Experiential psychological mechanisms in immersive learning: Presence, embodiment, and engagement as mediator in learning outcomes

Authors

DOI:

https://doi.org/10.17977/um031v13i12026p048

Keywords:

Immersive learning, presence, embodiment, engagement, experiental learning

Abstract

Emerging immersive technologies such as Virtual Reality (VR) and Augmented Reality (AR) have driven a transformation in experience-based learning. However, the psychological mechanisms that bridge immersive experiences to learning outcomes have not yet been systematically defined. This study aims to examine and synthesise the roles of presence, embodiment, and engagement as psychological mediators in immersive learning from the perspective of experiential psychology. The method used in this study is a systematic conceptual review, with articles identified using Google Scholar as the data source. The results of the theoretical mapping indicate that direct sensory experience serves as a sensorimotor foundation for evoking a sense of presence. That sense of presence, in turn, supports cognitive and affective engagement. Together, these three components form a mutually reinforcing psychological construct with learning outcomes. Therefore, this study makes a significant conceptual contribution by presenting a more structured and evidence-based framework for designing and evaluating immersive technology-based learning environments.

Author Biographies

Dona Mustika, Universitas Negeri Malang, Universitas Samudra

Instructional Technology,
Physics Education

Dedi Kustandi, Universitas Negeri Malang

Department of Educational Technology

Ika Andrini Farida, Universitas Negeri Malang

Teknologi Pembelajaran, Universitas Negeri Malang,]

Iden Rainal Ihsan, National Taiwan Normal University

Department of Mathematics

References

Acevedo, P., Magana, A. J., Walsh, Y., Will, H., Benes, B., & Mousas, C. (2024). Embodied immersive virtual reality to enhance the conceptual understanding of charged particles: A qualitative study. Computers & Education: X Reality, 5, 100075. https://doi.org/10.1016/j.cexr.2024.100075

Barrow, J., Hurst, W., Edman, J., Ariesen, N., & Krampe, C. (2024). Virtual reality for biochemistry education: the cellular factory. Education and information technologies, 29(2), 1647-1672. https://doi.org/10.1007/s10639-023-11826-1

Baxter, G., & Hainey, T. (2024). Using immersive technologies to enhance the student learning experience. Interactive Technology and Smart Education, 21(3), 403-425. https://doi.org/10.1108/ITSE-05-2023-0078

Bhat, K. R., Verma, V., & Craig, S. D. (2025). Mobile augmented reality impacts engagement, but not learning. Computers & Education: X Reality, 7, 100122. https://doi.org/10.1016/j.cexr.2025.100122

Calvert, J., & Hume, M. (2022). Immersing learners in stories: A systematic literature review of educational narratives in virtual reality. Australasian Journal of Educational Technology, 38(5), 45-61. https://doi.org/10.14742/ajet.7032

Chenais, N., & Görgen, A. (2024). Immersive interfaces for clinical applications: current status and future perspective. Frontiers in neurorobotics, 18, 1362444. https://doi.org/10.3389/fnbot.2024.1362444

Davis, T. J., Merchant, Z., & Kwok, O. M. (2022). An examination of practice-based virtual simulations and pre-service mathematics teaching efficacy and outcome expectancy. Education Sciences, 12(4), 262. https://doi.org/10.3390/educsci12040262

Dengel, A., & Mägdefrau, J. (2019, June). Presence is the key to understanding immersive learning. In International Conference on Immersive Learning (pp. 185-198). Cham: Springer International Publishing. https://doi.org/10.1007/978-3-030-23089-0_14

Dewey, J. (1986, September). Experience and education. In The educational forum (Vol. 50, No. 3, pp. 241-252). Taylor & Francis Group. https://doi.org/10.1080/00131728609335764

Enyedy, N., & Yoon, S. (2021). Immersive environments: Learning in augmented+ virtual reality. In International handbook of computer-supported collaborative learning (pp. 389-405). Cham: Springer International Publishing. https://doi.org/10.1007/978-3-030-65291-3_21

Fenwick, T. (2003). Reclaiming and re-embodying experiential learning through complexity science. Studies in the Education of Adults, 35(2), 123-141. https://doi.org/10.1080/02660830.2003.11661478

Gonçalves, G., Melo, M., Barbosa, L., Vasconcelos-Raposo, J., & Bessa, M. (2022). Evaluation of the impact of different levels of self-representation and body tracking on the sense of presence and embodiment in immersive VR. Virtual Reality, 26(1), 1-14. https://doi.org/10.1007/s10055-021-00530-5

Harrington, M. C., Bledsoe, Z., Jones, C., Miller, J., & Pring, T. (2021). Designing a virtual arboretum as an immersive, multimodal, interactive, data visualization virtual field trip. Multimodal Technologies and Interaction, 5(4), 18. https://doi.org/10.3390/mti5040018

Hofer, M., Hartmann, T., Eden, A., Ratan, R., & Hahn, L. (2020). The role of plausibility in the experience of spatial presence in virtual environments. Frontiers in Virtual Reality, 1, 2. https://doi.org/10.3389/frvir.2020.00002

Hulsen, T. (2024). Applications of the metaverse in medicine and healthcare. Advances in Laboratory Medicine/Avances en Medicina de Laboratorio, 5(2), 159-165. https://doi.org/10.1515/almed-2023-0124

Kalina, E., & Johnson-Glenberg, M. C. (2020, June). Presence and platform: Effects of embodiment comparing a 2D computer and 3D VR game. In 2020 6th international conference of the immersive learning research network (iLRN) (pp. 31-37). IEEE. https://doi.org/10.23919/iLRN47897.2020.9155160

Khlaif, Z., Salama, N., Hamamra, B., & Mousa, A. (2025). Factors Influencing Educators’ Perspectives on Accepting Extended Reality in Health Care Education: Qualitative Study. JMIR Medical Education, 11, e65042. https://doi.org/10.2196/65042

Kilteni, K., Groten, R., & Slater, M. (2012). The sense of embodiment in virtual reality. Presence: Teleoperators and Virtual Environments, 21(4), 373-387. https://doi.org/10.3390/encyclopedia3020026

Kim, Y. H., Kim, D. J., & Wachter, K. (2013). A study of mobile user engagement (MoEN): Engagement motivations, perceived value, satisfaction, and continued engagement intention. Decision support systems, 56, 361-370. https://doi.org/10.1016/j.dss.2013.07.002

Kolb, D. A. (2013). The process of experiential learning. In Culture and processes of adult learning (pp. 138-156). Routledge. https://doi.org/10.1016/B978-0-7506-7223-8.50017-4

Kolb, D. A. (2015). Experiential learning: Experience as the source of learning and development Second Edition (p.76). New Jersey: Pearson Education Inc. ISBN: 978-0-13-389240-6

Lee-Cultura, S., & Giannakos, M. (2020). Embodied interaction and spatial skills: A systematic review of empirical studies. Interacting with Computers, 32(4), 331-366. https://doi.org/10.1093/iwcomp/iwaa023

Lee, S. M., Yang, Z., & Wu, J. G. (2024). Live, play, and learn: Language learner engagement in the immersive VR environment. Education and Information Technologies, 29(9), 10529-10550. https://doi.org/10.1007/s10639-023-12215-4

Liu, J. Y. W., Mak, P. Y., Chan, K., Cheung, D. S. K., Cheung, K., Fong, K. N., ... & Maximo, T. (2024). The effects of immersive virtual reality–assisted experiential learning on enhancing empathy in undergraduate health care students toward older adults with cognitive impairment: Multiple-Methods study. JMIR medical education, 10, e48566. https://doi.org/10.2196/48566

Li, M., & Yu, Z. (2023). A systematic review on the metaverse-based blended English learning. Frontiers in Psychology, 13, 1087508. https://doi.org/10.3389/fpsyg.2022.1087508

MacDowell, P., & Lock, J. (Eds.). (2023). Immersive education: Designing for learning. Springer Nature. https://doi.org/10.1007/978-3-031-18138-2

Makransky, G., & Petersen, G. B. (2021). The cognitive affective model of immersive learning (CAMIL): A theoretical research-based model of learning in immersive virtual reality. Educational psychology review, 33(3), 937-958. https://doi.org/10.1007/s10648-020-09586-2

Methley, A. M., Campbell, S., Chew-Graham, C., McNally, R., & Cheraghi-Sohi, S. (2014). PICO, PICOS and SPIDER: a comparison study of specificity and sensitivity in three search tools for qualitative systematic reviews. BMC Health Services Research, 14, 579. https://doi.org/10.1186/s12913-014-0579-0

Mills, N. (2020). 11 Engagement and Immersion in Virtual Reality Narratives. Student engagement in the language classroom, 11. https://doi.org/10.21832/9781788923613-014

Mulders, M., & Träg, K. H. (2023). Presence and flow as moderators in xr-based sustainability education. Sustainability, 15(23), 16496. https://doi.org/10.3390/su152316496

Mystakidis, S., & Lympouridis, V. (2023). Immersive learning. Encyclopedia, 3(2), 396-405. https://doi.org/10.3390/encyclopedia3020026

Pagano, A., Palombini, A., Bozzelli, G., De Nino, M., Cerato, I., & Ricciardi, S. (2020). ArkaeVision VR game: User experience research between real and virtual paestum. Applied Sciences, 10(9), 3182. https://doi.org/10.3390/app10093182

Pitelinskiy, K., Makovey, S., Aldag, A., & Vertaeva, V. (2025). Impact of immersive learning tools on student motivation and academic participation. Revista Conrado, 21(107), e4931-e4931.

Reiser, R. A., Carr-Chellman, A.A., & Dempsey, J. V. (Eds. 5). (2025). Trends and issues in instructional design and technology (p. 409-461). Newyork: Taylor & Francis. https://doi.org/10.4324/9781003502302

Roberts, J. (2018). From the editor: The possibilities and limitations of experiential learning research in higher education. Journal of Experiential Education, 41(1), 3-7. https://doi.org/10.1177/1053825917751457

Slater, M., & Wilbur, S. (1997). A framework for immersive virtual environments (FIVE): Speculations on the role of presence in virtual environments. Presence: Teleoperators and virtual environments, 6(6), 603-616. https://doi.org/10.1162/pres.1997.6.6.603

Sugden, N., Brunton, R., MacDonald, J., Yeo, M., & Hicks, B. (2021). Evaluating student engagement and deep learning in interactive online psychology learning activities. Australasian Journal of Educational Technology, 37(2), 45-65. https://doi.org/10.14742/ajet.6632

Sweller, J. (2020). Cognitive load theory and educational technology. Educational technology research and development, 68(1), 1-16. https://doi.org/10.1007/s11423-019-09701-3

Tan, S. (2019). The rise of immersive learning. Journal of Applied Learning and Teaching, 2(2), 91-94. https://doi.org/10.37074/jalt.2019.2.2.12

Van Tuin, L., Schaufeli, W. B., & Van den Broeck, A. (2021). Engaging leadership: Enhancing work engagement through intrinsic values and need satisfaction. Human Resource Development Quarterly, 32(4), 483-505. https://doi.org/10.1016/j.dss.2013.07.002

Xu, X., Kang, J., & Yan, L. (2022). Understanding embodied immersion in technology‐enabled embodied learning environments. Journal of Computer Assisted Learning, 38(1), 103-119. https://doi.org/10.1111/jcal.12594

Yu, N., Shi, W., Dong, W., & Kang, R. (2025). The impact of virtual reality immersion on learning outcomes: A comparative study of declarative and procedural knowledge acquisition. Behavioral Sciences, 15(10), 1322. https://doi.org/10.3390/bs15101322

Zhang, X., Chen, Y., Hu, L., & Wang, Y. (2022). The metaverse in education: Definition, framework, features, potential applications, challenges, and future research topics. Frontiers in psychology, 13, 1016300. https://doi.org/10.3389/fpsyg.2022.1016300

Downloads

Published

2026-05-20

How to Cite

Mustika, D., Kustandi, D., Farida, I. A., & Ihsan, I. R. (2026). Experiential psychological mechanisms in immersive learning: Presence, embodiment, and engagement as mediator in learning outcomes. Jurnal Inovasi Dan Teknologi Pembelajaran, 13(1), 48–60. https://doi.org/10.17977/um031v13i12026p048

Issue

Section

Articles