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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>L. Tao); m.cukurova@ucl.ac.uk (M. Cukurova); ysong@eduhk.hk (Y. Song)</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>A Systematic Review of Learning Analytics in Immersive Virtual Reality: Trends, Challenges, and Implications</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Lei Tao</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Mutlu Cukurova</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Yanjie Song</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>The Education University of Hong Kong</institution>
          ,
          <addr-line>10 Lo Ping Road</addr-line>
          ,
          <country country="HK">Hong Kong</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>UCL Knowledge Lab, University College London</institution>
          ,
          <addr-line>23-29 Emerald Street, London, WC1N 3QS</addr-line>
          ,
          <country country="UK">United Kingdom</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2025</year>
      </pub-date>
      <volume>000</volume>
      <fpage>0</fpage>
      <lpage>0002</lpage>
      <abstract>
        <p>Immersive virtual reality (immersive VR) has emerged as a transformative platform in education, offering unique opportunities to leverage multimodal data for learning analytics (LA). This paper examines the application of multimodal learning analytics (MMLA) within immersive VR environments, analysing 11 peer-reviewed studies published between 2013 and 2024. Immersive VR's affordances, such as real-time interaction tracking, eye-tracking, and physiological sensors, enable detailed insights into learners' behavioural, affective, and cognitive dimensions. However, these capabilities also present challenges, including the integration and interpretation of complex multimodal data, privacy concerns. By focusing exclusively on immersive VR, this study identifies key gaps in the current literature and outlines future directions for advancing MMLA in immersive educational contexts. These findings highlight immersive VR's potential to support personalised and collaborative learning while addressing its unique challenges.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;learning analytics</kwd>
        <kwd>immersive virtual reality</kwd>
        <kwd>systematic review 1</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Learning analytics (LA), defined as the measurement, collection, analysis, and reporting of data about
learners and their contexts
        <xref ref-type="bibr" rid="ref1">(Siemens &amp; Long, 2011)</xref>
        , has increasingly informed instructional design
and student support interventions in diverse educational settings. Traditionally, LA has been applied
in online learning environments to detect at-risk students, provide personalised feedback, and
enhance pedagogical practices
        <xref ref-type="bibr" rid="ref2 ref3 ref4">(Foster &amp; Siddle, 2020; Mai et al., 2022; Topali et al., 2023)</xref>
        . These
applications highlight LA’s potential to improve decision-making and learning outcomes through
data-driven insights.
      </p>
      <p>
        With the rise of immersive virtual reality (VR) technologies, learning environments have become
more dynamic and interactive, enabling richer multimodal data collection and heightened learner
engagement. Immersive VR integrates behavioural, affective, and cognitive dimensions through
technologies such as eye tracking, physiological sensors, and real-time interaction tracking
        <xref ref-type="bibr" rid="ref5 ref6">(Shadiev
&amp; Li, 2023; Halbig &amp; Latoschik, 2021)</xref>
        . These affordances present unique opportunities for multimodal
learning analytics (MMLA), which extends traditional LA by incorporating diverse data streams to
provide a comprehensive understanding of learners’ experiences. Unlike desktop or mobile VR,
immersive VR offers a higher degree of immersion, enabling researchers to explore complex learning
processes, such as cognitive load, metacognition, and collaborative problem solving, with greater
granularity
        <xref ref-type="bibr" rid="ref7">(Hwang &amp; Chien, 2022)</xref>
        .
      </p>
      <p>
        However, immersive VR also introduces significant challenges. The integration and interpretation
of multimodal data are technically complex, requiring innovative computational approaches and
interdisciplinary collaboration
        <xref ref-type="bibr" rid="ref8 ref9">(Iop et al., 2022; Nair et al., 2023)</xref>
        . Privacy concerns are particularly
pronounced in VR environments, as rich sensory data, such as head and hand motion, can uniquely
identify individual users, raising ethical and security issues
        <xref ref-type="bibr" rid="ref10 ref9">(Carter &amp; Egliston, 2023; Nair et al., 2023)</xref>
        .
      </p>
      <p>
        Additionally, the lack of robust theoretical frameworks for guiding research and practice limits the
potential of immersive VR in educational settings
        <xref ref-type="bibr" rid="ref11">(Sakr &amp; Abdullah, 2024)</xref>
        .
      </p>
      <p>
        Despite these challenges, immersive VR holds significant promise for educational innovation. The
recent expansion of VR technologies, coupled with decreasing hardware costs
        <xref ref-type="bibr" rid="ref12">(Goswami, 2023)</xref>
        , has
made immersive learning more accessible to educators and students. Emerging frameworks, such as
the metaverse, further underscore the transformative potential of immersive VR in creating
interactive, collaborative, and personalised learning experiences
        <xref ref-type="bibr" rid="ref13 ref7">(Dwivedi et al., 2022; Hwang &amp;
Chien, 2022)</xref>
        . As the field advances, it becomes increasingly important to understand the specific
affordances and barriers associated with immersive VR to maximize its impact on multimodal
learning analytics.
      </p>
      <p>This paper focuses exclusively on immersive VR, analysing 11 empirical studies published
between 2013 and 2024 to identify its unique affordances, challenges, and opportunities for MMLA.
By highlighting the specific role of immersive VR in education, this study aims to provide targeted
insights and recommendations for leveraging its potential in multimodal analytics and advancing
future research in immersive learning contexts.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Methods</title>
      <p>
        This study followed the Preferred Reporting Items for Systematic Reviews and Meta-Analyses
(PRISMA) guidelines
        <xref ref-type="bibr" rid="ref14">(Page et al., 2021)</xref>
        to ensure methodological rigor and transparency. This paper
focuses specifically on immersive VR. Specifically, we sought to address the following research
questions:
1.
2.
3.
      </p>
      <p>What are the primary research purposes of LA studies in immersive VR environments?
What types of data and analysis techniques are used in immersive VR for LA?</p>
      <p>What challenges are documented in applying LA to immersive VR environments?</p>
      <sec id="sec-2-1">
        <title>2.1. Search and selection of studies</title>
        <p>We conducted a comprehensive search across five databases—ACM Digital Library, Scopus, Web of
Science, the Journal of Learning Analytics, and ERIC—due to their broad coverage of educational
technology and LA research. The search terms combined “learning analytics” with keywords
reflecting various VLE technologies, such as “virtual reality”, “3D learning environment”, “mixed
reality”, “VR”, and “metaverse”. To align with the focus of this paper, we specifically analysed studies
dealing with immersive VR environments.</p>
        <p>The initial search yielded 839 records. After removing duplicates, 536 unique publications
remained for title and abstract screening. Studies were excluded if they did not focus on immersive
VR or the use of LA in these environments. A full-text review of 108 articles was conducted against
the following inclusion criteria:
1. The study investigated LA in an immersive VR environment (e.g., head-mounted displays).
2. It presented empirical data (e.g., learner interaction logs, multimodal data).
3. It addressed learning processes, outcomes, or behaviours specific to immersive VR settings.</p>
        <p>From the broader pool of studies on VLEs, 11 studies met these specific criteria and were included
in this analysis. Figure 1 illustrates the identification, screening, and inclusion process in detail.</p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2. Data extraction and coding</title>
        <p>Two authors collaboratively developed a coding scheme tailored to address the research questions.
The coding framework was adapted from the broader systematic review but refined to focus on the
unique characteristics of immersive VR. To ensure consistency, an initial subset of the 11 studies was
independently coded by both researchers, achieving a Cohen’s kappa of 0.85, indicating strong
interrater reliability. Any discrepancies were resolved through discussion to refine the coding scheme.</p>
        <p>The final coding framework included categories such as research purposes, theoretical
frameworks, data types (e.g., eye-tracking data, physiological signals, interaction logs), analysis
techniques, and documented challenges (e.g., privacy concerns, technical complexity). The
synthesized data were used to identify key patterns, trends, and gaps in the literature on LA in
immersive VR.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Results and discussion</title>
      <p>The reviewed studies included 6 journal articles and 5 conference papers, reflecting a balanced
contribution from both types of publications. Conference papers (45.5%) were primarily presented at
prominent venues such as the International Learning Analytics and Knowledge Conference (LAK),
known for advancing the understanding of learning analytics, and the IEEE International Conference
on Serious Games and Applications for Health, which emphasizes innovative applications of
gamebased learning. Journal articles were published in diverse outlets, including Applied Sciences
(Switzerland) and the Journal of Computer Assisted Learning (JCAL), showcasing the
interdisciplinary and practical applications of LA research in immersive VR.</p>
      <p>The studies span publication years 2016 to 2024, with the majority published after 2020, aligning
with the increased focus on virtual and immersive learning during the pandemic. The peak in
publications occurred in 2022, accounting for 18% of the reviewed studies, indicating a surge in
research interest during this period. This was followed by consistent output in 2023 and 2024,
reflecting sustained academic and practical interest in integrating immersive VR into education. This
trend highlights the increasing adoption of immersive technologies for educational purposes and
suggests that the momentum for exploring LA in VR environments is likely to continue. A summary
of the reviewed studies is provided in Table 1. The full dataset, including full title, sources, analysis
techniques and challenges, is
https://doi.org/10.5281/zenodo.14808884.
at</p>
      <sec id="sec-3-1">
        <title>Article</title>
        <p>Aldana-Burgos
et al. (2022)
Antoniou et al.
(2020)
Baena-Perez et
al. (2024)
Baker et al.
(2016)
Birt et al. (2019)
Chen et al.
(2021)
Diederich et al.
(2021)
[A1], [A2],
[A4]
Heinemann et
al. (2023)
Ng et al. (2022)
[A2], [A4]
Stefan et al.
(2016)
Vatral et al.
(2022)</p>
      </sec>
      <sec id="sec-3-2">
        <title>Research Purposes</title>
        <p>[A1], [A2]
[A2], [A7]
[A1], [A2],
[A6], [A7]
[A1], [A2],
[A3], [A6]
[A1], [A2],
[A6]
[A1], [A2],
[A7]
[A1], [A2]
[A2]
[A2], [A4]</p>
      </sec>
      <sec id="sec-3-3">
        <title>Data Types</title>
        <p>Behavioural data (Interaction logs, task performance)
Physiological data (Biosensors: HR, EDA, EEG), Behavioural
data (Interaction logs)
Behavioural data (Interaction logs, user activity tracking)
Behavioural data (Interaction logs, behaviour feature
extraction)
Spatial Data (Head movement, hand tracking, positional
tracking), Interaction Data (VR-specific) (Motion tracking,
object manipulation), Video Data (Recorded interactions)
Behavioural data (Task completion metrics), Self-reported
Data (Questionnaires, self-assessments), Video Data (Screen
recordings)
Interaction Data (VR-specific) (Motion tracking, hand
gestures), Behavioural Data (Interaction logs in
multiplatform simulation)
Eye-tracking Data (Gaze fixation, pupil dilation), Interaction
Data (VR-specific) (Controller movement tracking)
Eye-tracking Data (Gaze fixation, pupil dilation),
Selfreported Data (Questionnaires)
Behavioural Data (Log data)
Speech Data (Audio recordings), Video Data (Recorded
interactions), Eye-tracking Data (Gaze fixation), Interaction
Data (VR-specific) (Motion tracking)</p>
        <sec id="sec-3-3-1">
          <title>3.1. Research purposes</title>
          <p>The studies investigated a range of research purposes that illustrate the evolving applications of LA
in immersive VR environments. These purposes included [A1] Enhancing learning outcomes, [A2]
Evaluating learning behaviours, [A3] Predicting performance, [A4] Increasing reflection and
awareness, [A5] Improving assessment and feedback, [A6] Enhancing social interaction, and [A7]
Understanding affective states. Early studies (2016–2019) predominantly focused on [A1] Enhancing
learning outcomes and [A2] Evaluating learning behaviours, leveraging the immersive nature of VR
to create engaging and interactive learning environments. For example, Baker et al. (2016) analysed
behavioural data (interaction logs, task performance) to assess students’ autonomous learning
behaviours in science inquiry tasks. From 2020 onwards, the scope of research expanded. Birt et al.
(2019) explored [A6] Enhancing social interaction and used multimodal learning analytics to predict
performance ([A3]) and improve assessment and feedback ([A5]) in mixed-reality health education.
Studies also began investigating [A7] Understanding affective states, as Antoniou et al. (2020) and
Baena-Perez et al. (2024) incorporated biosensor data (physiological data: HR, EEG) to evaluate
emotional responses in VR settings. Additionally, Diederich et al. (2021) focused on [A4] Increasing
reflection and awareness by using VR simulations and interaction tracking to analyse learners’
selfregulated behaviours. Ng et al. (2022) combined self-reported data and eye-tracking to evaluate how
students reflect on their learning processes ([A4]). This shift reflects the growing interest in
addressing social, emotional, and self-regulatory aspects of learning alongside traditional
performance-oriented goals, demonstrating the potential of immersive VR for capturing behavioural,
cognitive, and affective dimensions of learning analytics.</p>
        </sec>
        <sec id="sec-3-3-2">
          <title>3.2. Data types and data analysis techniques</title>
        </sec>
        <sec id="sec-3-3-3">
          <title>3.2.1. Data types</title>
          <p>The studies utilized diverse data types to investigate learning processes in immersive VR
environments. Behavioural data (e.g., interaction logs, user activity tracking, and task performance
metrics) was the most common, appearing in 7 studies: Aldana-Burgos et al. (2022), Antoniou et al.
(2020), Baena-Perez et al. (2024), Baker et al. (2016), Chen et al. (2021), Diederich et al. (2021), and
Stefan et al. (2016). These datasets captured user engagement patterns and learning behaviours in VR
environments. Physiological data, such as biosensors (HR, EEG, electrodermal activity), was analysed
in 1 study: Antoniou et al. (2020), which focused on evaluating affective states and emotional
responses in immersive learning contexts. Spatial data (e.g., head movement, hand tracking,
positional tracking) was utilized in 1 study: Birt et al. (2019), helping assess learners' spatial reasoning
and movement within virtual environments. Eye-tracking data appeared in 3 studies (27.3%),
including Heinemann et al. (2023), Ng et al. (2022), and Vatral et al. (2022). These studies analysed
gaze fixation and pupil dilation to understand attention distribution and interaction patterns.
Selfreported data, such as questionnaires and self-assessments, was used in 2 studies: Chen et al. (2021)
and Ng et al. (2022), providing insights into learners' subjective experiences and reflections on their
learning processes. Video data, used in 2 studies: Birt et al. (2019) and Vatral et al. (2022), helped
analyse recorded interactions for qualitative and multimodal assessment of team performance and
learning behaviours. Speech data, collected in 1 study: Vatral et al. (2022), was utilized to examine
audio recordings for sentiment analysis and conversational dynamics within group learning
activities. VR-specific interaction data, distinct from traditional LMS logs, includes motion tracking,
hand gestures, and object manipulation. This data type was analysed in 3 studies: Birt et al. (2019),
Diederich et al. (2021), and Heinemann et al. (2023) to assess how learners engage dynamically with
virtual environments.</p>
        </sec>
        <sec id="sec-3-3-4">
          <title>3.2.2. Data analysis techniques</title>
          <p>The reviewed studies employed a range of statistical, machine learning (ML), and qualitative methods
to analyse learning processes in immersive VR environments. Statistical methods were the most
prevalent, used in 7 studies (Aldana-Burgos et al., 2022; Antoniou et al., 2020; Baker et al., 2016; Chen
et al., 2021; Diederich et al., 2021; Heinemann et al., 2023; Ng et al., 2022). These techniques included
linear/logistic regression, correlation analysis, ANOVA, and time series analysis, primarily to
identify patterns and relationships between learning behaviours and outcomes. For instance,
AldanaBurgos et al. (2022) used regression analysis to evaluate learning outcomes, while Diederich et al.
(2021) applied time series plots to analyse user interactions in a multi-platform VR simulation.
Machine learning (ML) techniques were utilized in 6 studies (Antoniou et al., 2020; Baena-Perez et al.,
2024; Birt et al., 2019; Chen et al., 2021; Heinemann et al., 2023; Vatral et al., 2022), particularly
clustering and predictive modelling. Clustering (Chen et al., 2021; Vatral et al., 2022) was commonly
applied to identify behavioural patterns in collaborative learning and speech analysis, whereas
predictive modelling (Birt et al., 2019) was used to analyse multimodal data and forecast learner
performance. Additionally, Baena-Perez et al. (2024) leveraged data mining and interaction heatmaps
to assess learning behaviour within VR-based collaborative activities. Qualitative analysis was used
in 2 studies (Birt et al., 2019; Vatral et al., 2022) to complement quantitative findings. Observational
video analysis helped researchers assess group interactions and engagement in collaborative VR
environments.</p>
          <p>Notably, none of the studies employed deep learning techniques, which presents a research gap in
applying advanced neural network-based approaches to analyse complex multimodal data in
immersive VR settings. The reliance on statistical and traditional ML methods suggests that while
current approaches provide meaningful insights, they may not fully capture the richness of
multimodal, time-series data inherent in VR learning environments. Future studies could explore
deep learning frameworks to enhance interpretability and predictive modelling.</p>
        </sec>
        <sec id="sec-3-3-5">
          <title>3.3. Challenges</title>
          <p>The reviewed studies identified several challenges in applying LA to immersive VR environments,
spanning technical, methodological, ethical, and resource-related concerns. Technical barriers were a
recurring issue, particularly in integrating multimodal data sources with VR platforms. Birt et al.
(2019) and Diederich et al. (2021) reported difficulties in synchronizing real-time VR interaction data
with other learning analytics inputs, such as eye-tracking and video recordings. Methodological
challenges included data interpretation and generalizability. For example, Antoniou et al. (2020)
highlighted the complexity of analysing physiological data like EEG and electrodermal activity in
real-time, raising concerns about measurement accuracy and noise reduction. Additionally, Chen et
al. (2021) reported difficulties in aligning self-reported measures with behavioural analytics,
indicating the challenge of integrating subjective and objective learning metrics. Resource
constraints were frequently cited, particularly regarding the high cost of VR hardware, the need for
specialized training, and data processing limitations. Aldana-Burgos et al. (2022) and Baena-Perez et
al. (2024) noted economic and infrastructure challenges, which may restrict the scalability of
LAbased VR applications in educational settings. Ethical concerns, particularly regarding privacy and
data security, were also discussed. Vatral et al. (2022) and Ng et al. (2022) raised issues related to
collecting and analysing sensitive learner data, such as biometric and eye-tracking data, emphasizing
the need for robust data protection mechanisms.</p>
          <p>To address these challenges, researchers proposed several solutions. Birt et al. (2019) and
Antoniou et al. (2020) suggested modular architectures and edge computing to improve data
processing efficiency and reduce real-time analysis latency. Additionally, explainable AI (XAI)
techniques were recommended to enhance model transparency and support educators in interpreting
learning analytics results. Lastly, Luckin et al. (2022) emphasized the importance of teacher training
and user-friendly interfaces to facilitate the adoption of learning analytics in VR classrooms.</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Conclusion</title>
      <p>This review examined the use of LA in immersive VR environments from 2016 to 2024, highlighting
trends, challenges, and opportunities. The findings emphasize the potential of MMLA to capture
social, emotional, and collaborative dimensions of learning using diverse data types like interaction
logs, eye-tracking, and physiological measures. Machine learning techniques have been widely
applied, though the lack of deep learning indicates an area for future exploration. Challenges include
technical integration, resource constraints, and ethical concerns, particularly regarding data privacy.
This review is limited by its focus on peer-reviewed works and studies with explicit data analysis
techniques, potentially excluding innovative approaches.</p>
      <p>Future research should address these gaps by expanding study inclusion and exploring
underresearched areas such as equity, ethical considerations, metacognition, and collaborative problem
solving. Additionally, the application of advanced methodologies, including deep learning and
realtime analytics, could unlock richer insights into complex multimodal data. Interdisciplinary
frameworks and scalable, teacher-friendly tools will be essential to bridge the gap between research
and practice, ensuring that LA in immersive VR effectively enhances educational outcomes and
learner experiences.</p>
    </sec>
    <sec id="sec-5">
      <title>Acknowledgements</title>
      <p>The authors would like to acknowledge the support of the Hong Kong PhD Fellowship Scheme
(HKPFS), which has provided valuable funding for this research.</p>
    </sec>
    <sec id="sec-6">
      <title>Declaration on Generative AI</title>
      <p>The author(s) have not employed any Generative AI tools.
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