What fights won’t we fight? What is our secret weapon? And what lies ahead? It’s the final part of this series.

What fights won’t we fight? What is our secret weapon? And what lies ahead? It’s the final part of this series.

Heading out with purpose, emotion, and awareness of real world.
At this point, we have all of the building blocks ready to begin a design. We know what works from 2D learning and what to try with 3D learning. Beginning the steps to launch an XR experience can feel more like a User Experience (UX) project than an instructional design project, however. UX similarly uses storyboards, journey mapping, and personas which can be very helpful in designing emotion into the experience. Prototype versions can be ready for a few users to sample and give feedback. Overall, ID projects in the metaverse feel different because the designing and building phases blend together with test layouts requiring adjustment.
Even at the final project launch, instructional designers (IDs) should observe how the learners are experiencing the design. IDs should be at the forefront with the learners, constantly evaluating what is working and what is not. It can be very helpful for IDs to observe what learners try first or how they explore the experience. In this way, design with this media is less of a one-way instance and more of an ongoing process. Remember D. Clark’s ‘always beginning, never ending’ design advice? The following three sections represent lessons already learned in ID for XR designs.
Determining purpose at the earliest stage is critical because the purpose guides many of the upcoming ID decisions. Traditional ID projects begin with these questions that ask about the main learning objective or goal.
“What will students be able to do at the end of the course” (Stanford University, 2023).
“Focus on performance requirements” (Guy Wallace as quoted in Washburn, 2023).
“Identify desired results” (MIT Teaching and Learning Lab, 2023).
“Think about what people are truly trying to do and realize that’s a system” (Don Norman as quoted in Faller, 2017).
However, because the metaverse is an experience for the learners, it can be thought of as a place and time; it is like a field trip.
Here is an example: An art history instructor wants to recreate a visit to the Sistine Chapel. Rather than first creating an XR building or finding an XR recreated chapel, the ID can determine what is the most important experience for the learner. It could be:
Appreciating Michelangelo’s artistic style
Imagining how the artist would have painted in the space
Discussing the role of sponsors for art
Viewing the artwork like real life (looking up)
Each of those different purposes could generate a different learning design.
Let’s say the instructor wants to emphasize viewing the artwork within the chapel, on the curved ceiling and the soaring upper walls and how this viewing angle intersects with perspective. Noting prior experiences, learners might have only seen this art somewhat straight-on from photographs.
In real life, the art appears above the viewer. Thus, there are two different points to view from: in photographs, the view is from what would be mid-air. In real life, the view is from the ground.
In XR, designers could use either or both. The learners might be able to first view the artwork from the floor and then fly and compare looking at the art from mid-air. In this way, the learners will have comparative viewing from different angles…something that the real life Chapel can not easily provide. This satisfies the instructor’s request to focus on the viewing experience by providing a standard replication and then a different angle as comparison.
Side by side photo comparison of the real Sistine Chapel and a virtual Sistine Chapel. Except for some light, nearly indistinguishable from each other.
By thinking about the learner’s experience, the designer can start to list which aspects of the real world need to be replicated (e.g., gravity, enclosed space) and which aspects will not be from reality (e.g. flying on demand). In summary, this adage fits: begin with the end in mind.
For XR designs, ask “what is the feeling that you want your learner to have?” That might come as a surprise– elevating feeling as a primary design priority. The next section will address why the feel of an XR design is more important than its content.
Pixar is a highly successful storytelling company. In the Pixar narrative model, the highest production emphasis is placed on the emotions within the story (Khan Academy Labs, 2017). Characters and setting are considered secondarily.
Emotional coinage works in XR storytelling because emotion transcends language; it does not need a text pop-up or an AI translator.
When an emotion can be relayed in some sort of visual or sound media, the designer can worry less about language translation or exactness in the metaverse. XR works naturally in this realm. Combining emotion with narrative plot creates designs where the learner is truly at the center because the learner becomes the lead character in the story. They are pulled along the learning journey because their character (their avatar) is experiencing the story.
Alger illustrated these atomic design elements used to relay emotion: line, color, motion, lighting, spatial arrangement, sound timbre, haptic sensations, user proprioception, or visual elements like iridescence and specularity (2020).
IDs might want to work with designers from industrial or interior design, architects, or public space planners. [Hot tip: want to read more? The Internet Library has The Pocket Universal Principles Of Design 150 Essential Tools.
In planning a design, IDs can ask the instructor what the main emotion is that they want their learners to feel within the space (curiosity, happiness, fear, proficiency, etc.).
The emotions can, of course, change as the story changes. In prototypes, IDs should ask learners what feelings they have in the XR space. Does the feeling match the purpose/goal? If not, the design needs to be changed to foster the emotion that is intended.
After the purpose is established and the central emotions are noted for a learning experience, the ID can determine how much of a real world correlation there is to the XR experience.
For instance, when coming up against a design challenge in XR, IDs should ask, “How is this done in the real world?”
The answer might be that the learner does a behavior (e.g. takes notes or alters a piece of equipment) or retrieves more information (e.g. looks at a reference source). With some consideration, the real world solution can be strategized together with the Multimedia Principles and created in XR. For example, if learners are struggling to remember a series of steps, do they need a nearby poster as a visual aid? If learners are getting something wrong with timing, do they need a stopwatch or clock? In XR, posters and clocks do not need to necessarily hang on walls.
Capture from a rabbit counting experience. The timer appears in the upper left corner indicating 33 seconds left. Timers and clocks can be placed anywhere in XR.
Combining what we already know from the Multimedia Principles will maximize the opportunity to learn by placing the relevant information when and where the learner will need it.
Starting with real world correlations is the healthy first step, but next, the IDs should consider what affordances XR can further provide. For example, do the learners need to fly or go inside an object? XR easily provides the ability to go through what would be solid objects like walls. Referring to a prior example, if a learner needs access to a clock, can a floating one be put into the learner’s field of view, but not necessarily on a wall or wrist? By imagining the experience in pieces or segments, an ID can deconstruct what is necessary to drive the experience along and then rebuild those segments with the added possibilities of 3D design.
Here is another example: an experience is replicating a spacewalk in outer space. The learning objective is to have the learner follow the correct procedure despite stressful conditions. The learner needs to put on a space suit following the correct procedure and check it for safety before leaving the spaceship. The emotional tone is to be calm and methodical even if the situation is urgent. What is the real world correlation to this experience? It might be donning protective equipment at a cold weather research station. This is a cognitively correlated event; the thought process is very similar. Thus, we can use this real world event to drive the design of the XR event. Items need to be put on in a certain order and checked for safety before going outside.
The XR design might want to include an alarm sound or flashing light to create urgency. Some sort of ‘buddy check’ system might stand by so that after the learner puts on the equipment, it is checked by another entity. Including alarms and safety checks are correlations to real world elements that can be built into the experience. The details of surrounding walls and floors or what is happening outside the spaceship do not influence this learning event. Mayer (2020) refers to these as seductive details – interesting, but they detract from the learning. Therefore, those details can be minimized in the surrounding design.
Part 8 is the last part!! It will acknowledge the limitations of what we know from research so far. But I’ve tucked one of my best tips into Part 8 before I conclude. Stay tuned, fellow babies*, for one last time.
Decorative image: Prompt: Wide angle shot from the side, in the style of full color charcoal and Legend of Zelda game cover art, a female profile in a hooded cloak climbing up a mountain towards light, she carries a flame in one hand, in the style of deep indigo, light silver, enchanting lighting, blue and green color scheme –ar 16:9
Part 1 was the Introduction.
Part 2 covered Theory and Scope.
Part 3 was Myths versus Reality.
Part 4 covered the Characteristics of Success.
Part 5 was What is the same between 2D and 3D design?
Part 6 was What is different between 2D and 3D design?
Want to see my full references? Have at it.
*Apologies if you don’t catch the reference to Johnny Fever from WKRP where groups of people were “fellow babies”.
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Welcome to Part 6! Are you alive? By my calculation, when this goes live, 3 intrepid souls have read all of Parts 1-5 before this. (Insert laughter with tears). Indeed, you may have found this in isolation of the other parts! That’s OK, I’m cool with modularization. Feel free to “go around the Horn” at some other point in the future and read Parts 1-5 later.
Oh! And, for those 3 travelers AND everyone else, I am making an explainer video of all of this content. But it comes with 2 caveats:
No references or quotes. Just ideas.
Because it moves with a preset piece of music, each idea will have a limited amount of screen time: 2.4 seconds, to be precise.
Finally, I’ll probably write a full BTS (Behind The Scenes) on this article series on my blog. For those of you that love BTS content, that one will be for you. Translation: these articles were NOT written to be sound-bite worthy. What I write in the BTS will be.
This is basically the second of two parts that were originally together: Part 5 is what is the SAME about designing between 2D and 3D and this is what is different.
Long story short?
Here is where the fun begins.
A learner could learn from a book how to enter a store and buy something. A learner could also learn from entering a real store and buying something. Both are ways to complete the learning, but the designs– that is, how to structure the learning from start to finish, will be different. The book is analogous to direct instruction. There are times when direct instruction will be the better approach. The real store is analogous to experiential learning. There are times when experiential learning will be the better approach. The approaches are different; there is no inherently better approach for all situations.
These elements in this section are not meant to imply that they exclusively belong to XR media. That is, many other forms of media contain these same elements. These items are listed here because they are often found within and indeed are combined in design solutions in XR.
Clark and Mayer observed that humans are sense makers and attempt to derive meaning from life experiences (2016). Learners engage in making meaningful connections when words and pictures align during experiences. Meaning is also deeply embedded in the storytelling approach, where it is often the journey that the protagonist goes through that remains memorable long after a story has ended. D. Clark argued, “learning experiences are exactly that, experiences designed to change us, specifically our long term memories” (2022, p. 7). Further, D. Clark advocated for a balanced use of storytelling, explaining that it can bring life to dry information, but should not be overused and wander into a “Disneyfication of learning as entertainment” (2022, p. 7). Lastly, D. Clark argued that stories for learning should be designed as “always beginnings, never ends-in-themselves” if the learning is to be applicable beyond the experience, into the “long tail of practice, transfer, and performance” (2022, p. 7).
Points for poetry, D. Clark!
“always beginnings, never ends-in-themselves”
Indeed, the storytelling approach in learning pulls the learner through the experience. To use storytelling, the learner should experience a flow through their experience, a beginning and middle of the story. The end could happen in XR or more substantially outside of XR into desired application. The learning experience should be planned and not haphazard. Learners should be guided on a planned route. XR storytelling can be first person or group experiences. Regardless, each learner is a protagonist; their decisions determine what they will experience. Recalling the constructivist learning theory foundation, what the learners experience becomes the learning experience that is being designed for. If learners are exposed to situations where they actively construct their knowledge, then the reality that the learners construct was constructed by them, not constructed by the media or by others. Further, learners do not arrive as empty vessels to be passively filled with information if they are the protagonists of their own learning event. Learners add, sort, emphasize, or suppress new experiences when compared to old experiences. Subsequently, a learner already experienced in real life (non-XR) is bringing those experiences into XR with them. In summary, learners arrive already ready to experience a story. Thus, narrative plot or a story arc is a good approach to XR instructional design.
Plot, narrative, or narrative plot are all descriptions of phases within storytelling. There are slight variances in names but the phases generally focus on the user’s (or in our case, the learner’s) experience (Lichaw, 2016).
These phases describe what is happening to the protagonist. In the case of XR, the learner is the star and they should be brought through these phases in an effective design plan. Table 1 compares a storytelling arc with the Pixar story arc, a story arc example of Cinderella, an XR story arc, and an XR narrative plot example.
Pixar story arc from Khan Academy. (2017). Pixar in a box: Introduction to storytelling [Video]. YouTube. https://youtu.be/1rMnzNZkIX0 Cinderella story arc derived from Kurt Vonnegut, as documented by Derek Sivers. (2009, September 1). https://sive.rs/drama
Introduction. The who, what, where, why, when of the experience is explained. The scene opens. This starts before the digital experience begins and lasts 30 seconds to a few minutes into the experience, depending on how much needs to be explained. This is the beginning of the exposition.
Set the scene. Provide guidance on the affordances within the experience, how to communicate, walk, navigate, where is help (e.g. where is a digital companion). The learner is invited to move, change appearance, and communicate.
Dilemma. Introduce the conflict or the scenario that the learner will participate in. The learner is presented with a challenge or problem. This is the inciting incident and rising action phases. This can be a great time to guide and practice small solutions to small problems.
Crisis. The learner must act and initiate some sort of change. It is action-oriented, and the learner is on center stage.
Change or Denouement. The results of the change have an impact on consequences or the environment. Said another way, the change ripples through the experience to change it for the learner. The results are non-trivial and not haphazard.
Resolution or End. The mission is complete, and the world has changed around the learner. The learner is living out the consequences of their decision.
Some research has shown that most of the instructional emphasis does not need to be within the XR experience itself. Dede (2021), when reflecting on what he now believes after over five decades of immersive learning research, said:
“I used to believe that if you had resources, you should spend 95% of the resources on the immersive experience and then you just do a little thinking about what kind of induction you use before people go into immersion and what kind of post experience debriefing you do. I’ve come to believe now that the induction and debriefing is where the learning takes place predominantly, and so designing those is very important.”
This indicates the importance of the on-boarding and the follow up experiences. The story of an experience begins before something is activated and ends long after.
The main point of keeping a narrative plot mindset in ID XR design is to keep the learner at the center of the experience. Every step of the narrative plot approach focuses on what the protagonist- that is, the learner- experiences: dilemmas, crisis, change, etc. This approach, then, keeps the ID focused on the learner’s experience, not the technology. For example, let’s say a platform can recreate the school environment down to the desks and chairs. An ID might reason, ‘This a great place to hold a class! I can assign classes to virtual rooms and the instructor can use web-sharing boards.’
Don’t try this in VR
That approach puts the technology first and does not consider the learner. It also recreates the problems of regular in-person classrooms and throws in a few more virtual problems as well (i.e., poor internet connections might have avatars distractedly appearing and disappearing). Rather, a learner-centric approach might ask “What is the main experience or emotion that the instructor wants the learners to have in this lesson?” As Mayer stated, “How can we adapt multimedia technology to aid human cognition?” (2020, p. 15). This might cause the ID to look at the entire XR event differently and not recommend a virtual classroom. There is more on emotion in design in Section 5.2.
Credit: https://fbvisualisation.blogspot.com/2014/04/narrative-charts-tell-tale.html
For the ID, the added visual depth and sound possibilities beyond 2D must be designed. However, more to design means more risk. With XR, the added ability to put information anywhere has more risk of overwhelming the learner than helping the learner. Indeed, D. Clark (2022) agrees that Mayer’s Principles lean towards less is more.
Alger (2015) noted these basic principles for visual range called the Comfortable Content Zone: 77 degrees of viewing range side to side and a range of 0.5 to 20 meters in depth. There are Periphery Zones to the sides and above, but the learner should be only prompted to use those.
Credit: Alger, 2015
This reflects real life. If one was working at a workstation, critical information would be within easy viewing and reach. Other information could be available in what Alger calls the Curiosity Zone – behind and below the learner, but learners should be prompted, as in real life, by sound, light, or foreknowledge, to engage with that non-obvious space (2015).
Alger (2015) further proposes that the visual hierarchy matches the importance of information. To find information in 3D, we look at the center ahead first, then left and right, then below, then above, then finally at our own bodies. Everything above eye level is for things beyond the learner’s control like weather, time, or authority notifications. Everything at or below eye level is within the learner’s control.
These user interface principles skew towards conservatism in detail; less is better. IDs should design minimal spaces, with prompts, and within easy arm reach. IDs can create storyboards with isomorphic qualities that both curve around the learner and contain planning space for the foreground, mid-ground, and background visuals.
Immersive sound is a rising field within XR design. Poor sound can ruin an XR experience. Experiences can have spatial sound where the loudness drops off over virtual distance or flat sound where the loudness is the same throughout the entire space. As much as possible, it is good accessible practice that all senses should have learner controls: brightness, sound, movement, and intensity.
Many platforms and experiences already contain volume controls for separate parts of the experience (e.g., voice chat, environment, or notifications all have separate volume controls). Learners should be trained on these controls at on-boarding.
Generally, for information that is necessary for the learning event:
If the information is in speech, provide text equivalents (e.g., transcript).
If the information is in sound (environmental sounds or notifications), it should have equivalent visual and/or text indicators.
If the information is in text only, provide sound equivalents.
Interactions in XR could be reaching, grabbing, and moving. Good experimental research exists from organizations like IEEE VR or ACM IUI on 3D user interface recommendations. Alger’s (2015) design advice showed a seated avatar seated work will be more comfortable than standing in XR.
Credit: Alger, 2015
Almost every new XR user has walked their avatar into a wall. It happens.
You stay in that corner until you can act like a good avatar, Peter!
Given that the wall isn’t real, mistakes like this are forgiven quickly. IDs can ask learners to move.
(And Peter knew I took his picture at this moment above.)
Movement in XR is an advantage of the metaverse. While research does not indicate that movement causes learning, it can greatly assist in the storytelling aspect of bringing a learner through an experience by requesting that the avatar move through the story in virtual space time.
Movement is relative in this media. Frame of reference can be manipulated. The avatar can move, or the avatar can stay in one place and the scenes can move or change around them. There are a LOT of choices for movement in XR. From gaming research, it looks like most of the possibilities are aiming to reduce vestibular mismatch.
In this area, movement-based engagement can be an area of exploration in designs. For example, asking learners to move to one side of the room or another is an interesting way to run a poll. XR movement often includes dancing and flying. Future research should explore the use of controllers or hand detection for learning.
Many social XR platforms have incorporated emojis and they can be used for their apparent reasons: love, happy, sad, clapping, or raised hand. Within designs, learners can use them differently, that is for feedback, poll indicators, or silent ‘I need help’ indicators. Learners have been known to redefine emojis to mean whatever makes sense to them during a learning event.
Part 7 will cover designing and building XR experiences for learning. See you there!

This conceptual series proposes instructional design principles for the metaverse. This is Part 5. Today we start the building blocks of design. And the best news for instructional designers? So much of what we already know from two-dimensional learning will work in three-dimensions. Grab your toolbox, IDs!
Technology can benefit learning when the affordances are leveraged towards effective and evidence-based learning principles (Yeung, Carpenter, & Corral, 2021). Instructional design already has a depth of theory and research that shows that a learning experience is a “systemic, complex design” (Honebein & Reigeluth, 2023. p. 14).
Yet, instructional designers (IDs) interested in the metaverse in education can be at risk for two unhelpful mindsets: first, thinking that IDs must become developers or second, succumbing to a ‘buy first, find a use for it later’ mentality. The first creates a substantial learning curve with the end result mostly being scenes or environments and 3D objects. Currently, AI is able to create scenes and objects (Sahu, Young, & Rai, 2021). As a consequence, the need for programmers may decrease. The second mindset leads to IDs to search for educational resources to justify the expense and bother of entering the metaverse.
Both of these mindsets miss the main point of instructional design. They sacrifice the learner-centric stance for a technology-centric stance (Mayer, 2020). Many of the 2D-based instructional design models, structures, and principles apply towards 3D learning (Dodds, 2021).
What we already know should inform us as we make future 3D designs because as Alger stated, “Principles and processes of design are pretty universal because we’re usually designing for humans” (2020, 3:06).
A further extension of this thought would be that IDs are not designing for technology. An ID focusing on 3D design for the first time can have an advantage because their experience will be from a novice’s viewpoint. Learners are novices. Thus, the ID experiences what the learners will later experience for the first time.
Keeping the learner-centric point of view is key.
This section emphasizes the use of Mayer’s Principles of Multimedia Design (Mayer, 2020, pp. 400-402, [Reminder, I covered the basics in Part 2]) because they are based on research. This list is not meant as a checklist. This is meant to remind IDs of what the correct design choice would be within a 3D experience.
The Coherence, Signaling, Redundancy, Spatial Contiguity, and Temporal Contiguity Principles will assist in decisions about types of media (visual, text, audio) and where it will be placed or made available in XR experiences. Because of the enveloping nature of the 3D environment upon the learner, extra unnecessary material could interfere with the learning.
Summary: “Weed out extraneous material”.
ID: Minimize text, sounds, and movement that is not directly related to the learning goal.
Summary: “Highlight important material.”
ID: Use slow pulsating glows, arrows, or narrative prompts to focus the learner on the content.
Summary: “Do not add printed text that duplicates narration.”
ID: Accessibility concerns dictate that information available via vision or sound should be made available in an alternate form. To follow the spirit of this principle, default settings can be set to include both alternates as activated, which could then be toggled off by the learner at will. XR accessibility research organizations such as XR Access or Virtual Ability should be consulted for further guidance.
Summary: “Place printed text near to the corresponding part of the graphic.”
ID: There is more space to work with in 3D than 2D. The key with this principle will be to find just the right place to put the text. Some user experience (UX) testing in the form of A/B testing can help find the best placement.
Summary: “Present corresponding graphics and narration at the same time.”
ID: Sound and action triggers can be timed within 3D programming.
The Segmenting, Pre-training, and Modality Principles help the designer place the necessary material in the right place and time for the learner to move the content into sensory memory, short-term memory, and into long-term memory.
Summary: “Break a lesson into learner-paced parts.”
ID: Plan lessons with storyboards with scenes where the learner moves through the experience. Always provide an escape button that saves learner progress. If that is not possible, a confirmation dialog message can indicate that the learner upon re-entry will be returned to a certain spot.
Summary: “Provide pre-training in the names and characteristics of the key terms.”
ID: Plan for pre- and post-experience briefing. Pre-training is analogous to reading the box when considering buying a game or reviewing choices in an online store. The learner experience starts there.
Summary: “Present words in spoken form.”
ID: Especially for key vocabulary, provide sound files of pronunciation. This especially matters if the experience is designed for solo learner use.
The Multimedia, Personalization, Voice, Image, Embodiment, Immersion and Generative Activity Principles help encourage learners to cognitively engage with the material and exert effort to make sense of it. It is this area of design where the ID is making sure that the learners are not passively accepting information but must do mental work with it.
Summary: “Use corresponding words and graphics to explain the material.”
ID: XR is a natural fit for this principle because it nearly always contains simultaneous visuals and sounds. These can be timed together within 3D programming. An interesting design exercise for IDs, however, is to isolate certain aspects of a design and think through how it might work if only one channel of input was working. For example, in a tour of XR spaces, there might be a period of a few seconds of complete darkness between scenes. How are the learners guided by sound only during this time?
Summary: “Put words in conversational language.”
ID: Recorded audio should sound comfortably natural.
Summary: “Present spoken words in an appealing human voice.”
ID: This applies most logically in XR to human sources of the spoken words. Poor sound can ruin an XR experience.
Summary: “Do not put the instructor’s static image on the screen.”
ID: The keyword in this principle is ‘static’. This would rarely be needed in XR. Exceptions might include biographies or eulogies.
Summary: “Have instructors display human-like gestures, eye contact, facial expressions, and body movements.”
ID: The Proteus Effect shows that users change their behaviors depending on their avatars (Praetorius, & Görlich, 2020). Employers are becoming more interested in the use of the metaverse for meetings (Jaehnig, 2022). It is reasonable to predict that educators will be holding meetings that are now on-campus or in Zoom with their learners in the metaverse within five years. Due to the demand for these human-like behaviors, avatar creators and platforms are adding more movements like blinking, sitting, or gesturing.
Summary: “Add prompts to engage in generative activities such as summarizing, mapping, drawing, imagining, self-testing, self-explaining, teaching, and enacting.”
ID: Interestingly, here the research reaches a nexus; several different sources point in the same direction. Mayer called these generative activities and points to their use within the learning act, as a guided form of practice, “Insert prompts to engage in generative learning activities within the instructional episode” and “learners must use the material from the lesson rather than simply remember it” (2020, p. 371). From this, an activity within XR would be ideal. However, generative activities are not exclusive to happening within XR. Wallace stated in Washburn (2023) that all learning points to some place in the future where the results are played out–ideally in a workplace or high stakes setting; it is the final performance that counts. Dede (2021) pointed out the importance of onboarding and off-boarding as where the learning occurs primarily. Mayer conceded that generative activities likely need to be taught first as behaviors before asking a learner to perform them (2020). That is, learners need to be taught what summarizing is before being asked to summarize. This is a valid and somewhat overlooked point. D. Clark referred to these activities as “effortful learning” or “desirable difficulties” (2022, p. 3) and Thalheimer (2006) supported retrieval practice, spaced practice, or interleaving approaches. Each of these researchers has a slightly different view into the same problem.
They seem to point to the need for a certain amount of learner effort (not just clicking), with guidance, that should occur within XR and then a follow-on amount of learner effort after leaving XR.
What might this look like? Here, we reach the edges of known ID in the metaverse universe [Editor Heather here: fresh off the presses! This just hit ResearchGate last month: Collaborative generative learning activities in immersive virtual reality increase learning], but we can take with us what we already know.
The key question to ask is: In real life, where do learners practice in place and later perform when the stakes really matter? How something is done in real life should be the template that we use to start thinking of how the behavior should be prompted in the metaverse.
Here is an example: Learners do science labs in real life. They practice doing a procedure under the watchful eye of an instructor. It is usually fine if they fail because they can start again but there is some risk and limitation of resources. In XR, the same lab can be set up as practice where learners can repeat interactions, control the speed, and engage in plausible manipulations of scientific equipment (Asare, Annan, & Ngman-Wara, 2022). The scripted practice available within XR should be added to other generative activities which could be inside and/or outside of XR such as learners self-explaining what is happening in the experiment during a video recording of the experience or learners teaching what would happen if the variables changed or if there was a chemical spill.
Summary: “Do not convert lessons into 3D immersive virtual reality.”
ID: At this point, this article series would appear to come to a stop.
This last principle basically states do not use 3D. This article series posits, do use 3D, if it is the right thing to do. Returning to the beginning assumptions:
Learners experience the virtual as real.
Learning outcomes are expected to be equal to other media.
It goes to follow, therefore, that if the designs will be accepted by the learners as real experiences and if the learning outcomes are the same as for other forms of media, the decision to go forward with the design should only occur if the lesson cannot reasonably be done in 2D and meets at least one of the conditions of saving time, money, or danger. Stepping outside of the learning objective decision, one could argue that 3D allows for added immersion and presence. But in that case, the ID should ask “Is immersion or presence critical to the learning objective?”
Acknowledging the affordance of immersion, Mayer pointed out that the case for immersion is often wrapped into the learner’s feelings of interest and motivation (2020, p.361). The logic goes that if a learner is motivated, they will learn more. Research shows that interest and motivation wane and learning performance drains away with it.
The case for presence can be tied with a personal feeling of being there. The more a learner takes on the experience as real and really happening to them, the more the learning should stick with them. Contrarily, research shows that distraction due to extraneous processing seems to cancel any benefit that might be gained (Mayer, 2020). In sum, the research does not predict at this time that presence will increase learning.
Finally, this tidbit might tip the scales for a decision. Clark and Mayer recommended this strategy from e-learning: “Use facilitative techniques that support social presence” (2016, p. 313). This tips the balance of synchronous versus asynchronous learning towards synchronous and shows an affordance not before mentioned: the benefit of social learning in XR.
Wise uses of XR seem to contain elements of bringing learners together.
This should be leaned into in designs, if possible. Therefore, if learning designs can minimize extraneous processing and are best done in 3D, next we should ask what is different about designing for 3D.
That will be Part 6. Stay tuned!
Part 1 was the Introduction.
Part 2 covered Theory and Scope.
Part 3 was Myths versus Reality.
Part 4 covered the Characteristics of Success.
Want to see my full references? Have at it.
#InstructionalDesign #XR #Multimedia #Principles #Mayer #LXD #ID #L&D #InstructionalDesigner #WebXR #3D #2D #ExtraneousProcessing #Coherence #Signaling #Redundancy #SpatialContiguity #TemporalContiguity #EssentialProcessing #Segmenting #PreTraining #Modality #GenerativeProcessing #Multimedia #Personalization #Voice #Image #Embodiment #GenerativeActivity #Immersion #Presence #EffortfulLearning #DesirableDifficulties #RetrievalPractice #SpacedPractice #Interleaving #LearnerCentric #edtech

Welcome to Part 4 of this series that proposes instructional design principles for the metaverse. Hopefully, you’ve read Parts 1 – 3 because we need to remember this:
Learning outcomes are expected to be equal to other media.
So what are the characteristics that predict success for an educational experience? Read on.
By the time IDs are often introduced to learning projects, the decision to incorporate XR technologies might already be made. Yet, IDs might be tasked with evaluating choices for off-the-shelf XR experiences or do-it-yourself (DIY) projects. Both choices have possibilities and limits and this part will point out what characteristics predict that an XR solution should work for a given implementation.
IDs should complete a thorough market analysis for off-the-shelf experiences. However, learning standards and ratings have not moved from early research to implementation (Dreimane, 2020). Thus, the experiences vary in quality with some being quite poor.
On the other hand, XR experiences not tagged as educational can be successfully used for learning with careful implementation.
In a DIY project, IDs could be asked to learn 3D programming, such as Unity or Unreal. Artificial intelligence (AI) is beginning to be used for 3D development and this could assist IDs. If IDs do engage primarily in programming and building assets, there is a risk that they will take their eyes off the goal of representing the learner. An ID should be constantly asking the question,“what is the learner experiencing?” and making sure that all decisions align to the planned purpose.
In general, the research up to this point indicates these three characteristics predict a successful XR educational experience:
it saves or manipulates time
it saves money
it reduces danger (Bailenson, 2018; Ziker, Truman, & Dodds, 2021).
While having one of these characteristics is good for continuing development, having two or all three characteristics can lead to very successful full implementation. For example, an XR experience for wind turbine maintenance training would currently save time, money, and danger.
Have all three regularly and you tend to be NASA. https://accessmars.withgoogle.com/
XR experiences can manipulate time for instruction. For instance, an experience could involve time travel, speeding up, slowing down, or pausing time.
[Editor Heather interjects: the River City Multi User Virtual Environment (MUVE) is a great example of time manipulation. Learners had to determine the cause of 3 diseases in a city on a river. This built pedagogically went where learners often struggle: determining cause in a multi-variable (READ: REAL WORLD, messy, wicked) system. The build could pause or speed up time–very helpful while waiting for bacteria to grow.
With time paused in the middle of a process, visual cues can add positively to the instruction (Clark & Mayer, 2016).
XR experiences can also reduce instructional time overall because the training can be delivered more efficiently to the learners. For example, workplace training that has been preloaded onto VR headsets can be shipped to remote workers, saving travel time.
IDs should be aware that with this characteristic, many 2D simulations can do the same time manipulation and savings for possibly lower costs.
XR experiences can save money over other forms of learning. For example, it would cost a lot of money to take your learners to the Moon in real life. In XR, space travel is much cheaper.
Those unfamiliar with development trends might comment that the metaverse is not currently cheaper than other media. As of this writing, costs are dropping [Editor Heather reminds you that 1 of the 2 things I actually liked about the PwC study was the calculation that if you make a build for more than 3,000 users, it will be cheaper overall to do in XR versus e-learning] with the arrival of artificial-intelligence (AI) developed resources.
Immersive web (WebXR) options allow approximately 20 learners to join one virtual space with a web browser, no additional equipment. Development prices do rise with more complexity.
One final note: the ‘time is money’ statement does hold true here. Often, an XR experience that saves time also saves money.
This characteristic, the metaverse reduces danger, also includes impossible activities. While Alger (2015) properly suggested that any content that was inherently 3D in the first place is ideal for XR development, XR is not limited to the real and actual. It can expand to the phantasmagorical and impossible. For instance, taking learners to look inside of an operating nuclear reactor would be dangerous in real life. This can be replicated in XR with no added danger for the learners.
IDs should remember that some environments in the metaverse can still represent psychological risk if not real danger. In the Proteus Effect, learners could change their behavior depending on what their avatar is experiencing (Praetorius, & Görlich, 2020). As a result, a learner’s avatar walking into fire might be a frightening experience even if it is physically safe. Examples of risks include claustrophobia, fear of heights, hostility, prejudices, and negative social pressures.
In all cases, IDs should keep the learner primarily in mind. If it scares a learner and it was not meant to, it should be removed from the design.

This conceptual series proposes instructional design principles for the metaverse. You’ve arrived at Part 3.
TL;DR
Ready? Let’s do some myth busting.
The metaverse in education is an emerging topic and a potentially lucrative field, possibly set to supplant learning management systems as the next industry-wide educational platform (Spilka, 2023). Improvements in technology are fostering an “anytime at anywhere” implementation of the metaverse (Tlili, Huang, Shehata, et al., 2022, p. 4). As interest in the metaverse as educational media has increased, misleading claims or myths have already circulated. These myths are often shrouded under the title of research until the curious probe a little deeper. This part will examine claims such as the metaverse will cause learners to learn more and faster, it represents active learning and is therefore better, it is more immersive than ever, learners retain more, it increases empathy, and learners like it so therefore they learn better. This section will mention areas where the research is still unknown, publishing bias, and what to look for when IDs read educational research on the metaverse.
Learners in the metaverse will learn more and faster; this is the first claim examined. IDs should maintain a healthy skepticism of claims that a certain media causes dramatic learning improvements. Claims often do not communicate instructional methods as Beck, Morgado, and O’Shea (2023) pointed out. Instead, current publishing focuses on outcomes-based research or what Reigeluth and Honebein called research-to-prove results that are “typically operationalized by comparing a new medium to a traditional one” (2023, p. 2). For instance, a lesson in XR could be compared to a lesson in a textbook. Similarly, the National Academies of Science, Engineering, and Medicine advised that possible external validity of some studies is low in that “there is considerable evidence that a single instructional technology can lead to different outcomes when used by different learners in different contexts” (2018, p. 194). These claims usually represent the pitting of two very different instructional methods and thus cognitive workloads against each other.
Here is an example of this claim. In a study incorporating virtual reality (VR) headsets for soft skills training, Scott Likens of PricewaterhouseCoopers claimed, “We found the realism and performance feedback in virtual reality simulations helped people learn faster and retain more information around soft skills,” (Zielinski, 2021, para. 9). However, the accompanying published report contradicted these claims. When comparing information retention in VR versus an e-learning course, the authors “quickly discovered retention scores were inconclusive, as the delta between pre and post-assessments in each modality was not significant” (Eckert & Mower, 2020, p. 44, emphasis added). Thus, the two different media showed no different learning outcomes.
Another claim is that the isolation effect of a headset causes faster learning, perhaps arguing that less distraction equals more focus. In the same study, Likens stated, “A lot of courses that normally take an hour could be completed in 20 minutes through VR because people are so immersed in scenarios, there are fewer distractions and the learning is very concentrated” (Zielinski, 2021, para. 10). Referring to the same study, “VR was x4 faster than classroom and x1.5 faster than e-learning” (D. Clark, 2022, p. 190). Claims that learning is completed faster attempt to represent XR as a more efficient learning method, i.e., less time to learn equals learning faster. When compared to classroom learning, it is already known that 1:1 personalized learning is faster. In this case, the classroom learning was allotted to two hours and the VR experience took 29 minutes. Given that 29 minutes is approximately one-quarter of two hours, the touted line was that XR was four times (4x) faster. In fact, the XR media did not cause the learning to be completed faster, it was the 1:1 nature of the learning experience.
[Editor Heather here: this is the same study I wrote about extensively here and here and my colleagues wrote about here, in case you want to read more.]
Further, there is at least one study that refutes this focusing-causes-faster-learning claim. Makransky, Terkildsen, & Mayer have found that immersive metaverse environments can be sensory overload for learners and therefore decrease the learner’s focus (2019). On the whole, claims for increased speed can often be attributed to more efficient learning methods.
Lauding the media that manipulated instructional methods hides the fact that the learner could achieve the same results in a different media, given comparable time and resources.
This particular example of the 4x is buried with a pro-Microsoft Teams article that I actually agree with (and posted another blog about here: https://heatheredodds.blogspot.com/2023/12/youll-be-using-xr-in-2024-and-you-will.html )
I’m curious that the 4x was applied to “retention rate” and “attention span” and was compared to Teams or Zoom, which, to the best of my knowledge WAS NOT in the 4x PwC study.
I feel some, ahem, elaboration has occurred here. And I find it interesting that while propping UP Teams (because it is rolling out immersive team meeting environments) this paragraph highlighted actually disses Teams. I’m thinking this person is so excited and into rolling out stats that he’s confused stuff.
Some claims state that learner-instigated avatar movement, in the form of moving hands, heads, or bodies, or the first-person point of view makes XR learning inherently active as opposed to passive. Intentional avatar movement is associated with manipulating content, which is the term embodiment or embodied learning (Johnson-Glenberg, 2018; Markowitz, Laha, Perone, et al., 2018). The claim begins with the given that active learning is known to be better than passive learning. Because XR is body-movement active, it must be active learning and thus cause more learning (Johnson-Glenberg, 2018). However, research has shown that while embodiment does have a connection to learning, it does not exclusively cause learning. Truly, “platform is not destiny” as Johnson‐Glenberg, Bartolomea, & Kalina stated in 2021 (p. 20). Just putting a learning experience with movement into XR does not make it active learning.
There are some claims that take issue with the second assumption stated earlier in this series: Learning outcomes are expected to be equal to other media (Mayer, 2020). These claims state that earlier comparative media studies did not show improved results because the technology then was older. Thus, technology now utilizes a better quality of immersion. This claim reflects a modernist philosophical approach: newer is better. Cummings and Bailenson (2016) reported that head tracking, stereoscopic visuals, and wider fields of view created more immersion than other visual or audio improvements. Yet Mayer wrote in 2020, “these comparisons between low-immersion and high-immersion media do not provide strong evidence for the instructional value of converting a 2D lesson rendered on a computer screen into a 3D lesson displayed with a head-mounted display in immersive virtual reality” (p. 365). Moreover, Abbas, Seoo, Ahn et al. (2023) found that high levels of presence did not impact user behaviors. Ochs and Sonderegger (2022) reported that learners that felt an increased sense of presence in VR scored worse on measures of memorization even when the learner simultaneously self-reported that they expected to do better in VR versus 2D. Finally, Makransky, Terkildsen, & Mayer found that VR causes more presence but less learning (2019).
Overall, these claims also fail to acknowledge that the main subject in media studies are humans (not the media), and we already know a great deal about how humans learn in 3D environments. These spaces exist outside of technology and are called classrooms. These claims that newer XR will cause more learning look more like calls to buy the latest technology.
That is not instructional design research, it is marketing.
This claim states that XR enhances knowledge retention (Victor, 2023). Studies of retention are still ongoing and difficult to find. Indeed, broad reviews such as those conducted by Hamilton, McKechnie, Edgerton, and Wilson (2021) commented that finding “learning outcomes, intervention characteristics, and assessment measures associated with immersive virtual reality use has been sparse” (2021, p. 1). This aligns with Beck, Morgado, and O’Shea who contended that, “Very few literature reviews focus on the educational practices and strategies used in immersive learning environments. Thus, the problem is that we are evaluating outcomes without a comparable way to describe the educational approaches that led to those outcomes” (2023, p. 2). Therefore, retention could be achieved with XR implementation, but without more research detail, greater results might be attributable to the method, not the media.
The use of the metaverse in education is not yet common. It is difficult to find studies that measure retention within learners more than 10 to 21 days after instruction. Practical workplace implementation would require much longer retention times. Therefore, this claim has not yet been supported or refuted.
Research on empathy indicates that this is an area of risk. Because of a first-person point of view in many XR experiences, learners perceive a direct impact of the experience which is meant to foster empathy. However, empathy, like presence, is nuanced. Indeed, in some empathy research, learners did not react with a positive and caring response, but instead with disgust and rejection (Bailenson, 2018). Thus, the objective of the experience might be not only missed but soured.
Clark, when writing about accessible pedagogy in immersive learning, advised to avoid first-person depictions of marginalized groups because XR experiences cannot portray the depth and spectrum of a person’s life. “Instead of teaching students what it’s like to be blind, consider having them deconstruct the ways vision is assumed in how spaces are designed, as well as the ways their understandings of vision impact how they interact with others,” then “focus on bringing awareness to the assumptions built into the physical world around them” (J. Clark, 2021, Recommended Administrative Considerations section, para. 4). Therefore, XR to foster empathy should be approached with extreme caution.
Forward-looking statements of optimistic activity. Unfortunately NOT strongly connected to learning.
This learning claim, that learners liking a learning experience will then learn more, is perhaps the most common. To the contrary, there is no research-based connection between liking an experience and learning success (Hughes, Gregory, Joseph, et al., 2016; Uttl, White, & Gonzalez, 2017) . Thalheimer further discounted the connection between learners liking their learning and achieving their learning, when he stated that “measuring interest is an inadequate way of measuring learning” (2018, p. 26). Therefore, while it is pleasant for learners to enjoy an experience, it has no firm connection to a learning outcome. Beyond the learner, education professionals should use caution when thinking that emotional motivation will work over the long term. Instructors often become enthralled with possibilities of XR and start to believe that the feeling of being there (a combination of presence, embodiment, and immersion) will make a positive difference. Research and theory are not forecasting this. However, the flame of excitement among professionals should not be extinguished. Clark and Mayer advocated for a tempered approach where the ID can keep to the best learning practices and not be distracted by the media:
“The challenge in e‐learning, as in any learning program, is to build lessons in ways that are compatible with human learning processes. To be effective, instructional strategies must support these processes. That is, they must foster the psychological events necessary for learning. While the computer technology for delivery of e‐learning is upgraded regularly, the human side of the equation—the neurological infrastructure underlying the learning process—is very old and designed for change only over evolutionary time spans. In fact, technology can easily deliver more sensory data than the human nervous system can process. To the extent that attention‐grabbing audio and visual elements in a lesson interfere with human cognition, learning will be depressed” (2016, p. 24, emphasis added).
Claims about near transfer outcomes will be addressed just ahead [look for Whitney]. Results showing positive far transfer from XR applications, however, are elusive in a similar way to the retention results. Research shows equivalent or mixed performance to traditional media (Kaplan, Cruit, Endsley, et al., 2021; Makransky, Borre‐Gude, & Mayer, 2019) or worse performance (Makransky, Terkildsen, & Mayer, 2019; Parong & Mayer, 2018). In particular, Mayer offered the Immersion Principle in 2020 which stated: “People do not necessarily learn better in 3D immersive virtual reality than with a corresponding 2D desktop presentation” (p. 357).
Intuitively, because XR can replicate real world environments where the learning would be applied, far transfer seems like a reachable goal. Tlili, Huang, Shehata, et al., 2022 wrote that the technology can enhance and allow for transfer. Johnson-Glenberg noted that despite requests for more research into XR, “resources and affordable technologies were not readily available” (2018, p. 7) for educational research and that “longitudinal effects of VR exposure are unknown at this point” (2018, p. 11). It is possible that not enough time has passed for the research community to measure the ‘far’ in far transfer. In general, the ability to do worked practice exercises repeatedly in simulated real-world contexts suggests that XR should be at least equivalent when compared to other media for far transfer.
Research with positive results is published more often than research with negative or no results. This is not unique to metaverse applications. This is known as publication bias or the file drawer problem (Lederman & Lederman, 2016). It limits the results of a meta-analysis because if a particular form of learning is not effective, it usually is not published (Cofré, Núñez., Santibáñez et al., 2019). Thus, the published collection showing positive results with XR dominates over the no significant difference results.
As an added caveat, IDs should closely examine research funding sources and sponsors.
IDs are cautioned to examine metaverse research studies for these two major characteristics:
Novelty effect. The novelty effect is when learners are exposed to a new media and they engage in increased effort and attention. It tends to positively impact learning outcomes (Metcalf, Chen, Kamarainen, et al., 2019) but not always (Huang, Roscoe, Johnson‐Glenberg, et al., 2021). Further, “studies of virtual reality-based learning are based on only short-term implementations, and although they might show statistically significant learning outcomes, the novelty effect is an important caveat to the research because many of these studies do not account for the decay of outcomes over longer periods of time.” (Metcalf, Chen, Kamarainen et al., 2019, p. 97)
If a research study implements a one-time 20-minute XR intervention and claims to show learning improvement, the learners are likely experiencing the novelty effect.
Non-cognitively comparable methods. Studies where the learner is not put into the same cognitive workload with two different media should be viewed with skepticism over claims of better results (Reigeluth & Honebein, 2023). For example, if a study stated that learners performed better in XR than paper-and-pencil-based learning, the results should be discounted due to the varying cognitive impact that the different media had on the learner (Parong & Mayer, 2021). In one example, the experimental learner group was exposed to VR training after the standard training and then scored higher than the control group (Seymour, Gallagher, Roman, et al., 2002). The total training time increased. This could have caused higher scores. The two conditions, therefore, were not comparable. Furthermore, the National Academies of Sciences, Engineering, and Medicine noted that the prevalence of WEIRD populations (Western, educated, industrialized, rich, and democratic) used in educational research inherently exclude diverse learner populations and this makes it difficult to draw solid conclusions for all humans in all learning situations (2018). Thus what works for one group of learners might not work, nor even be comparable, for another group.
Clark and Mayer summarized how to examine research claims for e-learning, but these questions equally apply to XR research.
“Are the methods, content, learners, and context like yours?
Does the experimental group outscore the control at a significance level of p < .05? [Editor Heather here: How many of y’all KNOW what the phrase “statistically significant” means? I thought so. I’ll write a future article on it so that you stop banging the “XR will make a significant difference in education” phrase around. I hate that. Be warned.]
Does the effect size favor the experimental group at a 0.5 level or higher (2016, p. 63)?”
IDs will likely encounter innovators and early adopters who have anecdotal stories of how XR improved learning.
A passionate-for-VR educator describing what is likely the novelty effect with their students.
These stories should be accepted with grace, as every form of media has the possibility to hit the perfect instructional moment with the right learning at the right time for the right learners.
Longer term and wider implementation decisions, however, should be made more systematically, by thinking and rethinking the design decisions over time. IDs rarely have control over the large financial decisions that XR development requires, so their role can be one of consultant: offering all the options and pros and cons of each to the decision makers (Dodds, 2021). After reviewing research, IDs are ethically bound to point out if a learning objective can be met with a cheaper, more environmentally responsible, or more socially just media.
In summary, “As a consumer of experimental research, you need to be picky!’ (Clark & Mayer, 2016, p. 56)
Part 4 will answer “How do I know I’m on the right trail with this [assigned] XR project?” (Yeah, more Whitney!)
Part 2 covered theory and scope
Part 1 was the introduction.
Want to see my full references? Have at it.
#InstructionalDesign #XR #Myth #LearningMyths #XRMyths #Multimedia #Principles #Mayer #LXD #ID #InstructionalDesigner #WebXR #3D #2D #VRCausesFasterLearning #VRCausesMoreRetention #WEIRD #ActiveLearning #Immersion #Empathy #NearTransfer #FarTransfer #PositivesGetPublished #AcademicPublishing #NoveltyEffect #NonCognitivelyComparableMethods #HowToReadResearch #Anecdotes #Ethics #ExperimentalResearch
This blog post is simultaneously posted to a LinkedIn article here. This post was updated on April 12, 2026 with an improved font.

As I post my Instructional Design in the Metaverse article series, I’m trying to add web links as directly as possible to the references, bearing in mind that most of my readers are like me and might not have institutional library access.
However, I respect that some folks might want the whole formatted enchilada. So here you go!
Abbas, A., Seo, J., Ahn, S., Luo, Y., Wyllie, M. J., Lee, G., & Billinghurst, M. (2023). How immersive virtual reality safety training system features impact learning outcomes: An experimental study of forklift training. Journal of Management in Engineering, 39(1), 04022068.
Alger, M. (2015, September). Visual design methods for virtual reality. Ravensbourne. http://aperturesciencellc.com/vr/VisualDesignMethodsforVR MikeAlger.pdf
Alger, M. (2020). XR design theory and practice for digital eyewear. [Video]. YouTube. https://youtu.be/4o__z7aPlMw
Asare, A. H. Y., Annan, J. N., & Ngman-Wara, E. I. (2022). The Effect of virtual laboratory on student teachers’ achievement in integrated science in Bagabaga College of Education, Tamale, Ghana. European Journal of Research and Reflection in Educational Sciences, 10(1).
Bailenson, J. (2018). Experience on demand: What virtual reality is, how it works, and what it can do. WW Norton & Company.
Beck, D., Morgado, L., & O’Shea, P. (2023). Educational practices and strategies with immersive learning environments: Mapping of reviews for using the metaverse. IEEE Transactions on Learning Technologies.
Bretan, J. (2020, August 8). How teachers in Poland used Half-Life: Alyx and VR for remote teaching during a global pandemic. UploadVR. https://www.uploadvr.com/teachers-poland-half-life-alyx-vr/
Checa, D., & Bustillo, A. (2023). Virtual reality for learning. In: Current Topics in Behavioral Neurosciences. Springer, Berlin, Heidelberg. https://doi.org/10.1007/7854_2022_404
Clark, D. (2022). Learning experience design: How to create effective learning that works. Kogan Page Publishers.
Clark, J. L. (2021, October 8). Recommendations for accessible pedagogy with immersive technology. #DLFteach Publications, 2. https://dlfteach.pubpub.org/pub/vol2-clark-recommendations-for-accessible-pedagogy-with-immersive-technology
Clark, R. C., & Mayer, R. E. (2016). E-learning and the science of instruction: Proven guidelines for consumers and designers of multimedia learning. John Wiley & Sons.
Cofré, H., Núñez, P., Santibáñez, D., Pavez, J. M., Valencia, M., & Vergara, C. (2019). A critical review of students’ and teachers’ understandings of nature of science. Science & Education, 28, 205-248.
Cummings, J. J., & Bailenson, J. N. (2016). How immersive is enough? A meta-analysis of the effect of immersive technology on user presence. Media psychology, 19(2), 272-309.
Decherney, P. & Levander, C. (2020, April 23). The hottest job in higher education: Instructional designer. Inside Higher Ed. https://www.insidehighered.com/digital-learning/blogs/education-time-corona/hottest-job-higher-education-instructional-designer
Dede, C. (2021). Looking back: Insights from a century of cumulative research in immersive learning [Video]. YouTube. https://www.youtube.com/live/l3tw6O8Hn-s?feature=share&t=1663
Dodds, H. E. (2021). Immersive learning environments: Designing XR into higher education. A Practitioner’s Guide to Instructional Design in Higher Education. EdTech Books. https://edtechbooks.org/id_highered/immersive_learning_e
Dreimane, L. F. (2020). Virtual reality learning experience evaluation tool for instructional designers and educators. In New perspectives on virtual and augmented reality (pp. 3-21). Routledge.
Eckert, D., & Mower, A. (2020). The effectiveness of virtual reality soft skills training in the enterprise: a study. https://www.pwc.com/us/en/services/consulting/technology/emerging-technology/assets/pwc-understanding-the-effectiveness-of-soft-skills-training-in-the-enterprise-a-study.pdf
Faller, P. (2017, October 3). Putting people first: Tips and advice from UX pioneer Don Norman. Adobe Blog. https://blog.adobe.com/en/publish/2017/10/03/putting-people-first-tips-and-advice-from-ux-pioneer-don-norman
Fowler, C. (2015). Virtual reality and learning: Where is the pedagogy? British journal of educational technology, 46(2), 412-422.
Hamilton, D., McKechnie, J., Edgerton, E., & Wilson, C. (2021). Immersive virtual reality as a pedagogical tool in education: a systematic literature review of quantitative learning outcomes and experimental design. Journal of Computers in Education, 8(1), 1-32.
Honebein, P. C., & Reigeluth, C. M. (2023). How do we solve a problem like media and methods. In: West, R., & Leary, H. (Eds.), Foundations of learning and instructional design technology. https://edtechbooks.org/foundations_of_learn/also_32_media_method/simple
Huang, W., Roscoe, R. D., Johnson‐Glenberg, M. C., & Craig, S. D. (2021). Motivation, engagement, and performance across multiple virtual reality sessions and levels of immersion. Journal of Computer Assisted Learning, 37(3), 745-758.
Hughes, A. M., Gregory, M. E., Joseph, D. L., Sonesh, S. C., Marlow, S. L., Lacerenza, C. N., Benishek, L.E., King, H. B., & Salas, E. (2016). Saving lives: A meta-analysis of team training in healthcare. Journal of Applied Psychology, 101(9), 1266.
Jaehnig, J. (2022, November 11). ExpressVPN survey explores immersive tech in the workplace. AR Post. https://arpost.co/2022/11/11/expressvpn-survey-immersive-tech-workplace/
Johnson-Glenberg, M. C. (2018). Immersive VR and education: Embodied design principles that include gesture and hand controls. Frontiers in Robotics and AI, 81.
Johnson‐Glenberg, M. C., Bartolomea, H., & Kalina, E. (2021). Platform is not destiny: Embodied learning effects comparing 2D desktop to 3D virtual reality STEM experiences. Journal of Computer Assisted Learning, 37(5), 1263-1284.
Kaplan, A. D., Cruit, J., Endsley, M., Beers, S. M., Sawyer, B. D., & Hancock, P. A. (2021). The effects of virtual reality, augmented reality, and mixed reality as training enhancement methods: A meta-analysis. Human factors, 63(4), 706-726.
Khan Academy. (2017). Pixar in a box: Introduction to storytelling [Video]. YouTube. https://youtu.be/1rMnzNZkIX0
Lederman, N.G., & Lederman, J.S. (2016). Publishing findings that are not significant: Can non-significant findings be significant? J Sci Teacher Educ 27, 349–355. https://doi.org/10.1007/s10972-016-9475-2
Lichaw, D. (2016). The user’s journey: Storymapping projects that people love. New York: Rosenfeld Media
Makransky, G. (2023). The immersion principle in multimedia learning. In R. E. Mayer & L. Fiorella (Eds.), The Cambridge handbook of multimedia learning (pp. 296–302). (3rd ed.). New York: Cambridge University Press.
Makransky, G., Borre‐Gude, S., & Mayer, R. E. (2019). Motivational and cognitive benefits of training in immersive virtual reality based on multiple assessments. Journal of Computer Assisted Learning, 35(6), 691-707.
Makransky, G., Terkildsen, T. S., & Mayer, R. E. (2019). Adding immersive virtual reality to a science lab simulation causes more presence but less learning. Learning and instruction, 60, 225-236.
Markowitz, D. M., Laha, R., Perone, B. P., Pea, R. D., & Bailenson, J. N. (2018). Immersive virtual reality field trips facilitate learning about climate change. Frontiers in psychology, 9, 2364.
Mayer, R. E. (2020). Multimedia learning (3rd ed). New York: Cambridge University Press. https://www.cambridge.org/highereducation/books/multimedia-learning/FB7E79A165D24D47CEACEB4D2C426ECD#overview
Metcalf, S. J., Chen, J. A., Kamarainen, A. M., Frumin, K. M., Vickrey, T. L., Grotzer, T. A., & Dede, C. J. (2019). Transitions in student motivation during a MUVE-based ecosystem science curriculum: An evaluation of the novelty effect. In Emerging technologies in virtual learning environments (pp. 96-115). IGI Global.
MIT Teaching and Learning Lab. (2023). Where to start: Backward design https://tll.mit.edu/teaching-resources/course-design/backward-design/
National Academies of Sciences, Engineering, and Medicine (2018). How people learn II: Learners, contexts, and cultures. Washington, DC: The National Academies Press. https://doi.org/10.17226/24783
Ochs, C., & Sonderegger, A. (2022). The interplay between presence and learning. Frontiers in Virtual Reality, 3, 742509.
Parong, J., & Mayer, R. E. (2018). Learning science in immersive virtual reality. Journal of Educational Psychology, 110(6), 785.
Parong, J., & Mayer, R. E. (2021). Cognitive and affective processes for learning science in immersive virtual reality. Journal of Computer Assisted Learning, 37(1), 226-241.
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Reigeluth, C. M., & Carr-Chellman, A. A. (Eds.). (2009). Instructional-design theories and models, volume III: Building a common knowledge base. (Vol. 3). Routledge.
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Credit: Midjourney and Me. Prompt: retrofuturistic city, monorails, glowing lights, nighttime, blue and green color scheme, mysterious –style raw –ar 16:9
This conceptual series proposes instructional design principles
for the metaverse. You’ve arrived at Part 2 where I cover theory,
application, and scope.
If you are a theory nerd like me, you’ll love this part. If not, hang on to your butts.
Metaverse educational experiences, as replications of known reality, can draw from every major learning theory already in existence because metaverse experiences are often copies of the real world. Checa and Bustillo
asserted that constructivism, behaviorism, cognitivism, and
connectivism can be foundations for a wide variety of XR pedagogical
approaches (2023). However, the specific affordances of presence and
embodiment in the metaverse indicate that existing approaches that
include simulations and experiential learning are applicable (Checa
& Bustillo, 2023; Johnson-Glenberg, 2018; Reigeluth, & Carr-Chellman, 2009). Specifically, cognitivism and constructivism theories are often cited for the metaverse.
On the other hand, there is new research calling for more
nuanced theories that reflect the social and learner-centered
environments in the metaverse, e.g. connectivism or complexity theory
(Checa & Bustillo, 2023; Schmidt & Glaser, 2021).
Cognitivism and constructivism will be expanded upon here as they
relate to research and application, beginning with cognitivism.
Cognitive learning theory historically reflects the strong
influence from the computer science discipline wherein XR applications
are understood as input/output platforms controlled by programming.
Learner experiences are transactional and computational. A learner is
faced with a choice, they take that choice, and the program reacts. As
such, the experiences appear to have a cause-and-effect flow with
computers and learners both mediating the processing. For instructional
designers specifically, a deeper understanding of the cognitive theory
of multimedia learning, where visuals and audio have been studied with
respect to learning, is required to apply the advice within Section 4 of
this series.
Theories begin with a set of assumptions based on observation. Mayer’s (2020) cognitive theory of multimedia design has three critical assumptions:
Based on those assumptions, the cognitive theory of multimedia design focuses on the human processing system.
There are two input channels (eyes and ears) where words and
pictures enter sensory memory, then processing through working memory
where sounds and images may interchange and conflict, finally moving to
long term memory where information is integrated into prior knowledge.
Words can be sensed by both eyes and ears. Selecting which words to
focus on can cause conflict because the brain converts words to sounds
inside of processing. This increases cognitive workload if an external
voice is speaking while the learner’s internal voice is reading. This
theory is relevant in that immersive experiences can provide words,
voices, and graphics which, when simultaneously present
in working memory, can increase cognitive workload, making long-term
learning difficult. Because XR can provide an immersive environment of
words, text, and sound surrounding learners, the risk is high that
learners could be exposed to these cognitive conflicts. Section 4 will
explore these pitfalls and how to avoid them. I will look briefly at
constructivism next.
Constructivist learning theory postulates that learners
construct their knowledge through experience; learners do not arrive as
blank slates. With a wide variety of possibilities of the metaverse, IDs
can think that constructivism represents a constantly growing approach
to learning – learners could even create objects in 3D to construct
their knowledge. However, a closer examination of this theory is
required. In constructivism, new knowledge is connected to older
knowledge in a way similar to the act of construction, just as boards
are attached one upon another to build up a building. For IDs,
constructivist theory appears both while designing step-wise learning
experiences and in knowing that learners arrive in XR with preconceptions from prior experiences
(Checa & Bustillo, 2023). It is in these preconceptions that
learners will recognize and begin to process the experience. For
example, if a learner arrives in an office building XR environment, they
may begin to process the experience as work training. In this way, the
learner might not need to be prompted that work behaviors are expected.
It is important to note that both of these theories keep the learner, not the technology, primarily in mind
when thinking of how learning will occur. Drawing from the indicated
research, two further assumptions are held in this series and will be
treated as givens:
Understanding how theory informs daily practice and design
requires some finesse as rarely does an ID wake up and say, “I’m going
to design pure cognitivist lessons today.”
Instead, theory provides the guide when the ID is facing a decision where the better path is not apparent.
Theories offer “guidelines on motivations, learning processes
and learning outcomes for the learners” (Checa & Bustillo, 2023,
p.5). A theory can point to methods, approaches, and strategies. Indeed,
the mistake of not drawing upon a learning theory that is apparent in
earlier research should not be repeated (Beck, Morgado, & O’Shea, 2023; Checa & Bustillo, 2023; Fowler, 2015).
Overall, this series lands squarely within Pasteur’s Quadrant, contributing to both fundamental and practical applications (Shi & Evans, 2023).
Pasteur’s Quadrant: The type of research that quests for fundamental
understanding AND can be used every day, like pasteurization. This
article series lands in that sweet spot.
This series is fundamental because it draws primarily from the
cognitive theory of multimedia design and it examines research designs
and results. It is practical in that it provides many examples based on
the author’s XR design experiences. (You’ll see, it’s coming in a
future Part.) As Mayer suggested, this type of approach is “basic
research in applied situations” (2020, p. 22). Pasteur’s Quadrant lends
light on exploratory topics. In this case, I have some basic theory from
2D learning, but there is much more 3D nuance unknown. Progress in this
field will require that theory and applied research move forward hand
in hand.
Fortunately, being in Pasteur’s quadrant provides hints at
further unanswered puzzles beyond this series. For example, what is the
connection between the popular XR game emotional coinage of fear and
successful XR applications for the training of the emergency services:
fire, police, military, and medical personnel? The answer to that quest
will wait for another day. Before I begin an examination of research
myths (upcoming Part 3), I need to explain what can and cannot be
covered in a series of this breadth.
This series leaves many topics by the wayside: defining the
metaverse in education, qualifying and categorizing experiences,
affordances and constraints, and accessibility options. Doubtless, each
of those topics deserves a series of its own [note to self] but there is
no space to address them here. This series does provide insight into
four areas:
The specific research gap that this series addresses is the
missing connection between known design principles and practical
applications of ID in the metaverse. Makransky
commented on the lack of connection between the cognitive theory of
multimedia design and instructional design in virtual reality, stating
that “research that has investigated instructional design implications
in immersive learning environments is severely limited” (2023, p. 5).
Beck, Morgado, and O’Shea surveyed that “mostly papers discuss
opportunities and challenges or compare outcomes, rather than expose
details on educational practices or strategies” (2023, p. 2). Reigeluth
and Honebein suggested that research-to-prove should be replaced with
research-to-improve when a technology is in its early developmental
stage (2023). Such research should limit itself to suggesting “possible
ideas for actions and improvement” (Reigeluth & Honebein, 2023, p. 2). Finally, the emergent use of XR technology has precipitated haphazard designs lacking guidance:
“In these early days, trial and error plays an outsized role in
design. Education researchers borrow heavily from the entertainment
designers, who focus on engagement, and not necessarily on retention of
content. The dearth of studies highlights the urgency for a set of
guidelines for designing content that allows users to make appropriate
choices in a spherical space.” (Johnson-Glenberg, 2018, p. 7).
It is hoped that this series lends to two facets of instructional design. First, the thinking side of design, when a designer must choose one approach or another. This series strives to give the best advice. Second, the implementing
side of design where designers arrive directly into the metaverse to
see what their learners will experience. This series, then, points the
way.
Part 3 will approach research myths surrounding the metaverse in
education.


It keeps on happening
If I were you, by now, I’d be asking, “Heather, why are you doing this? Why are you stirring the pot? You claim to be pro-XR for education but you are reviving research from long ago just to pick on it. It’s old news.”
[To protect identity, I am PURPOSELY going to change some things by asking AI to rename and reword some of these statements.]
Heather steps up the microphone and says “Within the past 3 weeks…
Title proper: VISIONARIUM :
Abbreviated key-title: Visionarium
Other variant title: iJEDIE
Other variant title: International journal of emerging and disruptive innovation in education
Original alphabet of title: Basic roman
Subject: Dewey : 371
Subject: Education, teaching, training of special groups of persons. Special schools
Corporate contributor: Lindenwood University.
Publisher: [St. Charles Missouri]: Lindenwood University, 2023-
Dates of publication: 2022- 9999
Description: Began with: Volume 1, issue 1 (2023)
Frequency: Three times a year
Type of resource: Journal
Language: English
Country: United States
Note: Volume 1, issue 1 (2023) (digitalcommons.lindenwood.edu viewed Aug. 8, 2023).
Note: Volume 1, issue 1 (2023); title from cover image (digitalcommons.lindenwood.edu viewed Aug. 8, 2023).
Medium: Online
Indexed by: ROAD
Journal summary:
The journal provides a diverse, interdisciplinary forum for the
publication of original peer-reviewed scholarship, data, and research
addressing intersections of education and technology. Education in all
domains increasingly incorporates emerging technologies and their novel
use in learning environments, such as current pedagogical explorations
of gamification, mobile and adaptive learning, digital humanities,
machine learning, blockchain, Artificial Intelligence (AI), and
Immersive Realities, to support innovative teaching methods and engaging
learning experiences. With the rise of new educational platforms and
metaverses, iJEDIE focuses on emerging trends in research to bridge the
artificial divide between scholarship and innovative pedagogical
applications. Submissions to iJEDIE will include, but are not limited
to, the following themes of interest:
I’m sorry, could you hit me over the head with the word application one more time?
Published by Lindenwood University -a NOT regionally accredited
institution, however, their Teacher education program (which this would
appear to be under the auspices of) is CAEP accredited. Unfortunately,
it’s not a strong tie to claim that a particular university or
institution’s reputation applies to the people within. It’s very
possible (and I’ve seen it!) but it’s a weak link, IMO, as great
researchers can be within poor institutions and vice versa.
Interesting how the journal description looks like the panel it was derived from…
“April 21, 2023, the Senior Editorial Board and organizing committee of the
International Journal of Emerging and Disruptive Innovation in Education (iJEDIE)
hosted a panel of speakers on Emerging Technologies and the Future of
Education. The session invited researchers and practitioners from a wide
range of fields, including Education Technology, Digital Humanities,
Extended Reality (XR), Artificial Intelligence and Machine Learning, and
more. Speakers will discuss their recent research into how emerging
technologies may be used to disrupt, enhance, and/or revolutionize
traditional approaches to education for the benefit of both teachers and
learners.
I italicized and/or bolded the similar wording between the panel and the journal.
I don’t know about you, but I’m getting a very strong “applications” vibe here. Notice how application is contrasted to research. Hmm…can you say “chip on shoulder”?
This is a quote from volume 1:
“There is now clear evidence that virtual reality can greatly enhance academic performance and educational attainment for students in both academic and higher education institutions” (Rephrased via Microsoft AI).
This sentence came from the end of a literature review section, which in fact, did NOT make this particular statement CLEAR with EVIDENCE.
Hello? Editors? A good editor would catch a claim like that NOT being substantiated in writing. You do plan to have editors in your edited journal, right?
No need to wait to read articles that contain this like of non-editing! You can just read a special issue coming out next year that is dedicated to, ahem, utilization of XR. Membership in the parent organization is US$150/year.
JAID special issue, sponsorted by AECT ($150/year membership):
Journal of Applied Instructional Design (JAID)
Special Issue: Designing Extended Reality (XR) for Authentic Learning
Watch how the highlights are nearly all the same concept:
For this special issue, we are interested in presenting current research in applied
instructional design methods for utilizing VR, AR, MR, and other immersive
technologies to foster authentic learning experiences. We are inviting articles that will
provide readers with practical ideas, strategies, methods, and techniques on topics related
to designing, implementing, and evaluating instruction using XR for authentic learning
experiences. Furthermore, we seek contributions that provide evidence about the efficacy
of XR technologies, including the challenges encountered during their application in
authentic settings. The articles should inform the study and practice of immersive
learning in preschool, K-12, higher education, or work-based contexts. We invite
scholar-practitioner perspectives as a means of disseminating and developing new ideas
in instructional design. We aim to share expertise, success stories, and lessons learned
from failure.
Oh and do you think the PwC thing is old news?
5 days ago on LinkedIn:
and here is the luscious “4 times” quote! (If you’ve been reading along, you know this is the key phrase to look for.)
And there there was this comment, saying “That study is gold”
It’s a report. It’s not research. It’s marketing. Say it with me “MAR-KET-TING”
And the commenter is using it for their dissertation on “the potential impact of IVR learning platforms on teaching presence”?
The PwC report did not measure presence, in any of the academically accepted ways, nor any of the man-on-the street ways. The word presence is in the report zero times.
Falling into the trap of thinking that just because it is published means that it’s fact-checked is false.
Most of the volunteer reviewing jobs I’ve been on contain 2 reviewers and 1 editor. Rarely do I ever run into anyone else with an educational psychology research background that knows about research models that do not stand up to publishing scrutiny (methods like comparing non-comparable instructional methods or exposing learners to novelty effect). I know a source that ran a 91-93% acceptance rate on articles. Owch! That’s the “write your name at the top of the paper and you get an A” publication standard. Cringe!
A person’s biases show up in their writing and editing– this happens to me just the same— no stones being thrown in glass houses here.
But there has been an undercurrent that I’ve detected running for the past 3 years:
Most folks are generally skeptical about learning in VR. It looks like a game.
Pro-VR people realize that “published research” is a way of adding validity & gravitas to their pro-VR stance.
Pro-VR people have been slipping pro-VR pieces of research into low publication standards sources and getting their overblown and hype statements like “staff learn 4x faster” flown right under radars.
Pro-VR people sit back and say “The research proves it! Come and buy some VR for education!”
This all happened in the past 3 weeks. August…August of 2023. Can you see way this Seeking Integrity series must continue?
I just can’t face palm enough.
#VirtualReality #VR #XR #VRForLearning #Technology #Future #edtech #learning #education #InstructionalDesign #research #ComparisonResearch #Media #MediaForLearning #ImmersiveExperience #Design #ResearchIntegrity #publishing #review #editor #provr #journal #specialissue
This blog post was updated on April 11, 2026 with an improved font.
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