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The development and verification of the VRFT learning model for the virtual reality classroom

A proof-of-concept study

Bibliographic Data

ID21632302
AuthorsYouming Liang (0009-0000-7282-9481, Guangdong Polytechnic Normal University, corresponding author), Lu Wang (0000-0002-9250-3988, Capital Normal University), Wang Lu (0000-0003-1425-192X, Capital Normal University), Tiansheng Wu (Guangdong Polytechnic Normal University)
Year2026
Volume34
Issue2
Pages935-955
Publication date2026-02-07
Peer ReviewedYes
Open AccessNo
TypeARTICLE
VenueInteractive Learning Environments (JOURNAL)
Journal identifiersISSN: 1049-4820 • E-ISSN: 1744-5191
PublisherInforma UK Limited (PUBLISHER • GB)
DOI10.1080/10494820.2025.2511251
OpenAlexW4410962688
LanguageEN
References cited85

The application of Virtual Reality (VR) technology in primary and secondary school classrooms has shown promising initial results, with flow state identified as a critical factor determining whether learners can achieve optimal learning experiences in VR environments. However, there is currently a lack of adequate models to guide learners in entering a flow state within VR environments. To address this gap, this study designs a virtual reality learning model based on flow theory (VRFT model). The model adheres to core instructional design principles and is developed through interviews with frontline teachers and content analysis. Specifically, the VRFT model includes three core mechanisms: task-skill matching, immediate feedback and evidence-based evaluation, and teacher-student interaction. These mechanisms guide learners through the stages of antecedents of flow, flow experience, and consequences of flow. A quasi-experimental study involving 86 junior high school students was conducted, and the results indicated that the VRFT model significantly facilitated learners’ entry into a flow state and substantially improved their academic performance. This study demonstrates the potential of the VRFT model in optimizing learning outcomes. It provides theoretical and practical insights for educators who foster flow experiences in VR-based learning environments

Data science · Educational technology · Human–computer interaction · Mathematics education · Proof of concept · Virtual reality · Computer Science · Education and Learning Interventions · Educational Games and Gamification · Psychology · Virtual Reality Applications and Impacts

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