065 | 3.00 | 3.34 |
| Temporal demand | 4.68 | 2.036 | 4.48 | 4.87 |
| Performance | 3.15 | 1.668 | 3.24 | 3.07 |
| Effort | 5.43 | 2.169 | 5.42 | 5.44 |
| Frustration | 3.41 | 2.549 | 3.65 | 3.19 |
| Global (Raw TLX) | 4.30 | — | 4.27 | 4.36 |
| Item | Total M | Total SD | Non-Immersive M | Immersive M |
|---|---|---|---|---|
| Fun–Tedious | 5.86 | 1.472 | 5.65 | 6.06 |
| Pleasant–Unpleasant | 5.99 | 1.358 | 5.85 | 6.13 |
| Ineffective–Effective | 5.49 | 1.673 | 5.55 | 5.43 |
| Complicated–Simple | 4.83 | 1.417 | 4.76 | 4.90 |
| Valuable–Worthless | 5.71 | 1.300 | 5.74 | 5.67 |
| Hard–Easy | 5.40 | 1.373 | 5.21 | 5.57 |
| Practical–Impractical | 5.86 | 1.289 | 5.92 | 5.80 |
| Negative–Positive | 6.25 | 1.059 | 6.21 | 6.29 |
| Useful–Useless | 6.08 | 1.089 | 6.12 | 6.04 |
| Educational–Pernicious | 6.34 | 1.042 | 6.35 | 6.33 |
| Ugly–Pretty | 6.16 | 1.130 | 6.12 | 6.20 |
| Appropriate–Inappropriate | 6.38 | 1.040 | 6.39 | 6.37 |
| Wonderful–Horrific | 6.01 | 1.109 | 6.05 | 5.99 |
| Important–Trivia | 5.89 | 1.191 | 6.00 | 5.79 |
| Dispensable–Essential | 4.71 | 1.531 | 4.61 | 4.80 |
| Beneficial–Harmful | 5.99 | 1.085 | 6.05 | 5.94 |
| Fast–Slow | 5.27 | 1.411 | 5.18 | 5.36 |
| Uncomfortable–Comfortable | 5.66 | 1.351 | 5.77 | 5.56 |
| Entertaining–Boring | 6.15 | 1.238 | 6.06 | 6.23 |
| Rigid–Flexible | 5.90 | 1.216 | 5.97 | 5.84 |
| Necessary–Unnecessary | 5.68 | 1.241 | 5.83 | 5.53 |
| Pleasant–Unpleasant | 6.02 | 1.226 | 6.02 | 6.03 |
| Ineffective–Effective | 6.01 | 1.099 | 6.09 | 5.93 |
| Complicated- Simple | 5.35 | 1.380 | 5.24 | 5.46 |
| Valuable–Worthless | 6.02 | 1.105 | 6.11 | 5.94 |
| Saves time–Time-consuming | 5.32 | 1.413 | 5.32 | 5.31 |
| Total Scale | 5.78 | 1.27 | 5.77 | 5.88 |
| Source | SS (est.) | df | MS (est.) | F | p | Partial η2 |
|---|---|---|---|---|---|---|
| Pretest (covariate) | 89.74 | 1 | 89.74 | 31.420 | <0.001 | 0.191 |
| Condition (Immersive vs. Desktop) | 8.56 | 1 | 8.56 | 2.997 | 0.086 | 0.022 |
| Error | 379.93 | 133 | 2.856 | |||
| Total (corrected) | 478.23 | 135 |
| Variables | r | p |
|---|---|---|
| Posttest – Cognitive load | −0.070 | 0.420 |
| Posttest – Semantic differential | 0.050 | 0.564 |
| Cognitive load – Semantic differential | −0.375 | <0.001 |
| Variables | Desktop r | Desktop p | Immersive r | Immersive p |
|---|---|---|---|---|
| Posttest – Cognitive load | −0.185 | 0.138 | 0.004 | 0.972 |
| Posttest – Semantic differential | −0.005 | 0.968 | 0.102 | 0.401 |
| Cognitive load – Semantic differential | −0.332 | 0.006 | −0.439 | <0.001 |
| Condition | M | SD | n | t | df | p | Cohen’s d | 95% CI |
|---|---|---|---|---|---|---|---|---|
| Desktop | 5.78 | 1.03 | 66 | −0.077 | 134 | 0.939 | 0.011 | [−0.326, 0.306] |
| Immersive | 5.79 | 0.77 | 70 |
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Cabero-Almenara, J.; Fernández-Scagliusi, M.V.; Palacios-Rodríguez, A.; Piñero-Virué, R. Differential Effects of Desktop and Immersive Virtual Reality on Learning, Cognitive Load and Attitudes of University Students. Appl. Sci. 2026, 16, 3595. https://doi.org/10.3390/app16073595
Cabero-Almenara J, Fernández-Scagliusi MV, Palacios-Rodríguez A, Piñero-Virué R. Differential Effects of Desktop and Immersive Virtual Reality on Learning, Cognitive Load and Attitudes of University Students. Applied Sciences. 2026; 16(7):3595. https://doi.org/10.3390/app16073595
Chicago/Turabian StyleCabero-Almenara, Julio, Mª Victoria Fernández-Scagliusi, Antonio Palacios-Rodríguez, and Rocío Piñero-Virué. 2026. "Differential Effects of Desktop and Immersive Virtual Reality on Learning, Cognitive Load and Attitudes of University Students" Applied Sciences 16, no. 7: 3595. https://doi.org/10.3390/app16073595
APA StyleCabero-Almenara, J., Fernández-Scagliusi, M. V., Palacios-Rodríguez, A., & Piñero-Virué, R. (2026). Differential Effects of Desktop and Immersive Virtual Reality on Learning, Cognitive Load and Attitudes of University Students. Applied Sciences, 16(7), 3595. https://doi.org/10.3390/app16073595

