% IMPORTANT: The following is UTF-8 encoded. This means that in the presence
% of non-ASCII characters, it will not work with BibTeX 0.99 or older.
% Instead, you should use an up-to-date BibTeX implementation like “bibtex8” or
% “biber”.
@PHDTHESIS{Heinemann:1015570,
author = {Heinemann, Birte},
othercontributors = {Schroeder, Ulrik and Spannagel, Christian},
title = {{E}xploring teaching and learning in virtual reality:
challenges and opportunities with multimodal learning
analytics},
school = {RWTH Aachen University},
type = {Dissertation},
address = {Aachen},
publisher = {RWTH Aachen University},
reportid = {RWTH-2025-06448},
pages = {1 Online-Ressource : Illustrationen},
year = {2025},
note = {Veröffentlicht auf dem Publikationsserver der RWTH Aachen
University; Dissertation, RWTH Aachen University, 2025},
abstract = {Virtual Reality (VR) in education offers promising
opportunities to design immersive and interactive learning
environments. As interest in VR grows, research focuses on
the conditions under which learning in VR becomes effective.
Beyond exploring what can be taught in VR, it is essential
to investigate how immersive features—such as
interactivity, presence, and spatial metaphors—shape
learning processes. At the same time, challenges persist in
systematically evaluating VR learning scenarios and in
developing scalable, reusable infrastructures for
educational research. Open key questions include: Which VR
features are most beneficial for learning? How can
onboarding and usability be optimized for diverse learners?
And how can multimodal learning analytics (MMLA) support
both learners and educators in making data-informed
decisions? This dissertation addresses these questions
through the design, implementation, and evaluation of three
VR learning projects, each supported by a modular analytics
infrastructure: (1) simulation-based teacher training in
classroom management using Teach-R, (2) immersive learning
of the rendering pipeline with RePiX VR, and (3)
interdisciplinary lab-based learning scenarios. Together,
these cases demonstrate how MMLA can be meaningfully
integrated into VR for both research and educational
practice. Methodologically, the work follows an iterative,
agile approach, combining design-based research (DBR),
human-centred design, and design-make-learn cycles.
Empirical studies using pre-test, intervention, and
post-test designs were conducted for Teach-R and RePiX VR,
while the third case contributed to infrastructure
development and conceptual generalization. Key contributions
include (1) a reusable, xAPI-based infrastructure for
learning analytics in VR; (2) empirical insights into
onboarding, presence, and usability; (3) two exemplary VR
applications for teacher education and computer graphics;
and (4) dashboards and visualizations that support
reflection and curriculum development. These contributions
are grounded in existing research across educational
technology, learning sciences, and human-computer
interaction and are validated against state-of-the-art
methods and the xAPI specification. By shifting away from
traditional media comparison studies, the work avoids
pitfalls such as novelty effects and confounding variables,
instead focusing on how and when learning in VR works. It
shows that VR — when paired with multimodal analytics —
can meaningfully enhance teaching and learning. This
dissertation provides pedagogical insights, and technical
solutions for scalable, data-informed educational
innovation.},
cin = {122420 / 120000},
ddc = {004},
cid = {$I:(DE-82)122420_20140620$ / $I:(DE-82)120000_20140620$},
typ = {PUB:(DE-HGF)11},
doi = {10.18154/RWTH-2025-06448},
url = {https://publications.rwth-aachen.de/record/1015570},
}