How to Construct Behavioral Patterns in Immersive Learning Environments: A Framework, Systematic Review, and Research Agenda
Abstract
:1. Introduction
2. Methods
2.1. Conceptual Framework
2.1.1. Requirement
2.1.2. Specification
- The 1st dimension in the framework involves learner specification. In this study, the learner types and application domains are examined.
- The 2nd dimension in the framework analyzes the pedagogical perspective when conducting learning activities and includes a consideration of instructional models to support learners throughout the learning process. The selection of learning theories can particularly influence the analysis of intended learning outcomes. Consequently, the systematic review of pedagogical perspectives, such as instructional design and coding scheme development, is essential for identifying effective ways to facilitate knowledge construction and transformation in 3D VLEs.
- The 3rd dimension in the framework outlines the representation of the immersive learning system, including the interactive representation of the learning experience and pedagogical characteristics. This highlights the significance of learner interaction, one of the two unique characteristics of 3D VLEs identified in Dalgarno and Lee’s model [53]. In this study, learning behavior related to human–computer interactions and observation data collection are examined.
- The 4th dimension in the framework focuses on the context in which immersive learning occurs. Hardware and software platforms are critical factors in supporting the construction of the learning context and its fidelity, which corresponds the second unique characteristic of 3D VLEs identified in Dalgarno and Lee’s model [53].
2.1.3. Evaluation
2.1.4. Iteration
2.2. Systematic Literature Review
2.2.1. Information Sources
2.2.2. Search Criteria
2.2.3. Inclusion and Exclusion Criteria
- (1)
- Papers were peer-reviewed, primary-source articles.
- (2)
- Papers whose full text was accessible.
- (3)
- Research areas: education-related, immersive technology-related papers.
- (4)
- Papers dealt with behavioral pattern analysis and construction.
- (1)
- Papers were commentaries, literature reviews, or book chapters.
- (2)
- Papers whose full text was not accessible.
- (3)
- The focus of the study was not on the education-related, immersive technology-related context.
- (4)
- The analysis of the study did not involve content about learners’ behavior analysis.
- (5)
- The behavior analysis techniques extended beyond those outlined in Table 1.
2.2.4. Paper Quality Assessment
- (1)
- How suitable is the study design to address this review’s research questions and sub-questions (higher weighting for including a control group in the study)?
- High—3, e.g., randomized control trial
- Medium—2, e.g., quasi-experimental trial with a control group
- Low—1, e.g., pre-test/post-test study design, single subject-experimental study
- (2)
- How adequate are the data processing and evaluation techniques to address this review’s research questions and sub-questions?
- (3)
- How applicable are the results of the research to the target population concerning the typicality of the sample size?
- (4)
- How relevant is the specific emphasis of the research (including immersive system prototype design, implementation context, and behavior measure methods) to address the research questions as well as sub-questions of this review?
- (5)
- How reliable are the research results in addressing the research questions?
2.2.5. Coding Procedure
- RQ1: What are the learning requirements (1.1, 1.2, and 1.3 in Table 3) in the design of behavioral pattern construction within immersive learning environments?
- RQ2: What are the learner specifications based on the 4DF (2.1 and 2.2 in Table 3) for behavioral analysis within immersive learning environments?
- RQ3: What are the pedagogical considerations based on the 4DF (3.1 and 3.2 in Table 3) for behavioral analysis within immersive learning environments?
- RQ4: How can immersive contexts be constructed based on the 4DF (4.1 and 4.2 in Table 3) for behavioral analysis?
- RQ5: What interactive representation dimensions based on the 4DF (5.1 and 5.2 in Table 3) are suitable for behavioral analysis within immersive learning environments?
- RQ6: What behavioral patterns (6.1 and 6.2 in Table 3) are identified within immersive learning environments?
- RQ7: What are the challenges (7.1 in Table 3) in analyzing learners’ behavior within immersive learning environments?
3. Results
3.1. RQ1: What Are the Learning Requirements in the Design of Behavioral Pattern Construction Within Immersive Learning Environments?
3.2. RQ2: What Are the Learner Specifications Based on the 4DF for Behavioral Analysis Within Immersive Learning Environments?
3.3. RQ3: What Are the Pedagogical Considerations Based on the 4DF for Behavioral Analysis Within Immersive Learning Environments?
3.3.1. Instructional Design Methods
3.3.2. Coding Scheme
3.4. RQ4: How Can Immersive Contexts Be Constructed Based on the 4DF for Behavioral Analysis?
3.5. RQ5: What Interactive Representation Dimensions Based on the 4DF Are Suitable for Behavioral Analysis Within Immersive Learning Environments?
3.6. RQ6: What Behavioral Patterns Are Identified Within Immersive Learning Environments?
3.6.1. Techniques Used in Constructing Behavioral Patterns
3.6.2. Behavioral Pattern Outcomes in Immersive Learning Environments
3.7. RQ7: What Are the Challenges in Analyzing Learners’ Behavior Within Immersive Learning Environments?
3.7.1. Technology-Related Challenges
3.7.2. Implementation-Related Challenges
3.7.3. Analysis-Related Challenges
4. Discussion
4.1. Key Findings and Future Research Agenda
4.1.1. Focusing on Meeting Learning Requirements
4.1.2. Elaborating on Learning Specification
4.1.3. Revealing More Profound Pedagogical Implications Through Learning Evaluation
4.1.4. Refining Instructional Implementation Through Learning Iteration
- Coding schemes can be designed in an iterative process to better match the coded behavior with the intended learning outcomes of behavioral aspects.
- Pilot studies and multi-round study designs can be considered to allow instructors to acquire prior information about learners, including preferences for immersive technologies, particular behavioral habits, or design defects, conducting sufficient preparation for the final major study.
- The results of various behavioral analysis methods in the same behavioral sequence data can be compared to deeply understand the behavioral differences in the immersive learning environment from different perspectives.
- More studies dealing with technology-related challenges are needed to enhance the stability and usability of immersive systems. The adverse effects of immersion learning systems on learners should be examined, such as the Hawthorne effect and simulator disease.
- Regarding implementation-related challenges, small sample sizes, research time restriction, and the absence of a control group are the most severe challenges in practical exercises and can negatively affect the evaluation of this technology.
- Regarding analysis-related challenges, advanced instruments and adequate equipment are needed to record requisite behavioral data for subsequent analysis.
4.2. Theoretical Implications
4.3. Practical Implications
4.4. Limitations
5. Conclusions
Supplementary Materials
Author Contributions
Funding
Conflicts of Interest
References
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Behavioral Analysis Techniques | Definition | References |
---|---|---|
Behavior frequency analysis | Behavior frequency analysis performs statistical analysis of the log of the coded behaviors recorded in the interaction system to obtain the behavior’s frequency and distribution information. | [30,31] |
Quantitative content analysis (QCA) | QCA is a research method defined as systematically, objectively, and quantitatively assigning communication content to categories according to specific coding schemes and rules, and using statistical techniques to analyze the relationships involving these categories. | [32,33] |
Lag sequential analysis (LSA) | LSA a research method that is more appropriate for analyzing the dynamic aspects of interaction behaviors according to time and present sequential chronology information of the users’ activities. | [34,35] |
Social network analysis (SNA) | SNA is an effective quantitative analytical method for analyzing social structures between individuals in social life, which takes as the origin point the premise that social life is constructed primarily by nodes (e.g., individuals, groups, or committees), the relations between those nodes, and the patterns generated by those relations. | [36,37] |
Cluster analysis | Cluster analysis classifies data to form meaningful data groups based on similarity (or homogeneity) in describing the data objects and the relationships among data. | [38] |
Immersive Technology-Related Concept | AND | Behavioral Analysis-Related Concept | AND | Education-Related Concept |
---|---|---|---|---|
Immersive technologies* OR Virtual reality* OR VR OR Augmented reality* OR AR OR Mixed reality* OR MR OR Cross reality* OR Extended reality* OR XR | Behavior* analysis OR Behavioral pattern* OR Quantitative content analysis* OR QCA OR Lag sequential analysis* OR LSA OR Social network analysis* OR SNA OR Cluster analysis | Education* OR Learn* OR Train* OR Teach* OR Student* |
Concept Matrix Facets | Categories | Description |
---|---|---|
1.1 Learning stages | Conceptualization | Learners come into contact with concepts through presentation and visualization in the immersive learning environment. |
Construction | Learners construct new knowledge through interactivity with others or virtual learning content in the immersive learning environment. | |
Dialog | Learners test their emerging understanding of new knowledge through discussion with others or a more comprehensive range of interactivity in VLEs. | |
1.2 Cognitive learning outcomes/ objectives | Lower-level cognitive category | Remembering is a cognitive process with low cognitive complexity, including identifying and recalling relevant information from long-term memory. Understanding is a cognitive process that helps learners construct meaning from instructional activities and has sub-categories such as interpreting, exemplifying, classifying, summarizing, inferring, and explaining [67]. |
Higher-level cognitive category | Applying is to implement acquired knowledge into practice. Analyzing is to break learned knowledge into constituent parts and determine the relationship of the parts with an overall structure. Evaluating is to judge learned knowledge based on specific criteria. Creating is to make new learning products by mentally reorganizing fragmented elements into new knowledge patterns or structures. | |
1.3 Learning activities | List of mini-learning activities | Learning activities are the actions learners display to reach intended learning goals. Individual mini-learning activities (behaviors) can be grouped into learning activities with an extensive range of granularity through specific behavioral patterns. |
2.1 Learner types | Specific learner types | The specific type of learners participating in immersive learning activities. |
2.2 Application domains | STEM | Science, technology, engineering, and mathematics (STEM) describes various academic disciplines related to these four terms, such as biology, chemistry, engineering, mathematics, physics, and more. |
Humanities | Humanities describe academic disciplines that study aspects of human society and culture, including culture, history, language, and more. | |
General Knowledge and skills | General knowledge and skills describe the application domains where learners study basic knowledge and skills to cultivate the essential ability to deal with daily affairs, such as cognitive and social skills, art and design, and reading. | |
3.1 Instructional design methods | Instructional strategies | Instructional strategies entail a set of instructional models to lead learners to understand what information has been provided, how the learning process functions, and how to acquire learning acquisition effectively. |
Instructional techniques | Instructional techniques are the rules, procedures, tools, and skills used to implement instructional strategies in practice. | |
3.2 Coding schemes | Specific coding schemes | Coding schemes define the specific behavior sequences that would be analyzed using various behavioral analysis techniques. |
4.1 Hardware devices | Specific hardware devices | Hardware devices used in immersive learning activities. |
4.2 Software development tools | Specific software explicitly | Software tools used to develop immersive learning systems. |
5.1 HCI methods in VLEs | Specific HCI methods | Interaction methods between learners and VLEs. |
5.2 Behavior recording and recognition methods | Specific behavior recording methods | The applied methods used to record learners’ behavior sequences, such as videotaping, classroom observation, and automatic recording methods by software tools. |
Manual and automatic coding methods | The manual coding method refers to the method of behavior recognition that is conducted manually and usually independently by two or more coders. Automatic coding methods refer to behavior recognition that is automatically conducted using software tools. | |
6.1 Behavioral analysis methods | Specific behavioral analysis methods | Behavioral analysis methods are used to analyze learners’ behavior sequences to construct behavioral patterns, such as behavior frequency analysis, QCA, LSA, SNA, and cluster analysis. |
6.2 Behavioral pattern outcomes | Constructed behavioral patterns | Behavioral patterns are constructed as the vital outcome of behavioral analysis in immersive learning environments. |
7.1 Learning iteration | Iteration expectation and difficulties | The learning iteration requirements found in the implementation of learning activities of behavioral analysis in immersive learning environments. |
Instructional Design Methods | Categories | Description | Represen-Tational Articles |
---|---|---|---|
Instructional Strategies | Presentation | Presentation is an instructional strategy that suggests that learners obtain new knowledge through the presentation of learning tasks or material to strengthen cognitive organization ([77], p. 65). | A23, V20 |
Discovery | Discovery is an instructional strategy that suggests that learners obtain new knowledge through discovering rather than being told about information ([77], p. 65). | A8, A9 | |
Inquiry | Inquiry is an instructional strategy that emphasizes that learners actively participate in the learning process, where the learners’ inquiries, thoughts, and observations are used as the focal spot of the learning process ([77], p. 67). | A1, A10 | |
Collaboration | Collaboration is an instructional strategy that suggests that learners obtain new knowledge through working in a social setting to solve problems ([77], p. 68). | A3, A5 | |
Collaborative Inquiry | Collaborative inquiry is an instructional strategy that suggests that learners conduct scientific inquiry learning through face-to-face collaboration [28,79]. | A6, A12 | |
Instructional Techniques | Observation | The observation technique is an instructional technique that suggests that learners monitor and examine the indicators or conditions of objects, facts, or materials within a well-designed plan through their eyes or available visual equipment ([80], pp. 204–205). | A1, A2 |
Field Trip | A field trip is an instructional technique that suggests that learners gain additional knowledge through direct experiences in conducting an active research-oriented field project ([80], pp. 196–198). | A6, A12 | |
Educational Game | An educational game is an instructional technique that suggests that learners gain knowledge through playing an educational game to increase learning motivation and promote creative work ([80], pp. 201–203). | A5, A7 | |
Role-play | Role-play is an instructional technique that suggests that learners play specific roles in an explicitly established situation and gain knowledge through experiencing their “character” ([80], pp. 172–174). | A7, V3 | |
Simulation | Simulation is an instructional technique that suggests that learners gain knowledge in a controlled, detailed situation that intends to reflect real-life conditions ([80], pp. 187–189). | A10, A11 | |
Project | A project is an instructional technique that suggests that learners are involved in whole-hearted purposeful learning activities to accomplish a specific goal ([80], pp. 198–201). | V1, V4 |
Behavior Recording Methods | Behavior Recognition Methods | Representative Articles |
---|---|---|
Videotaping | Manual coding | A1, M5 |
Automatic coding | A3, A4 | |
Videotaping combined with other manual recording methods | Manual coding | A11, A16 |
Automatic coding | M4 | |
Classroom observation by observers | Manual coding | M3 |
Automatic behavior recording | Manual coding | A6, A15 |
Automatic coding | A8, A9 | |
Mixed recording methods combining manual and automatic methods | Manual coding | A21, V7 |
Automatic coding | V8, M2 |
Challenge Categories | Challenge Description | Representative Articles |
---|---|---|
Technology-related challenges | AR software requires excessive effort in designing compatible educational applications | A1 |
Low stability and correctness in AR marker recognition | A2, A9 | |
Highly immersive VR can distract students’ attention or produce Hawthorne effect | V1, V14 | |
Simulator sickness | V1 | |
Huge tools and context differences between VR learning and practical applications | V2 | |
VR learning system stability problem | V5 | |
Novelty effect of emerging VR technologies | V13, V14 | |
Implementation-related challenges | Small sample sizes | A4, A7 |
Research time restriction | A5, A12 | |
Absence of control group | A7, A11 | |
Equipment’s quantitative restrictions | V4, V5 | |
Knowledge diffusion between groups | V4 | |
Unequal gender ratio | V4, V11 | |
Unfriendly MR manipulation and context settings for young children | M1 | |
Low participation or response rate. | M3, M5 | |
Analysis-related challenges | Insufficient interaction of learners with physical learning environment using AR system | A19 |
Special behavior sequence recording restriction | V4, M4 | |
Insufficient recording due to limited amount of equipment or number of observations | V9, M3 | |
Lack of observation among group members using other behavioral analysis methods | V11 |
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Liu, Y.; Yue, K.; Liu, Y.; Yang, S.; Gao, H.; Sha, H. How to Construct Behavioral Patterns in Immersive Learning Environments: A Framework, Systematic Review, and Research Agenda. Electronics 2025, 14, 1278. https://doi.org/10.3390/electronics14071278
Liu Y, Yue K, Liu Y, Yang S, Gao H, Sha H. How to Construct Behavioral Patterns in Immersive Learning Environments: A Framework, Systematic Review, and Research Agenda. Electronics. 2025; 14(7):1278. https://doi.org/10.3390/electronics14071278
Chicago/Turabian StyleLiu, Yu, Kang Yue, Yue Liu, Songyue Yang, Haolin Gao, and Hao Sha. 2025. "How to Construct Behavioral Patterns in Immersive Learning Environments: A Framework, Systematic Review, and Research Agenda" Electronics 14, no. 7: 1278. https://doi.org/10.3390/electronics14071278
APA StyleLiu, Y., Yue, K., Liu, Y., Yang, S., Gao, H., & Sha, H. (2025). How to Construct Behavioral Patterns in Immersive Learning Environments: A Framework, Systematic Review, and Research Agenda. Electronics, 14(7), 1278. https://doi.org/10.3390/electronics14071278