Search
On-Site Program Calendar
Browse By Day
Browse By Time
Browse By Person
Browse By Room
Browse By Unit
Browse By Session Type
Search Tips
Change Preferences / Time Zone
Sign In
X (Twitter)
Immersive virtual reality (IVR) engages learners in embodied simulations as they develop practical skills and knowledge. This study investigated the relationship of several (meta)cognitive and affective variables (e.g., agency) and learning outcomes (e.g., declarative knowledge) of high school students’ (N=46) chemistry lab skills using the Cognitive Affective Model of Immersive Learning (CAMIL). Participants were randomly assigned to either an IVR game (Hololab Champions) or video condition. Results indicate IVR-participants had higher self-perceptions of agency and situational interest. Agency was a significant predictor for all outcomes, while situational interest was only a significant predictor for declarative and procedural knowledge. Our results empirically support and extend certain assumptions of the CAMIL model while highlighting some of the limitations of IVR-based learning.