“…Schwienhorst (2002a) proposed a distinction between low immersive VR, which presents the virtual environment on a computer monitor with a limited field of view, and highly immersive VR, which utilizes a headmounted device, enabling a more immersive experience with a wider field of view. Despite differences in definitions of VR, it is generally agreed that this technology, whether low or highly immersive, promotes contextualized learning (Chen, 2009, Llyod, Rogerson, & Stead, 2017Schott & Marshall, 2018), provides authentic experiences (Blyth, 2018;Jacobson, 2017), fosters engagement (Allcoat & von Mühlenen, 2018;Shih, 2018), and increases motivation (Huang, Rauch, & Liaw, 2010;Shih, 2015).…”