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Immersive Virtual Reality in Experiential Learning : A Value Co-creation and Co-destruction Approach

Tonteri, Tomi,Holopainen, Jani,Lumivalo, Juuli,Tuunanen, Tuure,Parvinen, Petri,Laukkanen, Tommi

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This is a sel -a chi ed e sion o an o iginal a icle. This e sion may di e om he o iginal in pagina ion and ypog aphic de ails. Au ho (s): Ti le: Yea : Ve sion: Copy igh : Righ s: Righ s u l: Please ci e he o iginal e sion: CC BY-NC-ND 4.0 h ps://c ea i ecommons.o g/licenses/by-nc-nd/4.0/ Imme si e Vi ual Reali y in Expe ien ial Lea ning : A Value Co-c ea ion and Co- des uc ion App oach © Au ho s 2023 Published e sion Ton e i, Tomi; Holopainen, Jani; Lumi alo, Juuli; Tuunanen, Tuu e; Pa inen, Pe i; Laukkanen, Tommi Ton e i, T., Holopainen, J., Lumi alo, J., Tuunanen, T., Pa inen, P., & Laukkanen, T. (2023). Imme si e Vi ual Reali y in Expe ien ial Lea ning : A Value Co-c ea ion and Co-des uc ion App oach. In T. X. Bui (Ed.), P oceedings o he 56 h Annual Hawaii In e na ional Con e ence on Sys em Sciences (HICSS 2023) (pp. 1313-1322). Uni e si y o Hawai'i a Manoa. P oceedings o he Annual Hawaii In e na ional Con e ence on Sys em Sciences. h ps://hdl.handle.ne /10125/102792 2023 Imme si e Vi ual Reali y in Expe ien ial Lea ning – A Value Co-c ea ion and Co-des uc ion App oach Tomi Ton e i Uni e si y o Eas e n Finland omi. . on[email p o ec ed] Jani Holopainen Uni e si y o Eas e n Finland jani.ho[email p o ec ed]i Juuli Lumi alo Uni e si y o Jy äskylä juuli.k.[email p o ec ed] Tuu e Tuunanen Pe i Pa inen Tommi Laukkanen Uni e si y o Jy äskylä Uni e si y o Helsinki Uni e si y o Eas e n Finland uu e@ uunanen. i pe i.pa [email p o ec ed] ommi.laukkanen@ue . i Abs ac Imme si e Vi ual Reali y (la e VR) has i s po en ial in enabling lea ning expe iences. Se e al s udies adop expe ien ial lea ning as a key concep o unde s and he ou comes o VR. This s udy consis s o wo pa s – he i s pa conduc s a sys ema ic li e a u e e iew on VR expe ien ial lea ning and sugges s se en main dimensions o he concep iden i ied by he exis ing li e a u e: engagemen , sociabili y, con ex ual in o ma ion, physical sensa ion, in e ac i i y, cogni ions, and p esence. The second pa adop s a alue co-c ea ion and co-des uc ion app oach o empi ically es he cons uc ion unde lying VR expe ien ial lea ning. The indings indica e 33 alue co- c ea ion and 19 alue co-des uc ion cons uc s con ibu ing o he se en dimensions. The sugges ed se en alue cons uc dimensions combined wi h ou own empi ical indings and he heo y o expe ien ial lea ning, ou esea ch esul s build unde s anding abou he expe ien ial lea ning in he VR con ex and u he encou ages u u e VR lea ning esea ch o es and alida e hese p oposi ions. Keywo ds: Vi ual eali y, expe ien ial lea ning, alue co-c ea ion, alue co-des uc ion, design ea u es. 1. In oduc ion This s udy conside s imme si e Vi ual Reali y (la e VR) pla o ms combining a so wa e o p esen a i ual en i onmen and a ha dwa e, such as Head- Moun ed Display (HMD) (Pallo & Richi , 2016). Fully imme si e VR solu ions ha e shown hei po en ial in imp o ing use s’ lea ning mo i a ion, engagemen , and enjoymen in a ious educa ion and aining con ex s (A sikpasi & Fokides, 2021). By p o iding ealis ic expe iences, VR is especially powe ul in gene a ing expe ien ial lea ning (Kwon, 2018; F omm e al., 2021). The expe ien ial lea ning heo y is a holis ic model o he lea ning p ocess whe e he ole o expe ience is cen al in he lea ning p ocess (Kolb 1984). Expe ien ial lea ning consis s o ou s ages: ac i e expe imen a ion, conc e e expe ience, e lec i e obse a ion, and abs ac concep ualiza ion (Kolb, 1984). Al hough some s udies sugges ha hese s ages o expe ien ial lea ning a e cen al in a ious VR educa ion and aining con ex s (e.g., Kwon, 2018; F omm e al., 2021), we need esea ch and unde s anding o he alue cons uc s ha con ibu e o expe imen al lea ning. In he p esen s udy, we p opose alue cons uc s which consis o pe cei ed use alue, ela ion o he VR pla o m o sou ce o he alue, and ela ion o lea ning dimensions. To explo e how hese alue cons uc s can cla i y cons uc ion o VR expe ien ial lea ning, his s udy consis s o wo pa s – he i s pa sys ema ically e iews he li e a u e on VR expe ien ial lea ning and sugges s se en main alue cons uc dimensions o he concep : engagemen , sociabili y, con ex ual in o ma ion, physical sensa ion, in e ac i i y, cogni ions, and p esence. The second pa is empi ical, adop ing a no el app oach o alue co-c ea ion and co- des uc ion (Pl & Cce es, 2010; Eche e i & Skln, 2021) o u he es and analyze alue cons uc s unde lying VR expe ien ial lea ning. By conside ing bene icial, bu also disad an ageous cons uc s, i.e., ensions, he p esen s udy can p o ide imp o ed heo e ical in e es and con ibu ions (Palma ie , 2016). The indings o he p esen s udy indica e 33 alue co-c ea ion and 19 alue co-des uc ion alue cons uc i ems con ibu ing o he se en main alue cons uc dimensions which a e hen p oposed o con ibu e o expe ien ial lea ning s ages. These indings p o ide a be e unde s anding o he u u e esea ch o he s uc u e o expe ien ial lea ning in a VR con ex and encou age o u he s udies o alida e he p oposi ions. P oceedings o he 56 h Hawaii In e na ional Con e ence on Sys em Sciences | 2023 Page 1313 URI: h ps://hdl.handle.ne /10125/102792 978-0-9981331-6-4 (CC BY-NC-ND 4.0) 2. Theo e ical backg ound 2.1. Expe ien ial lea ning Kolb's (1984) heo y o expe ien ial lea ning has in luenced he unde s anding o lea ning in imme si e VR. P e ious esea ch p omo es VR’s abili y o enable expe ien ial lea ning (F omm e al., 2021). The expe ien ial lea ning heo y is a holis ic model o human lea ning, explaining how humans adap o a social and physical en i onmen (Kolb, 1984). To lea n a skill, he lea ne needs o go h ough he ou expe ien ial lea ning s ages: conc e e expe ience, e lec i e obse a ion, abs ac concep ualiza ion, and ac i e expe imen a ion (Kolb, 1984). The lea ning s ages o m a cycle whe e conc e e expe ience wo ks as a basis o e lec i e obse a ions, which hen can be dis illed in o new abs ac concep s and es ed in he ac i e expe imen a ion s age (Kolb & Kolb, 2012). Being a high-le el heo y, he Kolb’s expe ien ial lea ning heo y’s cen al hemes and concep s a e open o in e p e a ion by schola s (Howa d-Mo is, 2020). Since de ailing he heo y in a clea con ex is necessa y o implemen a ion, es ing and u he heo e ical de elopmen , he ou s ages should be cla i ied. This also gi es an oppo uni y o explo e some easoning why he p e ious s udies conside expe ien ial lea ning o be p e alen in VR. Fi s ly, a conc e e expe ience is conside ed a eal- wo ld expe ience wi h hands-on pa icipa ion (Howa d- Mo is, 2020). Real-wo ld expe ience is ich wi h con ex ual in o ma ion while hands-on pa icipa ion equi es ac i e in ol emen wi h objec s, en i onmen , and people. The collec ion o subjec i e pe sonal meanings o abs ac concep s is impo an in he conc e e expe ience s age (Kolb, 1984). Fu he , p e ious s udies p esen he idea ha VR enables conc e e expe iences h ough imme sion and in e ac i i y esembling eali y (e.g., Kwon, 2018). The second s age, he e lec i e obse a ion s age, is a s age du ing which he lea ne akes a mo e passi e ole by obse ing he subjec and wha is happening because o he ac ions o o he s o hei own. Less in e ac i e VR expe iences whe e he lea ne is a eling along p ede ined pa h wi hou in e ac i i y wi h i ual en i onmen induces obse e ype lea ning (Kwon, 2018; Radian e al. 2020). Re lec ing equi es analy ical skills om he lea ne (Kolb & Kolb, 2012). The hi d expe ien ial lea ning s age, abs ac concep ualiza ion, is an ac o dis illing e lec ions abou a subjec in o an abs ac concep which can hen be used o explain mul iple si ua ions (Kolb, 1984). Las bu no leas , in he ac i e expe imen a ion s age, a lea ne es s o med pe sonal implica ions by ying o sol e he phenomenon a hand (Kolb & Kolb, 2012). VR expe iences wi h ins an eedback and high in e ac i i y, such as being able o pick up and play wi h i ems ound in a i ual en i onmen , enable ac i e expe imen a ion (Kwon, 2018; F omm e al., 2021). The main di e ence be ween eal expe ience and VR media ed expe ience is ha in many cases he use s need o lea n o use he VR pla o m be o e hey can ocus on he subjec . S e ens and Jouny-Ri ie (2020) a gued ha expe ien ial lea ning would be an an eceden o echnology accep ance model’s pe cei ed usabili y and pe cei ed use ulness o an in o ma ion sys em. These quali ies a e also impo an o VR as shown by p e ious s udies whe e usabili y has hinde ed lea ning ou comes (e.g., Mak ansky e al., 2017; Holopainen e al., 2019; Rupp e al., 2019). This sugges s ha expe ien ial lea ning may play a dual ole in assessing he ad an ages and disad an ages o VR. 2.2. Value co-c ea ion and co-des uc ion Value mani es s as an imp o emen o de e io a ion in he well-being o he ac o (Va go & Lush, 2018). The alue o a se ice is de e mined in use by he bene icia y and co-c ea ed h ough esou ce in eg a ion by he ac o s (Va go & Lusch, 2008; Va go, Maglio & Akaka, 2008). Value co-c ea ion ocuses on collabo a ion be ween he cus ome and he se ice p o ide , du ing which he alue o he se ice eme ges (Va go & Lusch, 2008; Va go e al., 2008). This means he collabo a o s a e ac i e pa icipan s in he alue co-c ea ion, combining hei esou ces o gene a e alue (Va go e al., 2020). Commonly, alue co-c ea ion is e e ed o in a posi i e sense (Va go, Akaka, and Vaughan, 2017). In hei wo k, Ranjan and Read (2016) p esen co- p oduc ion as an impo an an eceden o alue co- c ea ion, o ming om knowledge, equi y, and in e ac ion, which can be he collabo a o s esou ces. In con as , alue co-des uc ion is an in e ac ional p ocess, much like co-c ea ion, bu one ha leads o a decline in well-being o a leas one o he in ol ed pa ies (Plé & Cáce es, 2010). Value ou comes depend on he ac o and he con ex (Va go, Akaka, & Vaughan, 2017) which means one p ocess can c ea e alue in one si ua ion o one pe son while o ano he i des oys alue (Plé & Cáce es, 2010; Eche e i & Skålén, 2021). Bo h alue co-c ea ion and co-des uc ion a e c ucial o unde s anding use expe iences. Unde s anding he alue co-c ea ion p ocess and ou comes allows one o p edic he e ec s o a se ice o i s use s (Ranjan & Read, 2016). Lea ning ou comes a e a angible way o e alua e and imp o e VR applica ions. As he concep o alue co-c ea ion and co- des uc ion has no been u ilized in he con ex o expe ien ial lea ning and VR, i hus has i s po en ial o Page 1314 c ea e new knowledge on he e ec s he ecognized dimensions ha e on VR expe ien ial lea ning. 3. Resea ch Me hodology The p esen s udy applies wo esea ch me hods: a sys ema ic li e a u e e iew (SLR) o concep ualize dimensions ha a ec VR expe ien ial lea ning, and an empi ical s udy es ing and building he s uc u e o expe ien ial lea ning in a VR con ex . 3.1. Sys ema ic li e a u e e iew The SLR was chosen as a me hod o comp ehensi ely unde s and how academic li e a u e pe cei es imme si e VR dimensions ha a ec expe ien ial lea ning. The li e a u e sea ch was done using ou online academic esea ch da abases: Else ie ScienceDi ec , Else ie Scopus, IEEE Xplo e, and Sp inge Link. These da abases we e chosen because hey comp ehensi ely co e VR and lea ning ocused academic li e a u e. Fo he sea ch, he keywo ds used we e s ic o ensu e ele ance o he esul s o he imme si e VR and expe ien ial lea ning con ex . The keywo ds used we e “expe ien ial lea ning”, “ i ual eali y”, “head- moun ed display”, “imme si*”, and “Kolb”. Synonyms conside ed we e “expe imen al lea ning”, “VR”, and “head moun ed display”. The main keywo ds ega ding expe ien ial lea ning, i ual eali y, imme si* we e sea ched o in he i le, abs ac , o keywo ds. Because o his o iginal in luen ial expe ien ial lea ning heo y publica ions, Kolb was sea ched om he e e ence ield. As he inal sea ch e m o speci y he solu ion ype, head-moun ed display keywo d was used. Du ing he sea ch p ocess, esul s we e es ic ed o only include pee e iewed con e ence pape s and jou nal a icles, esul ing in a o al o 39 pape s. Nex , he pape s we e ini ially e iewed by i le and abs ac o emo e duplica es, o eign languages, and pape s wi hou ull ex a ailable. Following his, he esul ing 35 pape s we e e alua ed by i le, abs ac , and keywo ds o ini ial i . The condi ions o inclusion in he li e a u e e iew we e hose s udies o conside VR expe ien ial lea ning and ocusing on imme si e VR. A e he ini ial e alua ion, 20 pape s emained. Finally, he wen y emaining a icles we e ho oughly examined o dis inguish s udies conside ing dimensions a ec ing expe ien ial lea ning. The inal numbe o s udies ul illing all he p esen ed c i e ia was ou . In o ma ion ega ding he ecognized dimensions, how hey a ec VR expe ien ial lea ning, esul s, and used me hodology we e hen ex ac ed om he s udies. 3.2. Empi ical s udy The empi ical s udy consis ed o da a collec ion using a ocused in e iew me hod and hema ic con en analysis o he collec ed da a. In he s udy, a alue co- c ea ion and alue co-des uc ion pe spec i e is cen al and is used as an analy ical lens in he empi ical s udy. Fo ocused in e iews, i is especially impo an ha he pa icipan s ha e simila expe iences ega ding he subjec o s udy (Me on & Kendall, 1946). Thus, all pa icipan s we e selec ed om olun ee s in e es ed in es ing VR so ha hey had li le o no p e ious expe ience wi h imme si e VR and hey es ed a speci ic VR solu ion. In o al, he s udy in ol ed eigh Finnish adul s: 4 emale, 3 male, and 1 o he be ween 18 and 47 yea s old, wi h a mean age o 23 yea s ( e e ed as Pa icipan s 1 o 8 o P1 o P8). All pa icipan s we e ac i ely s udying in a local uppe seconda y o oca ional school. As ma e ial, he es ed VR solu ion employed a 360-deg ee ideo based educa ional ou o a me al e ining plan wi h some in e ac i e elemen s such as op ional anima ed ideos and a sho ques ionnai e. The expe ience was designed o a head-moun ed display Oculus Ques 2 and ook ad an age o i s hand acking ea u es so ha he pa icipan did no need hand-held con olle s o in e ac wi h he i ual en i onmen . Each pa icipan es ed he VR solu ion o 20 o 25 minu es, going h ough he ull ou and he ques ionnai e while being obse ed by a esea che . The in en ion was o s imula e expe ien ial lea ning whe e he pa icipan s would explo e a eal-li e like en i onmen ela ed o a me al e ining p ocess as well as expe ien ially explo e he applica ion o imme si e VR o lea ning. A e he es ing, i s imp essions we e collec ed and wi hin i e days he ocused in e iew was conduc ed. As he ocused in e iew me hod only loosely ollows a p e-planned se o ques ions and a he ocuses on hemes (Me on & Kendall, 1946), i is especially e ec i e o explo ing subjec i e expe iences. The in e iew hemes we e chosen o ollow hypo he ically signi ican alue cons uc ion dimensions disco e ed in he li e a u e e iew: p esence, physical sensa ion, engagemen , cogni ion, sociabili y, in e ac i i y, con ex ual in o ma ion, and expe ien ial lea ning s ages. The ocused in e iew segmen s las ed an a e age o 38 minu es and 55 seconds pe in e iew. To analyze he esul ing ansc ip ion da a hema ic con en analysis (TCA) ollowing Ande son (2007) me hodology was used. The main ad an age o TCA o he s udy is i s low ho e ing app oach o da a analysis making i excel in disco e ing new iews acco ding o how he da a p esen s hem. Hence, he in en ion is o Page 1315 dis inguish common oices om he da a, a he han in e p e i (Ande son, 2007). Fo he TCA, an analy ical lens o alue co-c ea ion and co-des uc ion (Va go & Lusch, 2008, Pl & Cce es, 2010; Eche e i & Skln, 2021) was applied o be e unde s and how he VR dimensions a e e lec ed in expe ien ial lea ning s ages. The pa icipan s’ subjec i e pe spec i es on how VR ha dwa e, so wa e, use si ua ion, and pe sonal ins i u ions in combina ion a ec he VR alue cons uc dimensions is cen al o he s udy. Thus, he in e ac i e and phenomenological app oach o alue by co-c ea ion and co-des uc ion (Va go, Akaka & Vaughan, 2017) was seen as especially bene icial. The TCA esul ed in wen y hemes con aining de ailed cons uc s a ound alue co-c ea ion and alue co-des uc ion, wi h eme ging hemes ha ing common mo i es o in e connec ions. Fo example, in e ac i i y, p esence, and eedom o mo emen hemes all pa ly conside locomo i e in e ac i i y bu ha e o he di e ing elemen s, hus hese we e kep sepa a e o a oid o e gene aliza ion du ing analysis. This app oach also ensu ed ha he in e connec ions we e p ese ed. Al hough wen y hemes eme ged using he TCA me hod, no all eme ging hemes conside ed VR expe ien ial lea ning because he TCA me hod ex ac ed common oices o he ele an con en was ep esen ed by he examined dimensions (e.g., in e ac i i y, engagemen , and p esence dimension ep esen all alue cons uc s in he eedom o mo emen heme). The eme ging alue cons uc s unde each dimension a e u he discussed in sec ion 5. 4. Resul s o he SLR: dimensions a ec ing VR expe ien ial lea ning The conduc ed SLR ound ou een s udies ha use expe ien ial lea ning heo y in imme si e VR educa ion con ex , while only ou o hem mo e closely conside ed dimensions a ec ing he VR expe ien ial lea ning. In o he s udies, he expe ien ial lea ning heo y has been applied o imme si e VR educa ion in a a ie y o a eas: Eme gency aining (Mi suha a e al., 2019; Xiao e al., 2020), nu sing (Hannans, Ne ins and Jo dan, 2021), ma h (Zhou, Li and Bian, 2020), business (F omm e al., 2021), o eign languages (Bian e al., 2022), science (Kwon, 2018), chemis y (Edwa ds e al., 2019), pedes ian a ic aining (Feng e al., 2021) and e ail employee aining (Lau and Lee, 2021). All ou een s udies a e ecen , da ing be ween 2018 and 2022. P e ious s udies mos ly use quan i a i e me hodology and su ey da a collec ion. Two s udies did in e iew da a collec ion (F omm e al., 2021; Feng e al. 2021), while one s udy u ilized obse a ions o da a (Li. Ip & Ma, 2019). One s udy used an SLR ocusing on VR in pos -second le el educa ion and skill aining, al hough hei ocus was no on expe ien ial lea ning bu a he ecognized i and social cons uc i is app oaches o be ecommended (Concannon, Esmail & Robe s, 2019). Fou s udies ha e alua ed dimensions a ec ing VR expe ien ial lea ning we e F omm e al. (2021), Kwon (2018), Bian e al. (2022), and Lau and Lee (2021). The me hodology, dimensions hey ecognize, and key indings a e p esen ed in Table 1. In hei ecen wo k, Bian e al. (2022) used a quan i a i e s udy o explo e VR lea ning en i onmen s which p omo e expe ien ial lea ning. Guideline 1 sugges s dec easing he amoun o a ac i e bu ask- i ele an dis ac o s, while guideline 2 sugges s guiding a en ion om ask-i ele an dis ac o s o ask- ele an elemen s (Bian e al., 2022). Thei s udy ocuses on imp o ing pe o mance by main aining low while educing dis ac o s. Recognized impo an an eceden s o expe ien ial lea ning pe o mance we e ocus, in e ac ion, mo i a ion and engagemen . Fu he mo e, he esul s o he s udy by Bian e al. sugges ha ask-i ele an con ex ual in o ma ion is a dis ac o causing cogni i e load which hen esul s in wo se expe ien ial lea ning pe o mance. In he quali a i e s udy by F omm e al. (2021), ocus was placed on c ea ion and es ing imme si e VR lea ning en i onmen s which enable expe ien ial lea ning. Thei s udy p esen ed se e al design p inciples which a ec speci ic s ages o expe ien ial lea ning in VR. Fo example, VR social ea u es o sys em-enabled ins uc ions enhance he abs ac concep ualiza ion s age, and he e lec i e obse a ion s age equi es app op ia e pe o mance eedback om he sys em (F omm e al., 2021). Kwon’s s udy (2018) ocuses on con i ming expe ien ial lea ning o be possible in VR. His indings show ha he expe ienced p esence allows o a mo e conc e e expe ience which hen enables expe ien ial lea ning. Acco ding o Kwon, p esence is media ed by i idness and in e ac i i y, bu also physical sensa ion con ibu es o i . In hei s udy, Lau and Lee (2021) explo e knowledge sha ing and ans e in o ganiza ions using imme si e VR o ain e ail employees. They ound ha a success ul VR lea ning en i onmen can imp o e lea ning mo i a ion, p ocess, and sa is ac ion. Lau and Lee sugges h ee p inciples o he implemen a ion o such ac o s: ca e ul selec ion, app op ia e design and pedagogical s a egies, and e ec i e use o i ual s imuli such as s e eoscopic image, p esence, and mul isenso y in e ac ions. All in all, he SLR shows ha p e ious s udies ha e ecognized engagemen (Bian e al., 2022), sociabili y Page 1316 (F omm e al. 2021), con ex ual in o ma ion (F omm e al. 2021; Kwon, 2018), physical sensa ion (Kwon, 2018), in e ac i i y (F omm e al. 2021; Kwon, 2018; Bian e al., 2022; Lau and Lee, 2021), cogni ion (Bian e al. 2022) and p esence (Kwon, 2018; Lau & Lee, 2021) dimensions a ec ing VR expe ien ial lea ning. Table 1. Re iewed s udies Ci a ion Me hod Key alue cons uc dimensions Key indings F omm e al., 2021 17 in e iews (quali a i e) Con ex ual in o ma ion, in e ac ion, sociabili y, ealis ic scena io Design elemen s o he key dimensions enable holis ic expe ien ial lea ning p ocess. Kwon, 2018 42 su eys (quan i a i e) In e ac i i y, ideli y, p esence, physical sensa ion, low Imme si e VR enables expe ien ial lea ning. Imme si e VR bene i s lea ning due o i s i idness, in e ac i i y, and p esence. Bian e al., 2022 111 Su eys & quiz (quan i a i e) Focus, in e ac ion, mo i a ion, engagemen , low Reducing ideli y enhances ocus wi hou damage o low expe ience, enhancing lea ning. Lau & Lee, 2021 326 su eys (quan i a i e) Knowledge sha ing, p esence, s e eoscopic image, mul isenso y in e ac ion Fi ing applica ion o VR inc eases lea ning mo i a ion, p ocess, and sa is ac ion. E ec i e use o s e eoscopic image, p esence, and mul isenso y in e ac ions imp o es lea ning. 4.1. Theo e ical app oach The SLR did p esen se en main dimensions con ibu ing o expe ien ial lea ning: engagemen , sociabili y, con ex ual in o ma ion, physical sensa ion, in e ac i i y, cogni ions, and p esence. Thei cons uc ion as well as posi i e and nega i e e ec s on expe ien ial lea ning a e o en no conside ed by p e ious s udies. The ollowing indings o med he basis o he amewo k es ed in he empi ical s udy. P esence is mos ly ecognized as ha ing posi i e e ec s on expe ien ial lea ning, such as be e unde s anding o spa ial ea u es (Lau and Lee, 2021; F omm e al., 2021), making a i ual expe ience mo e conc e e (Kwon, 2018; F omm e al., 2021), and posi i ely a ec ing engagemen (Zhou, Li, and Bian, 2020; Bian e al., 2022). Ne e heless, p esence can lead o dis ac ions (Bian e al., 2022) which sugges s alue cons uc s ela ing o p esence dimension could a ec expe ien ial lea ning nega i ely. Al hough he physical sensa ion dimension mainly has nega i e e ec s on lea ning in he o m o simula o sickness (e.g., Bian e al., 2022), Kwon (2018) p esen s he iew ha i can ha e a posi i e e ec in imp o ing he sensa ion o p esence because VR gi es sensa ions simila o hose which one would expe ience in a eal si ua ion. As a combina ion o VR cha ac e is ics (Rupp e al., 2019; F omm e al., 2021) and pe sonal elemen s (F ed icks e al., 2004), he engagemen dimension a ec s lea ning pe o mance. VR engagemen is conside ed a esul o p esence (Rupp e al., 2019), o game-like elemen s (F omm e al., 2021). Educa ion li e a u e sees engagemen eme ge om an indi idual's in e es s, goals, and pe sonali y (F ed icks e al., 2004). Thus, i is a guable ha VR ea u es o con en can also play a posi i e o nega i e ole in engagemen depending on pe sonal ins i u ions. Indeed, engagemen a ec s academic pe o mance (Rupp e al., 2019; Bian e al., 2022) and willingness o u he explo e he subjec (Rupp e al., 2019). The p e ious s udies sugges ha he cogni ion dimension has nega i e e ec s on VR expe ien ial lea ning (e.g., Bian e al., 2022). Mo eo e , he cogni ion dimension includes a cogni i e load which educes pa icipan s’ abili y o ake in in o ma ion (Ma kansky e al., 2017; Rupp e al., 2019). This may be due o he ac ha VR’s excess ideli y can be a dis ac ion (Bian e al., 2022) o o he ac o s equi ing ask-i ele an cogni i e e o om he lea ne . Due o co-p esence (F omm e al., 2021), imp o ed mu ual unde s anding (Lau and Lee, 2021; Holopainen e al., 2019), and eedback (F omm e al., 2021), sociabili y posi i ely a ec s VR expe ien ial lea ning. In addi ion, lea ning om collabo a ion o li e-like in e ac ion ha e been a majo ocus o sca ce VR co- c ea ion li e a u e (e.g., Pallo e al., 2017). Fo VR expe ien ial lea ning a o dances, in e ac i i y is especially impo an because i enables hands-on expe ience (Kwon, 2018), bu VR lea ne s can be wo se o due o added complexi y (Mak ansky e al., 2017). Tac ile and locomo i e in e ac i i y con ibu e o a mo e conc e e expe ience (Kwon, 2018; F omm e al., 2021) and sensa ion o p esence (e.g., Kwon, 2018; Bian e al., 2022; Lau & Lee, 2021). Fu he , in e ac i i y can make less expe ienced VR use s ocused on usabili y ins ead o he lea ning subjec (Mak ansky e al., 2017). 5. Resul s o empi ical s udy In he p esen s udy, he heo e ical app oach p oposed se en dimensions. In o al, 33 alue co- c ea ion cons uc s and 19 alue co-des uc ion cons uc s ela ing o he se en dimensions we e disco e ed using TCA me hodology, as desc ibed in sec ion 3. The ecognized alue cons uc s can be used o be e unde s and he ole o he VR dimensions in each expe ien ial lea ning s age and a e summa ized in Table 2, whe e P1 o P8 a e e e ing o he pa icipan s o he empi ical s udy. Page 1317 Table 2. Value cons uc s by dimensions and expe ien ial lea ning s ages as ex ac ed by he empi ical s udy Conc e e expe ience Re lec i e obse a ions Abs ac concep ualiza ion Ac i e expe imen a ion Engagemen In e es (P1, P2, P4, P5, P7), un (P2, P7), exci emen (P2, P5, P7), imp essed by echnology (P5), a ainmen alue (P2), imp o e wo k li e (P1, P6), imp o e well-being (P4), imp o e socie y (P3, P6), imp o e inancial decisions (P7), imp o e pe sonal goals (P7), en i onmen al alues (P3, P6, P7), imp o e ca ee planning (P2, P6), social in e ac ion (P8), lea ning is ewa ding (P4, P5, P6, P7), VR p o ides new lea ning me hod (P1, P7), in insic in e es in VR echnology (P1, P5, P6, P7, P8). Annoyance (P2, P4, P5), o ced expe ience (P8), ea o alling (P3, P5, P8), T ied lea ning me hods less e ec i e (P5, P7, P8) Signi icance om en i onmen al alues (P3, P6 & P7), mo e in o med decisions (P3), imp o ed gene al knowledge (P4, P5, P6, P7), changing p econcep ions (P7), new ound engagemen o he subjec (P4) Sociabili y U ili y alue (P7), lea ning om sha ing and discussing (P4, P6, P7), social anxie y (P4, P6, P7), social judgmen (P2, P3), sociabili y dis ac s om subjec (P5, P7), VR hinde s eal in e ac ion (P3) Lea ning om sha ing and discussing (P4, P6, P7), sociabili y dis ac s om subjec (P5, P7) Con ex ual in o ma ion Remembe ing objec s (P2, P3, P4, P5, P7), emembe ing loca ions (P2, P3, P4, P6, P7, P8), emembe ing ac ions (P4, P3, P5, P7, P8), and o ming connec ions (P3, P4) Remembe ing objec s (P2, P3, P4, P5, P7), emembe ing loca ions (P2, P3, P4, P6, P7, P8), emembe ing ac ions (P4, P3, P5, P7, P8), and o ming connec ions (P3, P4) educed ocus on o he in o ma ion (P4, P7) Physical sensa ion Exci emen om in olun a y eac ion (P2, P5, P7), Ve igo (P3, P4, P8) Wo y o physical oll (P3, P4, P5, P7) In e ac i i y Lea ning by ying hings (P3, P8), imp o e spa ial unde s anding (P5, P8), o ced due o lack o con ol (P8), us a ion om usabili y (P5) Lack o con ol hinde s ocus on in o ma ion (P4, P7) Lea ning by ying hings (P3, P8), imp o e spa ial unde s anding (P5, P8), us a ion om usabili y (P5) Cogni ion VR educes cogni i e load by ocus (P4, P8), oo much in o ma ion P2, P4, P5, P6), unable o con ol p og ess (P4, P5, P7) P esence Being able o see hands (P5, P7, P8), 3-deg ees o eedom (P1, P3, P5, P6, P7, P8), Fideli y o i ual en i onmen (P7), isual isola ion (P8), physical sensa ion (P2, P5, P7), lacking eedom o mo emen (P5), lacking ideli y (P8), Play a ea bo de s educe p esence (P3, P5) 3-deg ees o eedom (P1, P3, P5, P6, P7, P8), ideli y o i ual en i onmen (P7, P8), social imme sion (P7), lack o na a ional con inui y (P7, P8), lacking eedom o mo emen (P5), lacking ideli y (P7, P8) 5.1 Conc e e expe ience s age In his s udy, con ex ual in o ma ion alue cons uc s which eme ged du ing VR expe ien ial lea ning o mul iple pa icipan s we e emembe ing objec s (P2, P3, P4, P5 & P7), loca ions (P2, P3, P4, P6, P7 & P8), ac ions (P4, P3, P5, P7 & P8), and connec ions (P3, P4). The cos o ich con ex ual in o ma ion deli e ed by he VR pla o m was educed ocus on na a ion o ex o m in o ma ion (P4, P7). The pa icipan s mainly expe ienced spa ial imme sion (being able o see hands – P5, P7, P8), 3- deg ees o eedom (P1, P3, P5, P6, P7, P8), o lacking eedom o mo emen (P5) and ideli y alue cons uc s ( ideli y o i ual en i onmen – P7, and a lack o ideli y – P8) con ibu ing o he p esence dimension. Though he physical sensa ion dimension seems o inc ease wi h a highe p esence, esul ing in exci emen om in olun a y eac ion (P2, P5, P7) such as a ush o being in a high place, i was also pe cei ed as a nega i e sensa ion o e igo (P3, P4, P8). Because o co-p esence, whe e coope a i e lea ning du ing VR expe ience would enable ealis ic lea ning scena ios, he sociabili y dimension con ibu es o he conc e e expe ience s age. Thus, VR ea u es Page 1318 which would enable social in e ac ion a e seen impo an . The con ibu ing alue cons uc s we e lea ning om sha ing and discussing (P4, P6, P7), u ili y alue om sociabili y (P7), and sociabili y dis ac s om he subjec (P5, P7). Using HMD solu ions in a social si ua ion hinde s he conc e e expe ience, whe e alue co-des uc ion occu s because using VR hinde s eal in e ac ion (P3), and causes social anxie y (P4, P6, P7) and eelings o social judgmen (P2, P3). The es ed VR applica ion allowed no meaning ul in e ac ion wi h he i ual en i onmen , which educed he po en ial o hands-on expe ience. To imp o e hei knowledge collec ion, he pa icipan s desi ed ac ile and locomo i e in e ac i i y. While ac ile in e ac i i y enables lea ning by ying hings (P3, P8) whe e in e ac ing wi h a i ual en i onmen shows conc e e connec ion be ween ac ions and esul s, locomo i e in e ac i i y imp o es spa ial unde s anding (P5, P8) as he lea ne can change hei pe spec i e and explo e. 5.2. Re lec i e obse a ions s age In he empi ical s udy he e lec i e obse a ions s age was seen especially impo an because he es ed VR solu ion was designed o be a 360-deg ee ideo ou , esul ing in passi e lea ning du ing he VR expe ience. New knowledge was acqui ed by he pa icipan s om he VR s imuli which was added o hei p e ious unde s anding o bo h he VR expe ience and he subjec . This became clea as he pa icipan s had p econcep ions abou VR being challenging o con ol (e.g., Pa icipan 6: “I was su p ised ha I did no need he con olle s. I was a posi i e su p ise, and I did no need o lea n any speci ic con ols, so i wo ked easily.”), o ha hei unde s anding abou he subjec did change a e he expe ience. In he es ed VR solu ion, lacking na a ional con inui y (P7, P8), lacking eedom o mo emen (P5), and lacking ideli y (P7, P8) appea ed o nega i ely e lec on his s age. In he e lec i e obse a ions s age, he pa icipan s we e especially ocused on con ex ual in o ma ion: “I emembe speci ically when mol en mix u e was pou ed in o a u nace o aken ou o he u nace” (P5), o “I emembe how ha ac o y looked om ou side when I was in a owe , and hen he e was a sea o some hing close by” (P7). Such ocus on collec ing con ex ual in o ma ion could be explained by he VR pla o m ea u es such as ideli y, p esence, and s e eoscopic image encou aging con ex ual in o ma ion collec ion. The cogni ion dimension seems o con ibu e o he e lec i e obse a ions s age because o he p e e ence o in e nalizing con ex ual in o ma ion. Indeed, as pa icipan s we e unable o con ol he pacing o in o ma ion, hei ocus u ned away om de ailed in o ma ion (P2, P4, P5, P6, P7). This was appa en in bo h cogni ion and in e ac i i y dimensions. Con a ily, isual isola ion by HMD eme ged as a alue cons uc easing he cogni i e load, educing impac o he su oundings on he lea ning expe ience (P4, P8). When VR pla o ms enable lea ning om sha ing and discussing (P4, P6, P7), he sociabili y dimension seems o ein o ce he e lec i e obse a ion s age. Mo eo e , lea ne s bene i om he co-p esence o o he pa icipan s. Howe e , sociabili y can dis ac om he subjec (P3, P7), hence educing he lea ne ’s ocus on obse ing. 5.3. Abs ac concep ualiza ion s age We p opose ha engagemen has wo oles o enhancing and enabling expe ien ial lea ning especially in he abs ac concep ualiza ion s age. Fi s , he pa icipan s o med gene aliza ions o he u u e depending on he pe cei ed use ulness o he in o ma ion. The engagemen alue cons uc s sugges easoning o wha in o ma ion he pa icipan s abs ac . Engagemen was ound o s em om pe sonal easons and depending on he pe sonal alues, bene i s, o mo i a ion acco ding o which he pa icipan s ocused hei expe ien ial lea ning e o s on di e en aspec s o he VR expe ience. In pa icula , hedonic alues like exci emen (P2, P5, P7) and en i onmen al impac s o he me al e ining indus y enabled emo ional engagemen o he subjec (P3, P6, P7). In addi ion, pe sonal u u e bene i s we e impo an o wha in o ma ion he pa icipan s dis illed: imp o ing wo k- li e (P1, P6), ca ee planning (P2, P6), well-being (P4), inancial decisions (P7), socie y (P3, P6), and pe sonal goals (P7). The second ole o engagemen in expe ien ial lea ning is imp o ing ocus and pa icipa ion because o VR. The pa icipan s in his s udy expe ienced emo ional engagemen and in insic in e es in he VR echnology, which made he pe cei ed bo ing subjec in e es ing. Howe e , engagemen ocused only on VR echnology does no always help in lea ning he subjec . As h ee o he pa icipan s s a ed he subjec was i ele an o hei li e (P1, P3, P8), hei willingness o gene alize concep s and es hem was g ea ly hinde ed, ye hey s ill in e nalized in o ma ion abou VR echnology and how hey could bene i om i . 5.4. Ac i e expe imen a ion s age The usabili y o he VR pla o m was he clea es case o pa icipan s indulging in ac i e expe imen a ion. In his s udy, he pa icipan s had assump ions abou using VR echnology. The hand-con olled VR expe ience was pe cei ed in ui i e and easy o use by he pa icipan s despi e hem no ha ing p e ious VR Page 1319 expe ience. The e o e, we p opose his in ui i eness comes om he pa icipan s ac i ely expe imen ing wi h con olling he VR expe ience, and i esponds o hei ac ions as expec ed because hei p e iously lea ned gene aliza ions a e wo king o he new use case. This was because he pa icipan s did no need o lea n new con ol schemes bu a he used hei hands o in e ac wi h he i ual en i onmen like in he eal wo ld. The pa icipan s o his s udy expe imen ed wi h he use ulness o VR o lea ning. The pe cei ed alue o VR o lea ning pu poses eme ged om he dimensions o spa ial lea ning, sociabili y, in e ac i i y, and engagemen . Gene ally, hese bene i s a e he esul o expe ien ial lea ning s ages and he ac i e expe imen a ion s age con i ms p e ious assump ions o be ue o un ue. Fo example, his esul ed in con i ma ions o how o bene i om VR in he u u e, such as aining o li e sa ing si ua ions (P3), lea ning om conc e ely seeing su oundings (P6), making pe cei ed dull subjec s in e es ing (P7), o VR enabling con incing expe iences (P2, P3, P4, P5, P6, P8). As well as hese posi i e aspec s, nega i e p econcep ions we e es ed, such as wo y o VR’s physical oll (P3, P4, P5, P7) which did educe he pa icipan s' willingness o es VR, hus hinde ing lea ning possibili ies. While only wo o he pa icipan s s a ed hey had some in e es in he subjec o a me al e ine y, connec ions o u ilizable in o ma ion abou he subjec encou aged comple e expe ien ial lea ning cycles such as signi icance om sha ed alues (P3, P6 & P7), mo e in o med decisions (P3), imp o ed gene al knowledge (P4, P5, P6 & P7), changing p econcep ions (P7), o new ound engagemen o subjec (P4). 6. Discussion 6.1. P oposi ions Se en main dimensions we e p oposed eme ging om he SLR: engagemen , sociabili y, con ex ual in o ma ion, physical sensa ion, in e ac i i y, cogni ions, and p esence. Mo eo e , he SLR ound ha he main bulk o he VR expe ien ial lea ning s udies employ quan i a i e me hodology in a a ie y o educa ional con ex s. Despi e he ac ha he expe ien ial lea ning heo y is conside ed he mos in luen ial lea ning heo y in a VR (Radian i e al., 2020), only ew s udies ha e been ound which conside he e ec o VR dimensions on he expe ien ial lea ning heo y, namely Kwon (2018), Bian e al. (2022), F omm e al. (2021), and Lau and Lee (2021). Fu he mo e, he a o emen ioned ou een VR expe ien ial lea ning s udies all da e om be ween 2018 and 2022, which shows he eshness and g owing academic in e es owa ds imme si e VR expe ien ial lea ning. In he p esen wo k, he empi ical s udy p oposes o con ibu e o he li e a u e and p ac ice in a numbe o ways. Fi s , he s udy pilo s he use o bo h he alue co- c ea ion and co-des uc ion in he con ex o VR educa ion esea ch and shows ha i is e ec i e o un a eling how he dimensions a e e lec ed in subjec i e expe ien ial lea ning in imme si e VR. In addi ion, i exposed de ailed connec ions be ween VR ea u es, pe sonal ins i u ions, and he s ages o expe ien ial lea ning oo ed in expe ienced alue, whe e p e ious s udies ha e only ocused on he gene al connec ion o dimensions (Kwon, 2018; Lau & Lee, 2021) o a limi ed se o design guidelines (F omm e al., 2021; Bian e al., 2022). Secondly, he conc e e expe ience s age was ound o be cons uc ed by dimensions o con ex ual in o ma ion, p esence, in e ac i i y, and sociabili y which is aligned wi h indings o p e ious s udies (e.g., Kwon, 2018; F omm e al. 2021). The co-des uc ion alue cons uc s o sociabili y, physical sensa ion, in e ac i i y, and p esence dimensions p esen design choices which esul ed in a dis ac ion om he conc e e expe ience; in con as , he co-c ea ion alue cons uc s expose p oposed enhancing ea u es (Table 2). Thi dly, he e lec i e obse a ions s age was ound o be domina ed by con ex ual in o ma ion and obse a ions esul ing om i . We p opose ha he cogni ion dimension limi s he lea ne s om abso bing all he in o ma ion because o how in o ma ion dense he VR lea ning en i onmen can be and how VR ea u es boos con ex ual and spa ial in o ma ion acquisi ion. P e ious s udies ecognize cogni i e load o hinde VR lea ning, bu he e ec s o i on speci ic in o ma ion ypes we e no explo ed in he s udies (Mak ansky e al., 2017; Bian e al., 2022). Fou hly, we p oposed ha in he abs ac concep ualiza ion s age he lea ne ’s engagemen de e mines wha in o ma ion hey gene alize. In pa icula , emo ional engagemen , pe sonal alues, u ili y alues, and pe cei ed pe sonal bene i s we e ound o a ec he ocus o abs ac concep ualiza ion. The esul o his did mani es as ask-i ele an in o ma ion being gene alized; du ing he use o he VR echnology, he lea ne s ocused hei a en ion on lea ning abou he VR echnology a he han he subjec which educes ask- ele an lea ning po en ial. P e ious li e a u e has conside ed engagemen as a bene i o imme si e VR o lea ning (e.g., A sikpasi & Fokides, 2021; Bian e al., 2022) bu he p esen s udy p esen ed a mo e nuanced iew o how some o he expe ien ial lea ning bene i s o engagemen dimension occu . Fi h o all, he indings o he ac i e expe imen a ion s age p opose ha VR lea ne s indeed employ expe ien ial lea ning o bo h VR use and subjec lea ning, which would ex end S e ens and Page 1320