Volume 113, Issue 4 pp. 919-938
REVIEW ARTICLE
Open Access

Systematic review of spatial abilities and virtual reality: The role of interaction

Micha Gittinger

Corresponding Author

Micha Gittinger

Faculty of Educational Sciences, University Duisburg-Essen, Essen, Germany

Correspondence

Micha Gittinger, Faculty of Educational Sciences, University Duisburg-Essen, Gladbecker Straße 182, 45141 Essen, Germany.

Email: [email protected]

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David Wiesche

David Wiesche

Faculty of Educational Sciences, University Duisburg-Essen, Essen, Germany

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First published: 18 December 2023
Citations: 8

Abstract

Background

The importance of spatial abilities for individuals' success in science, technology, engineering, and mathematics (STEM) domains has been well established. Researchers have also emphasized the need to train engineering students in spatial ability. Although virtual reality (VR) offers prospects for training spatial abilities, research on the design of VR training environments remains incomplete.

Purpose

This review aimed to reveal the link between individuals' interactions in a VR environment and their spatial abilities and provide guidance for future research and the design of training settings. We also aimed to support students by aligning their interactions with individuals' spatial abilities or by using interactive VR to foster these abilities to create more equal opportunities in the field of engineering.

Method

A systematic review of existing literature was conducted to categorize and discuss recent findings.

Results

The study found that the reviewed literature (i) mainly considered mental rotation; (ii) showed advantages for high-spatial-ability learners and disadvantages for low-spatial-ability learners when they use interactive VR; (iii) indicated training possibilities, especially for low-spatial-ability learners, when they use interactive VR; and (iv) showed changes in not only interaction but also visualization parameters between experimental and control groups.

Conclusion

Interactive VR can be used to develop spatial abilities, particularly in low-ability learners. However, it can also hinder these learners and favor high-ability learners. Further research focusing on the interactive part of VR and the role of spatial ability is required to support design choices.

1 INTRODUCTION

The importance of spatial abilities, especially for individuals' success in science, technology, engineering, and mathematics (STEM) domains is well established (Buckley et al., 2018; Wai et al., 2009) because these abilities facilitate the identification, analysis, and mental representation of objects and shapes in the field of view (Carroll, 2009). Individual levels of spatial ability differ and are influenced by gender (Maeda & Yoon, 2013) sports-related activities (Morawietz & Muehlbauer, 2021), general childhood activities (Peterson et al., 2020), or video games (Bediou et al., 2018). This underscores the need to train individuals for these abilities, especially those who pursue studies or careers in STEM (Sorby, 2009). Spatial abilities are malleable, particularly for low-spatial-ability students; however, research on how to best support these students is lacking (Uttal et al., 2013).

Focusing on engineering, researchers have emphasized the importance of spatial abilities for individuals' success in education and careers. They found that spatial abilities have positively influenced individuals' creativity and problem-solving skills and have predicted their selection of engineering-related studies (Duffy et al., 2018). Through supplementary interventions, engineering students' spatial skills can be improved, and higher grades of those who are doing introductory courses can be achieved. Research on the influence of spatial ability on academic performance has provided positive results.

The use of virtual reality (VR) in engineering education has become popular. By providing an immersive and interactive learning environment, VR can enhance learning (Han et al., 2023). However, research on the use of VR in engineering education lacks a theoretical and pedagogical background. Therefore, VR research based on educational and multimedia learning theories is required (Oje et al., 2023).

This article addresses the need for further understanding of the interplay between spatial abilities and interaction in immersive VR (IVR), and vice versa. For example, studies have only started to focus on the influence of users' spatial abilities on object manipulation (Drey et al., 2023).

Recent reviews have indicated the usefulness of virtual technologies, particularly VR, in training learners for spatial abilities (Di & Zheng, 2022; Uz Bilgin et al., 2021). Several studies have focused on visual aspects and on the influence of VR on different levels of spatial abilities (Höffler, 2010; Sun et al., 2019). One feature of the broadly accessible IVR devices is that they render new forms of representation for designing three-dimensional settings, incorporating immersive environments, and free interactions. Earlier, virtual interaction had been limited to pointing and clicking and was thus “disconnected from the rich array of sensorimotor experiences with tight spatial relationships experienced in real life” (Clifton et al., 2016, p. 2). VR incorporates physical movement into embodied cognition. A review of the interplay between embodied interaction and spatial abilities indicates that the former may support spatial interactions. However, further research is needed on design decisions with a general focus on VR, rather than on the specific IVR (Lee-Cultura & Giannakos, 2020).

Studies on the general effect of IVR using head-mounted displays (HMDs) on learning have shown greater effectiveness of IVR than that of non-immersive learning, with some exceptions that reported a negative effect. IVR has been effectively used in the field of science education and specific-ability training and is a “promising complement that can diversify learning experiences,” (Wu et al., 2020, p. 2001) although it cannot replace traditional learning altogether (Wu et al., 2020). Simultaneously, IVR is promising both for K–6 (Villena-Taranilla et al., 2022) and K–12 learners (Wu et al., 2020). Makransky and Petersen's (2021) cognitive affective model of immersive learning (CAMIL) highlights the importance of control factors that influence the learning process in IVR. Petersen et al. (2022, p. 13) describe “two indirect paths from interactivity and immersion to learning: the first involving situational interest and the second involving embodied learning” and point to a gap in knowledge about how physical actions with virtual objects—in other words, interactions—shape and influence learning. Among many influences of IVR on learning, as described by Helmke's supply use model (Helmke & Weinert, 1997), covering educational and cultural backgrounds, didactic context, and class atmosphere (Dengel & Magdefrau, 2018), this review focuses on the influence of IVR on individuals' spatial abilities. The study aimed to address the above-mentioned gap by reviewing available research on spatial abilities and interactions in IVR. We specially focused on the bibliographic features of the research; the measurement and characteristics of interaction, VR, and spatial abilities; and the potential contributions of VR to improving spatial abilities.

1.1 Positionality statement

Identifying our positionality helps readers realize the lens of the data. Both authors have backgrounds not only as researchers but also as teachers. The first author studied engineering and, after working in that field, switched to teaching engineering at vocational schools and studying educational sciences. The second author taught physics and physical education before switching to academia. Based on the observed problems associated with understanding spatial concepts and manipulating objects as mental images, we focused on developing learners' spatial abilities and on helping low-spatial-ability learners, especially with its dependency on factors, such as gender (Maeda & Yoon, 2013), sports (Morawietz & Muehlbauer, 2021), general childhood activities (Peterson et al., 2020), or video games (Bediou et al., 2018). With this goal in mind, we viewed IVR as an opportunity to facilitate learning, particularly in the STEM domain. Our search for possible benefits led us to focus on the underlying individual abilities that influence learning, rather than on the technological affordances of VR. Learners' heterogeneous abilities are seen as the basis for finding a way to effectively support learning.

1.2 Spatial abilities

Spatial abilities constitute individuals' visual processing and describe their ability to analyze the field of vision; identify patterns, shapes, and positions; and project these objects as mental representations. This also includes individuals' ability to manipulate mental images by rotating or even changing an entire object (Carroll, 2009). Based on factor analysis of the empirical findings, Carroll defined spatial abilities based on five main factors: VZ, visualization; SR, spatial relations; CS, closure speed; CF, flexibility of closure; and P, perceptual speed (Carroll, 2009). Researchers who have studied the existence of spatial factors as a part of general intelligence since the 20th century have had disagreements on what these factors are and on how to define them (Buckley et al., 2018; Yilmaz, 2017). The number of individual factors ranged from 2 (McGee, 1979) to more than 25 (Buckley et al., 2018). Though they agree on the existence of the two spatial-ability factors—mental rotation and spatial visualization—researchers still disagree on other factors (Uttal et al., 2013). Their disagreement led some of them even to change these factors within the same article (D'Oliveira, 2004). This contention regarding the existence and differentiation of single components of spatial ability has led to an incomplete understanding of the mechanisms that influence spatial abilities (Hegarty & Waller, 2012). To combine different definitions and compare findings, they synthesized linguistic and cognitive research to cluster different spatial abilities into four categories (Newcombe & Shipley, 2015; Uttal et al., 2013):
  • Intrinsic static: identifying and coding the configuration and spatial features of objects;
  • Intrinsic dynamic: manipulating and transforming spatial objects by changing the view or shape of objects;
  • Extrinsic static: understanding the location of objects in relation to other objects or references;
  • Extrinsic dynamic: changing the location of objects in relation to others.

Despite the incomplete understanding of the direct causal relationship between spatial abilities and the processes they influence, many empirical findings have shown a correlation between the development/characteristics of spatial abilities and academic achievement, especially in STEM. Various studies have shown positive effects of individuals' spatial abilities on their performance in mathematics (Cheng & Mix, 2014; Newcombe et al., 2019), natural sciences (Hodgkiss et al., 2018), and engineering (Sorby, 2009). Long-term studies have indicated a positive influence of spatial abilities on individuals' academic performance and career achievement in STEM (Lubinski, 2010; Wai et al., 2009). Besides its importance for academic achievement, other aspects of spatial abilities justify closer inspection. Individuals with lower spatial abilities bear a heavier cognitive load when they work with two-dimensional (2D) presentations than when they work with 3D presentations (Sun et al., 2019). Learners with lower spatial abilities benefit from 3D and dynamic representations (Höffler, 2010). However, various factors lead to differences in individual abilities, including sex (Maeda & Yoon, 2013), sports (Morawietz & Muehlbauer, 2021), general childhood activities (Peterson et al., 2020), and video games (Bediou et al., 2018).

Research that has revealed differences and influences of spatial abilities has also indicated their high malleability. Specific training can be used to improve individuals' abilities and transfer them to other spatial abilities (Uttal et al., 2013; Wright et al., 2008). At the age of 0–8 years, children, especially those with lower spatial abilities, can benefit from spatial-ability training (Uttal et al., 2013; Yang et al., 2020). Considering individual differences among students, we can adapt VR learning settings to their abilities to improve their learning and understanding in the STEM domain and even develop their spatial abilities. Uttal et al. (2013) stated that closing the gap between learners with low and high spatial ability is difficult, if not impossible, but that training can create more equal conditions. Although spatial ability is seen as a significant factor for individuals' learning with visualization, the role of supportive design of the learning environment is also stressed (Höffler, 2010). Future research should focus on optimizing different training methods to foster spatial abilities (Uttal et al., 2013).

Because individuals can create better interactive and dynamic 3D representations of the real world with VR than with pen and paper or basic desktop applications, researchers have increasingly focused on VR as a means to measure and develop spatial abilities (Lin & Suh, 2021; Uz Bilgin et al., 2021). Recent reviews have shown that VR is suitable for measuring and training spatial abilities (Di & Zheng, 2022; Uz Bilgin et al., 2021). Novel affordances include multimodal interactions, immersion, and a more accurate resemblance to the real world (Di & Zheng, 2022). Examples of VR training range from playing action video games (Bediou et al., 2018) to active navigation tasks performed by older adults in virtual environments (Meade et al., 2019). Another example of STEM is the manipulation of polyhedral shapes in VR, which allows 3D movements and scaling to improve spatial abilities (Molina-Carmona et al., 2018).

However, the use of these technological features raises the question of who benefits from them. For instance, whether individuals with high or low spatial abilities are best supported by 3D visualization has yet to be determined (Lin & Suh, 2021). The ability-as-compensator hypothesis states that low-spatial-ability individuals are supported by a dynamic 3D display of information because they cannot easily extract important information from a 2D presentation (Lee & Wong, 2014). However, it is found that individuals require high spatial abilities to fully process more complex 3D presentations (ability-as-enhancer hypothesis), and individuals with lower spatial abilities are not supported to process them (Huk, 2006). Lee et al. (2009) pointed out that contrary to the intended support of low-spatial-ability learners, the gap between high- and low-spatial-ability learners could even be widened. They called for empirical studies to help understand the influence of VR features stating, “the use of high quality VR program should be justified by the enhanced benefits of the target learners” (Lee et al., 2009, p. 4).

1.3 Virtual reality

VR encompasses diverse media systems capable of simulating and presenting an environment, regardless of whether it is real or imagined. These include desktop computers, cave automatic virtual environment systems, and HMDs (Makransky & Petersen, 2021). One way to distinguish these different systems is immersion, which is defined as the extent to which a system blocks the real world (Makransky & Petersen, 2021). Desktop VR offers only a monoscopic view and uses a keyboard and mouse as interactive devices, which are seen as non-immersive compared with IVR, which often includes auditory simulation, stereoscopic or 360° view, and tracking of limbs inside the VR (Hamilton et al., 2021). Because of the difficulty in determining how VR system can block the outside world and because the offered vividness may differ based on the software used, this article adopts a working definition of VR as a system that offers stereoscopic viewing because it focuses on spatial abilities as part of visual processing. These include glasses, mobile VR using split screens for each eye, and HMDs that imitate normal optic function with separate pictures for each eye.

For understanding the effects of VR on learning environments according to instructional goals, we should consider not only the degree of immersion but also the effect of interaction. Understanding the effect of this factor on individuals' perceptions of VR technology facilitates meaningful learning (Mulders et al., 2020). Many studies have reached a consensus on the advantages of using VR in education, with only a small number of studies reporting negative effects. Simultaneously, research on intervention characteristics and results is required to fully understand the potential of VR as an educational medium (Hamilton et al., 2021).

1.4 Interaction and embodiment

The possibility of individuals' interaction with, besides their viewing and presentation of, their environment is a main factor to be considered when we analyze the characteristics of VR (Uz Bilgin et al., 2021). By using motion sensors and interactive devices, individuals can move themselves or objects inside the VR and interact freely using all six degrees of freedom. This study focuses on interaction, which, like VR, requires a more precise definition because of inconsistencies in terminology (Hornbæk & Oulasvirta, 2017). As part of human–computer interaction (HCI), interaction is defined as “tool use,” where users manipulate and interact with their surroundings using a specific tool. An important aspect of this approach is the interplay between interaction and mental function, which is induced by the use of the tool and focuses on the direct transfer of one's abilities (Hornbæk & Oulasvirta, 2017). With a more immersive surrounding, the emphasis on “tool use” shifts to “embodied action,” replacing the external control with an interaction where users are part of the surrounding world with which they interact (Hornbæk & Oulasvirta, 2017). For this, one must be completely immersed in the virtual and keep their focus away from tools as a means of interaction (Kilteni et al., 2012).

The cognitive affective model of immersive leaning (CAMIL) describes the process of learning in VR “control factors,” the possible influence of interaction on individuals' sense of agency, and the influence of affective and cognitive factors on learning processes (Makransky & Petersen, 2021). The model states that a more precise connection between visual and motor processes and suitable interaction fidelity can support learning. However, the missing alignment between interaction, related content, and learning activities might even inhibit learning. Focusing on the effect of immersion and interaction on VR learning, Petersen et al. (2022) stated that it “might have done more harm than good” (p. 12)—that of not allowing actions clearly related to the learning content. They highlight the importance of future research on simulation designs for embodied learning.

Interaction and spatial abilities are interconnected factors in one's learning process. Active interaction especially helps low-spatial-ability individuals to create mental representations, whereas high-spatial-ability learners benefit less (Meijer & van den Broek, 2010). In the study of anatomy, individuals with lower spatial abilities benefit from direct interactions (Jang et al., 2017).

Simultaneously, VR can be used to develop individuals' spatial abilities, especially those with lower spatial abilities. Interactive video games improve individuals' spatial abilities (Uttal et al., 2013). VR also helps individuals with special needs to train their spatial abilities interactively under safe conditions, thereby enabling them to live more independently (Kober et al., 2013; Maeda & Yoon, 2016; Tsirlin et al., 2009). Many studies have indicated the influence of individuals' actions and body states on their spatial abilities (Clifton et al., 2016).

Finally, this study is motivated by the findings of several recent systematic reviews that highlight the general possibilities and implications of VR and its effect on spatial abilities and by the need for a more in-depth analysis of the role of interaction. Di and Zheng (2022) indicate in their meta-analysis the medium effect of virtual technologies on the development of spatial abilities, with an overall effect size of 0.617. This finding supports Uz Bilgin et al.'s (2021) conclusion that VR is a useful tool for assessing and developing spatial abilities. Although this positive effect might justify the general use of VR to foster spatial abilities, the question regarding the best fit between interaction characteristics and spatial abilities remains unanswered. Finding an answer should not only benefit the learning process but also prevent counterproductive effects, as discussed in recent VR studies (Petersen et al., 2022) or observed in general multimedia settings (Koć-Januchta et al., 2020). This study is also an answer to the call for future research on the design of learning environments for embodied learning (Petersen et al., 2022) and design-based research on the connection between the attributes of VR applications and spatial abilities (Uz Bilgin et al., 2021). A recent review identified three studies that reviewed the general role of spatial abilities in VR learning and identified the positive influence of free interaction on low-spatial-ability learners, whereas one study concluded that learning was hindered in the case of low spatial abilities (Lin & Suh, 2021). As previous reviews have shown a broader approach, focusing on VR and spatial ability in general, the present review aimed for a more specific approach. It emphasizes the aspect of interactivity and specifically concentrates on recent empirical research on interaction and spatial abilities. Therefore, because interaction facilitates learning, we hope that this study will foster research on the implementation of VR to support learners in STEM in general and engineering education in particular. Based on this desideratum, four research questions are formulated:
  • Q1: What are the bibliographic features of the research on interaction, VR, and spatial ability?
  • Q2: What are the characteristics of the research on interaction, VR, and spatial ability?
  • Q3: Which spatial abilities have been studied and what methods of measurement are used?
  • Q4: What results does the research on the training of spatial abilities provide?

2 METHOD

A literature search was conducted according to the guidelines Preferred Reporting Items for Systematic Reviews and Meta-analysis (PRISMA-P; 2015) and suggestions on the effective conduct of a systematic review in engineering education (Borrego et al., 2014). The search was performed on three different databases—Scopus, Web of Science, and PsychINFO—to obtain a general overview. The psychology-specific database (PsychINFO) was included as a large part of previous and recent research in the field of spatial ability, and VR stems from this area of expertise (Uz Bilgin et al., 2021). The search string comprised three key concepts listed in Table 1. Inconsistencies in the terminology used to describe each concept resulted in a large number of search terms.

TABLE 1. Organization of the search string.
Operator Concept Keywords
And Virtual reality “VR” or “virtual reality” or “AR” or “augmented reality” or “MR” or “mixed reality” or “XR” or “extended reality” or “immersive reality”
And Spatial ability “spatial ability” or “spatial abilities” or “spatial skill” or “spatial skills” or “spatial thinking” or “spatial intelligence” or “spatial imagery” or “mental imagery” or “visual processing” or “visuospatial ability” or “visual–spatial ability”
And Interaction “embodiment” or “interaction” or “interactive” or “HCI” or “human-centered interaction” or “human-computer interaction” or “tool”

The timeframe ranged from 2012 to 2021. This follows Hamilton et al., who identified an increase in VR literature after 2013 when the Oculus Rift Development Kit 1 (DK-1) was released as “economically viable and high quality [sic] HMDs that could be used both within educational institutions and at home” (Hamilton et al., 2021, p. 6). The year 2012 was included to cover the period before this increase.

2.1 Inclusion and exclusion criteria

To identify articles, categorize them, and compare their different research findings, we used the following inclusion criteria:
  1. Virtual reality: The article discusses the use of VR. As discussed above, this includes all types of glasses, HMDs, and similar devices that facilitate a stereoscopic view.
  2. Spatial abilities: The article must make a quantitative assessment of spatial abilities and include both the test and the results.
  3. Interaction: There must be an interactive part of research that extends beyond passive viewing of the stimulus.
  4. Articles published in English.
We adopted the following exclusion criteria to review selected articles again and exclude those that were not suitable.
  1. Type of article that is not appropriate (reviews, theoretical articles).
  2. Articles that do not use stereoscopic VR conditions.
  3. Lack of exact information on the used spatial ability test.
  4. Lack of description of the used device and interaction.

A total of 352 articles were identified using the search string. After removing duplicates, we retained 262 articles for the initial screening. We screened titles and abstracts for the selection of all relevant articles. After applying the inclusion and exclusion criteria, we selected 91 studies. Thereafter, we screened the full text of these articles; finally, 24 articles were included in the review. The flow diagram shows the process according to the PRISMA guidelines (Figure 1). For example, Back et al.'s (2020) article was excluded because its description of the spatial ability test was appraised as too vague, though it describes an interactive collaborative learning scenario and the influence of spatial abilities on learning. Also, the article defined interaction, and its setting was a VR environment. Another study that was excluded is Yilmaz et al. (2015). Although it explained spatial ability tests used and the interactions in VR, the article does not mention the device used to interact with the VR environment.

Details are in the caption following the image
Flowchart describing the article-selection process.

2.2 Data analysis

To ensure the comparability of the articles, the included information was coded. At the article level, this included bibliographic data, such as authors, publication year, country, and domain of each article. Subsequently, the focus areas were divided into subcategories. For the spatial ability part, the spatial ability tests used in the studies, their inclusion in the 2 × 2 framework (Uttal et al., 2013), and the number of participants were recorded. The relevant device and type of interaction were extracted. The last two categories described the influence of the measured spatial ability on the interaction, and, vice versa, the influence of the interaction on the measured spatial ability.

3 RESULTS

The findings of the study are presented based on the research questions, starting with Q1: What are the bibliographic features of the research on interaction, VR, and spatial ability?

No relevant articles were found for the years, 2012, 2014, and 2015. However, two articles were published in 2013. Since 2016 onward, there has been an increasing number of articles that focus on spatial abilities and interaction in a VR setting. The period 2019–2021 witnessed an overall small number of five articles per year; however, a general rise in interest in VR was reflected between 2016 and 2019, although the trend did not continue after 2019 (Figure 2).

Details are in the caption following the image
Number of published articles per year.

Most publications were by authors from North America, followed by those from Europe, Asia, and South America (Figure 3). In North America, a significant number of publications came from the United States, whereas in Europe, Germany stood out as the source of most publications.

Details are in the caption following the image
Publications by continent (N America, North America; S America, South America).
Two main domains that focused on the present topic were psychology and media (Figure 4). The domain psychology included neuroscience and neuropsychology. Although this included the STEM domain, the authors were affiliated with the field of psychology (Barrett & Hegarty, 2016). Media generally covered multimedia, HCI, and computer education. Topics with just one related article that does not fit into other domains, such as architecture/design, geoscience, mathematics, ergonomics, social sciences, and computer science, were included under “other.”
  • Q2: What are the characteristics of the research regarding interaction, VR, and spatial ability?
Details are in the caption following the image
Domains.

The research characteristics were categorized based on participants, used interaction devices, and actual interactions (Table 2). The most frequently used device is the “HTC Vive HMD” and its associated controllers. For interactive training in the medical domain, two studies used training tools specifically designed for practice in that field (Jang et al., 2017; Sommer et al., 2021). Three other studies used interactive devices designed only for specific VR training (Barrett & Hegarty, 2016; Chang et al., 2017; Gehrke et al., 2018). Lukačević et al. (2020) enhanced the possibilities of the “HTC Vive” with additional tools. However, two studies merely stated that controllers were used, without offering further explanations (Brown et al., 2019; Chao & Chang, 2020). To ease orientation throughout our findings, we referenced each covered study using a serial number.

TABLE 2. Characteristics of research.
Author No. Participants Interaction device Interaction
Barrett & Hegarty 1 142 “The interaction device … was composed of a cylinder with approximately the same overall dimensions as the virtual models and consisted of two halves that freely rotated about the long axis of the device” (p. 10) “… to manipulate the virtual molecular models to match the orientation and internal configuration of a simultaneously displayed 3D model of the same molecule.” (p. 17)
Brown et al. 2 71 Bluetooth controller, head movement “Surfaces and solids of revolution, combining solid objects, rotation of objects about a single axis, rotation of objects about two or more axes and cutting planes and cross sections” (p. 4)
Chang et al. 3 46 Leap motion sensor combined with two wooden blocks as controllers Moving the physical blocks to align virtual fence openings
Chao & Chang 4 50 VR controllers Building block rotation, flipping, stacking, maneuvering, and assembling of three-dimensional structures
Cherep et al. 5 124 HTC Vive and associated controller Teleporting or walking
Gehrke et al. 6 32 Position tracking (PhaseSpace), hand tracking (PhaseSpace glove) Walking inside an invisible maze and illuminating walls with the touch of the hand
Gunalp et al. 7 135/191 Xbox controller Turning and pointing toward an imagined direction
Guzsvinecz et al. 8 61 Gear VR touchpad, walking Solving virtual spatial rotation test
Jang et al. 9 76 Dextroscope including “joystick” Rotating the ear model
Kleanthous & Matsi 10 31 HoloLens (gesture, gaze) Locating three objects
Lages & Bowman 11 37 HTC Vive position tracking or associated controllers Walking around an object or rotating the object itself
Lukačević et al. 12 40 HTC Vive and associated controllers and “tools for sectioning, rotating, and measuring” Review of the design through intrinsic and extrinsic tasks, and by estimating dimensions
Molina-Carmona et al. 13 61 Head tracker function of the smartphone Free navigation, zooming, and the rotation of polyhedral shapes
Obeid and Demirkan 14 42 Oculus Rift touch controller Developing a 3D arrangement by considering combinations through the use of regular geometric forms
Parong & Mayer 15 81 HTC Vive and associated controllers Playing Cerevrum (Stardust and Heroes)
Parsons et al. 16 49 eMagin HMD with tracking Spatial rotation by grasping and moving, navigation and walking through a city
Safadel & White 17 66 HTC Vive and associated controllers Grabbing and attaching parts of molecules
Sajjadi et al. 18 45 HTV Vive or Oculus Rift Moving from scene to scene and observing
Seabra & Santos 19 91 Keyboard, 2D mouse, and device with six degrees of freedom Two Mongean planes as workspace, moving a “virtual camera” to create spatial representations
Siegel & Kelly 20 86 Movement tracking or joystick Resizing a soccer ball and (blindfolded) walking
Smyth et al. 21 42 3D Driving Simulator Driving
Sommer et al. 22 60 LapX Trainer, LapSim Trainer Scope orientation and cholecystectomy dissection
Wainman et al. 23 78 HTC Vive and associated controllers Displaying different views of the dissection and flipping structures, viewing legend and anatomical orientation sheet
Whitney 24 32 Movement tracking and mobile device Finding locations and orientating via map/pointing

When focusing on interaction, we identified several themes as common in all reviewed studies. The first is a direct interaction, which is similar to a specific task reproduced in VR. This includes the movement of physical blocks to align fences (Chang et al., 2017), driving simulations (Smyth et al., 2021) or scope orientation, and cholecystectomy dissection training (Sommer et al., 2021). Another idea of using interaction in VR is the exploration of entities that are too small or large to be identified in the analog world. Barrett and Hegarty (2016) used VR to allow manipulation of molecular models to match orientation, Jang et al. (2017) included the rotation of an ear model, and Safadel and White (2020) implemented the grabbing and attaching of molecules. In Kleanthous and Matsi's (2019) study, participants had to navigate and pick planets inside the solar system. The third theme was the manipulation and combination of abstract objects and shapes. This includes the rotation and combination of surfaces and solids (Brown et al., 2019), the rotation, flipping, and stacking of building blocks (Chao & Chang, 2020), or the development of a 3D arrangement by combining regular geometric forms (Obeid & Demirkan, 2020). As the last idea, we included orientation and walking inside the VR, as mentioned by several studies. This covered the comparison of teleportation or walking (Cherep et al., 2020), navigation inside a warzone (Parsons et al., 2013), and finding locations by pointing (Whitney, 2019).

Most studies covered only one of these aspects, and only a few of them had combined these aspects into more complex interactions. Gehrke et al. (2018) combined walking (walking inside an invisible maze) with visual feedback when participants' hands touched an invisible wall. Alternatively, Lages and Bowman (2018) compared rotating an object while walking around it. The details of this interaction are interesting. Some studies described every possible interaction, whereas others stated only the general idea behind the interaction without going into details.

Focusing on the participants of the studies, the authors highlighted two characteristics that need to be addressed. The first was the number of participants in the experimental group. Some groups tested only a small number of individuals in the experimental group, with the overall tested population counting less than 40. Another factor is the amount of information on the participants of the studies or the lack of background information like socioeconomic status or race. While Lukačević et al. (2020) performed comprehensive testing that covered the years of study, CAD skills, and participants' experience with immersive virtual environments, most other studies stated only gender, age, and occupation as university students. In some cases, the general field of study was included.
  • Q3: Which spatial abilities were researched and what methods of measurement were used?

To compare and summarize the spatial ability tests used, we categorized the tests used in each study into general types of spatial ability tests and then into the four categories of intrinsic/extrinsic and static/dynamic properties used, for example, by Uttal et al. (2013) (see Table 3). Mental rotation mostly consists of the mental rotation test and the Purdue spatial visualization test: visualization of rotations (PSVT: R), the building block rotation test, and the tube figure test. The numbers in the third column refer to the following categories: 1 = intrinsic, static; 2 = intrinsic, dynamic; 3 = extrinsic, static; and 4 = extrinsic, dynamic.

TABLE 3. Used spatial ability tests.
Author No. Spatial ability test Category (1 = intrinsic, static, 2 = intrinsic, dynamic, 3 = extrinsic, static and 4 = extrinsic, dynamic)
Barrett & Hegarty 1 Mental rotation—visualization of viewpoints 2
Brown et al. 2 Mental rotation 2
Chang et al. 3 Perspective-taking spatial orientation 4
Chao & Chang 4 Mental rotation 2
Cherep et al. 5 Mental rotation—sense of direction—perspective-taking spatial orientation 2, 4, 4
Gehrke et al. 6 Sense of direction—perspective-taking spatial orientation 4, 4
Gunalp et al. 7 Perspective-taking spatial orientation 4
Guzsvinecz et al. 8 Mental rotation—spatial visualization—mental cutting 2, 2, 2
Jang et al. 9 Mental rotation—building memory of spatial ability 2, 1
Kleanthous & Matsi 10 Group embedded figures 1
Lages & Bowman 11 Cube comparison—paper folding 2, 2
Lukacevic et al. 12 Mental rotation 2
Molina-Carmona et al. 13 Mental rotation 2
Obeid & Demirkan 14 Mental rotation 2
Parong & Mayer 15 Mental rotation—paper folding—perceptual attention—visual processing speed 2, 2, 1, 1
Parsons et al. 16 Mental rotation 2
Safadel & White 17 Mental rotation 2
Sajjadi et al. 18 Sense of direction 4
Seabra & Santos 19 Mental rotation—spatial visualization 2, 2
Siegel & Kelly 20 Blind-walking and size assessment 2
Smyth et al. 21 Mental rotation 2
Sommer et al. 22 Mental rotation 2
Wainman et al. 23 Mental rotation 2
Whitney 24 Paper folding—visual memory—perceptual speed—perspective-taking 2, 1, 1, 4
Mental rotation was the most commonly used category in spatial ability tests, featuring in 16 out of 24 studies. In 10 cases, no other tests were used. When combined with other tests, it is most often paired with spatial visualization. The second test, based on occurrence, was the perspective-taking spatial orientation test, which was used in four studies. Based on more general categories, 16 studies only considered intrinsic and dynamic spatial abilities, with an additional 5 in combination with other categories. Five studies tested extrinsic and dynamic spatial abilities, of which two applied other tests. The intrinsic and static components were tested in four studies, whereas none tested extrinsic and static spatial abilities.
  • Q4: What results does the research on the training of spatial abilities provide?

To comparatively analyze the findings of the research on training, we categorized them based on the influence of spatial-ability characteristics on the interactive VR learning experience and the influence of interactive VR on the tested spatial abilities. Fifteen studies reported the influence of spatial abilities (Table 4) and 11 considered the influence on spatial abilities (Table 5).

TABLE 4. Influence of spatial abilities.
Author + no. Spatial ability Influence of spatial abilities
Barrett & Hegarty, 1 Mental rotation—visualization of viewpoints

Experiment 1: Low-spatial-ability learners benefited more from the co-location of haptic and visual information than high-spatial-ability learners.

Experiment 2: Co-location of the device with the display led to better performance of all levels of spatial ability.

Cherep et al., 5 Mental rotation—sense of direction—perspective taking spatial orientation High-spatial-ability learners updated their spatial ability better. The disorientation linked to the removal of self-motion (teleportation instead of walking) was reduced by higher spatial ability.
Gehrke et al., 6 Sense of direction—perspective taking spatial orientation Perspective-taking scores correlated significantly with the usefulness of top-down sketch maps of the invisible maze. When there was a high correlation between perspective-taking ability and sense of direction, no significant correlation of sense of direction with other measures was found.
Jang et al., 9 Mental rotation—building memory of spatial ability While direct interaction facilitated the process of constructing a mental representation, no significant relationship between spatial abilities and post-test measurements was found. Overall, low-spatial-ability learners benefited most from interactive VR.
Kleanthous & Matsi, 10 Group embedded figures Field-dependent (low-spatial-ability) participants followed a more holistic strategy and interacted with more objects than field-independent (high-ability) participants who located the target object in less time.
Lages & Bowman, 11 Cube comparison—paper folding High spatial ability led to better performance of participants when they were walking. Low-spatial-ability learners performed differently based on game experience. Those with lesser game experience benefited from walking, while those with greater game experience performed better when they used a controller. High-spatial-ability users performed equally on both.
Lukacevic et al., 12 Mental rotation According to the regression analysis, no linear relationship could be found between spatial ability and the perception of spatial properties in VR.
Obeid & Demirkan, 14 Mental rotation A weak positive relationship between spatial ability and flow-state factors was found. For the relationship between spatial ability and motivation, no significant relationship was identified.
Safadel & White, 17 Mental rotation Low-spatial-ability learners benefited from the hands-on and immersive experience.
Sajjadi et al., 18 Sense of direction There was no difference regarding technology enjoyment between low or high spatial-ability scores. High-spatial-ability learners reported significantly higher scores in spatial-situation models, self-location, reflective thinking, perceived usefulness, and perceived learning effectiveness.
Smyth et al., 21 Mental rotation An increase of 40% in spatial abilities led to a reduction in motion sickness by 51%.
Sommer et al., 22 Mental rotation The results of the study show a positive influence of spatial abilities on surgical performance and completion time in basic, but complex, tasks.
Wainman et al., 23 Mental rotation The results of the study suggested that low-spatial-ability learners were selectively hindered by the use of VR with a large effect size.
Whitney, 24 Paper folding—visual memory—perceptual speed—perspective taking High-spatial-ability learners outperformed and out-strategized low-spatial-ability learners.
TABLE 5. Influence on spatial abilities.
Autor + no. Spatial ability Influence on spatial abilities
Brown et al., 2 Mental rotation VR was used as an effective tool in teaching spatial ability. The gain was small, but statistically significant.
Chang et al., 3 Perspective-taking spatial orientation The experiment results showed a statistically significant improvement in spatial ability.
Chao & Chang, 4 Mental rotation Interactive VR was used to significantly improve learners' spatial ability. It helped both low and high performers in mathematics, especially those with low achievement.
Gehrke et al., 6 Sense of direction—perspective-taking spatial orientation Spatial learning occurred especially after the first trial in the invisible maze. The quality of spatial learning was influenced by immersion and spatial abilities.
Gunalp et al., 7 Perspective-taking spatial orientation Better performance was observed on perspective-taking tasks when orientational cues included agency and interactivity (being used to interact with the cue), while directionality alone was insufficient.
Guzsvinecz et al., 8 Mental rotation—spatial visualization—mental cutting No influence of using the primary hand on spatial ability test completion times in VR. Times decreased with males and differed according to the tests used, but generally increased when the participants used VR.
Molina-Carmona et al., 13 Mental rotation The use of interactive VR led to a significant improvement in spatial abilities.
Parong & Mayer, 15 Mental rotation—paper folding—perceptual attention—visual processing speed The experiment of playing a VR brain-training game for 1.5 h did not yield strong evidence for an increase in spatial ability.
Parsons et al., 16 Mental rotation VR mental rotation exercises led to better performance in mental rotation tests. For the navigation task, learners' performance decreased under the influence of stressing stimuli.
Seabra & Santos, 19 Mental rotation—spatial visualization The results after the use of VR showed an increase in spatial abilities, especially in low-spatial-ability learners.
Siegel & Kelly, 2017 Blind-walking and size assessment Using interaction, the distance perception in VR was improved in near-interaction space (1–5 m) and beyond (7–11 m).
Sommer et al., 22 Mental rotation The high-spatial-ability group did not improve their abilities significantly during the 9-day VR training, while low-spatial-ability learners significantly increased their spatial abilities. Even though they did not reach the spatial ability scores of the high-spatial-ability group, they could obtain scores equal to those of high-spatial-ability learners during the pre-test.

Most of these findings show an increase in participants' performance in a given task based on spatial abilities, with high-spatial-ability learners benefiting the most (Cherep et al., 2020; Kleanthous & Matsi, 2019; Sajjadi et al., 2021). Higher spatial-ability scores led to less motion sickness (Smyth et al., 2021) and less disorientation in participants when they were confronted with missing cues (Cherep et al., 2020) and better use of spatial strategies (Whitney, 2019). No linear relationships were observed between mental rotation and the perception of spatial properties (Lukačević et al., 2020), motivation (Obeid & Demirkan, 2020), or general post-test measurements (Jang et al., 2017). No significant correlation between the sense of direction and other measures was observed, either (Gehrke et al., 2018). One study reported the negative influence of low spatial ability with a large effect size (Wainman et al., 2021). Two studies reported a positive effect of interactive IVR on the performance of low-spatial-ability learners (Jang et al., 2017; Safadel & White, 2020). Two other studies described the supporting effects of IVR on low-spatial-ability learners who used overlapping haptic and visual information together (Barrett & Hegarty, 2016) and gaming experience in the case of interaction using a controller (Lages & Bowman, 2018).

Summarizing the effect of interactive VR on spatial abilities, we could observe several reports of a general increase in the spatial abilities of mental rotation (Brown et al., 2019; Chao & Chang, 2020; Molina-Carmona et al., 2018; Parsons et al., 2013) and perspective taking (Chang et al., 2017). In addition to the overall fostering of spatial abilities, two studies reported support, especially for low-spatial-ability learners (Chao & Chang, 2020; Seabra & Santos, 2013). One study reported no significant improvement in high-spatial-ability learners, as only low-spatial-ability learners showed significantly increased spatial abilities. Although they did not completely close the gap, they reached the pre-experiment level of high-spatial-ability learners (Sommer et al., 2021). Contrary to these findings, no strong evidence of an increase in spatial abilities was found after participants played Parong and Mayer (2020), a VR brain-training game, for 1.5 h.

When we focused on spatial-ability performance in VR, we found that performance in perspective-taking tasks was increased by cues that included interactivity and/or agency, but not directionality alone (Gunalp et al., 2019). The level of immersion impacted spatial learning (Chao & Chang, 2020), whereas a stressful environment led to decreased navigational skills in VR (Parsons et al., 2013). Although gender and the spatial-ability-test type influenced the time needed to fulfill spatial tasks, users' primary hand did not exert any influence, contrary to differences in pen-and-paper formats (Guzsvinecz et al., 2021).

4 DISCUSSION

Like the previous section, this section, too, is divided into parts based on the research questions:
  • Q1: What are the bibliographic features of the research on interaction, VR, and spatial ability?
We can observe a slow but steady increase in the purely quantitative number of studies that benefited from technological advances and improved financial availability. However, the stagnation in the years 2019–2021 seems strange, when general research on VR and spatial abilities was addressing open questions regarding the interplay between physical interaction and learning in VR, as explained in the introduction. Other bibliographic features indicate that the current topic is of global interest, even though it is concentrated in North America and Europe. The interdisciplinary background of these studies is striking, with psychology and media sciences being at the top. Also, a significant number of studies originated in the fields of engineering, medicine, mathematics, and sciences. This interdisciplinary background calls for a unified understanding of both the terminology and processes used, as each field has unique specialized terminology and focal areas.
  • Q2: What are the characteristics of research on interaction, VR, and spatial ability?

The research characteristics revealed similarities between the interaction devices used in the studies and the interaction itself. Most authors explained which common tools were used, for example, a specific brand of HMD and its associated controllers. Two extremes can be identified. On one end, studies implemented new devices designed for a specific embodied task. Barrett and Hegarty (2016), for example, used their self-made controllers of the same size as virtual models, and Chang et al. (2017) used wooden blocks with leap sensors to facilitate direct interaction with virtual fences. On the other hand, some studies stated that they used Bluetooth controllers or VR controllers without providing further details. The type of system and controller used to conduct the study should be defined to clearly analyze the interaction and to compare and reproduce findings with the goal of facilitating a general understanding of the underlying processes. The same applies to the analysis of the descriptions of interactions. A few common trends and themes were observed in the characteristics of the environments offered. These themes can be used as a basis for the creation of frameworks and guidelines for the use of common features and for research and education. However, as in the description of interaction devices, some studies describe only the bare minimum of the possible interactions, complicating the reproduction and generalization of these settings.

The small sample size in the experimental group could have led to problems related to the generalization of the findings. Although this might be due to high costs and maintenance when implementing IVR, larger groups need to be tested to correctly analyze and generalize the findings to a larger population. The low amount of information on the participants' backgrounds might cause problems when we try to understand other factors that might influence learning. More information is required; otherwise, the findings may have been affected by confounding factors.
  • Q3: Which spatial abilities were studied and what methods of measurement were used?

Regarding the tests used, the most noticeable feature was the large number of studies that used only mental rotation tests to sort participants into low- or high-spatial ability learners. Although it is one of the spatial abilities on which researchers agree, this raises two questions. The first question concerns the validity of using only one factor or part (intrinsic-dynamic) of a multifaceted ability to determine the full extent of that ability. Would a broader approach for measuring several spatial abilities (such as Whitney (2019)) and distinguishing individuals based on different skill levels not lead to a better understanding of the connection between spatial abilities and interactions? Based on the different results obtained in these studies, there may be more underlying mechanisms than mental rotation ability.

The second question is whether mental rotation is the only spatial ability needed for STEM achievement if research on spatial abilities is driven by STEM performance. As stated above, inconsistencies in the definitions of spatial abilities complicate the choice of other spatial abilities. Yet, with the goal of identifying ways to best support individual learners, should a more heterogeneous approach not lead to a better understanding of the different nuances of spatial ability and of the ways to effectively prepare individuals?
  • Q4: What results does the study on the training of spatial abilities provide?

The results on the influence of spatial ability on VR interaction show a clear advantage for high-spatial-ability learners. Low-spatial-ability learners may be hindered by the use of interactive VR. This supports the ability-as-enhancer hypothesis and is counterproductive if the goal is to support low-spatial-ability learners, as it might widen the gap instead of closing it (Lee et al., 2009). The secondary effects of spatial abilities on interactive VR can aggravate this problem. Considering Brown et al.'s (2019) report that learners stopped using VR glasses as they suffered from motion sickness and Smyth et al.'s (2021) finding on the reduced motion sickness with increased spatial abilities, we found that the threshold for low-spatial-ability learners might even increase.

Few studies have described the influence of VR on spatial ability. These studies reported a positive effect, especially for low-spatial-ability learners. A study that did not find significant changes argued that the cause might be the participants' short exposure to 1.5 h (Parong & Mayer, 2020). Considering the findings of Di and Zheng (2022) that describe an increased gain in spatial abilities in learning periods of more than 1 month, we found this to be a valid point. Di and Zheng (2022) reported significant improvements but also asked how these short-term developments could be transferred into long-term gains. Although we did not discuss it in detail, we found that some studies did not list exact durations; some conducted experiments in a relatively short period, sometimes taking only 15–20 min (Chang et al., 2017) or 2 weeks (Molina-Carmona et al., 2018; Sommer et al., 2021). This may affect the degree of change in learners' spatial abilities. Further, several factors complicate the incorporation of these findings into a more general context. Some groups were relatively small because of the limited number of devices and experimental design. Furthermore, as discussed by Jang et al. (2017)), the control group did not use VR, in most cases. This was understandable, as several studies did not specifically focus on the interaction. However, some studies focused on describing the effects of interactions using desktop VR in a control group. As the effect of different visualization devices and their interplay with spatial abilities is yet to be fully understood, to simultaneously change two variables—“interaction” and “visualization”—complicates the deriving of definite conclusions. The study by Lages and Bowman (2018) was one of a few studies that merely changed the interaction device (walking vs. controller), stayed in VR, and described how different levels of spatial abilities led to different performances of the interactive device.

4.1 Limitations

This systematic review followed the PRISMA guidelines to ensure quality. Despite our best efforts, some biases and inaccuracies remain to be considered when analyzing the results. The first bias is related to the selection of databases, which could not be exhaustive; some of them must be excluded. We mitigated this inevitable aspect by prioritizing databases that included a broad scope of articles and indexing other important databases without narrowing down the scope of specific databases, especially considering the interdisciplinary nature of the topic. The second unavoidable bias is related to the use of a search string—the use of different keywords in the context of inconsistent terminology among diverse disciplines. The team identified and discussed diverse search terms while focusing on the topic. Another possible bias is inconsistent terminology, as the authors of the identified papers might use the same terms for different aspects, or vice versa. This can cause further inaccuracies when we interpret and compare the findings of the used papers. We can mitigate them by coding each study and using pre-existing examples, such as Uttal et al.'s (2013) categorization of spatial ability tests. Despite these limitations in data acquisition and analysis, the methods used in this review are well established to ensure the accuracy and validity of the results.

Concerning the research itself, several limitations have to be considered. To fully understand the underlying processes, additional information concerning the participants is necessary. This includes factors such as socioeconomic background, race, and their fields of study. Without this data, the interpretation and applicability of the results may be compromised.

Another limitation lies in the design of the analyzed research. Although the focus of this review lies in the interaction aspect of VR and its interplay with spatial abilities, several studies, even those completely focused on interaction, changed not only the interaction between groups but also the visualization. This complicates the determination of whether the results presented in each study and their divergences were caused by changes in visualization, interaction, or a combination of both.

The last is the rapidly evolving nature of IVR. The new technology provides users with ever-changing affordances. This fluidity adds to inconsistencies in the terminology.

4.2 Future directions

A summary of the findings of this study reveals several key points for future research. Many researchers have investigated the interplay between spatial abilities and interaction when they are working with IVR. However, even though this research supports the belief that these two aspects influence each other, the results still seem ambiguous. However, existing research appears less focused on interaction but is intertwined with changing visualizations. From the different papers covered, we derived the following considerations for research on the interplay between interactions and spatial abilities.
  • To clearly describe the task, hardware, and degrees of freedom the users have to facilitate a better understanding of users' exact actions;
  • To clearly state the background of the participants and include tests covering factors that could influence learning in IVR;
  • To change the interaction among groups and not between visualization and interaction, as the results can be influenced by both; and
  • To use diverse spatial ability (other than spatial rotation) tasks to avoid reducing a complex set of abilities to one factor.

These guidelines should facilitate a deeper understanding of the influence of embodied interactions, and address the gaps between technological affordances and learning outcomes. Common trends can be adopted as frameworks to describe interactive learning environments and their uses. Furthermore, we saw the need for a more unified terminology, especially considering the interdisciplinary application of IVR in different fields of education, training, and everyday life. The terms immersion, interactions, VR, and spatial ability, and their different interpretations, complicate comparison and generalization. We stress the need for more collaboration as in the immersive learning research network (ILRN) for a unified understanding of “immersion” and for enhancing research.

Regarding the practical application of these findings, we considered that the findings of the discussed research would help in designing IVR environments. Complex, displaced, and discontinued interactions that hinder low-spatial-ability learners should be avoided. Walking should be preferred for teleporting, and direct interactions should be favored. With these implications in mind, the results provide good reasons to implement embodied interaction when using VR, as low-spatial-ability learners seem to benefit from such training.

5 CONCLUSION

Research on spatial abilities and interactions in stereoscopic VR is emerging, and some studies have already described possible implications, indicating the requirement for further research. As interactive VR benefits high-spatial-ability learners and probably hinders low-spatial-ability learners, its implementation should be accompanied by rigorous research on its underlying effects. This includes ways to support low-spatial-ability learners, lower the threshold for users, especially engineering students, and find the best fit between interaction and spatial abilities, as described by Lages and Bowman (2018)). An increase in the group size should also be considered, as some treatment groups consisted of only 20 subjects, complicating the generalization of the findings.

Research on the effects of VR on spatial ability has yielded promising results. Not only can researchers generally improve learners' spatial abilities but low-spatial-ability learners can benefit from interactive VR.

To fully support the implementation of interactive VR, more research is needed to understand how different spatial-ability characteristics lead to different performances. Further, the effects of different interaction devices on spatial abilities must be investigated. Another point is whether direct improvements can lead to the long-term development of spatial abilities. Ideally, interaction is considered not merely as a by-product of research focusing on visualization, but as the focus of research itself.

By doing so, not only could interactive VR be used to support learners as they proceeded in their learning but its misuse could also be avoided, which would otherwise widen the gap between learners with low and high spatial ability.

We would like to provide the following contributions of the paper as a conclusion:
  • Identification and analysis of research on interactions and spatial abilities in immersive VR;
  • Overview of interaction devices and tasks used in combination with applied spatial ability tests;
  • Summary of the influence of spatial ability levels on interaction, and vice versa; and
  • Deduction of learning for future research, practical directions, and decisions.

ACKNOWLEDGMENTS

We acknowledge the support provided by the Open Access Publication Fund at the University of Duisburg-Essen. Our gratitude extends to the reviewers and editors for their valuable feedback, which contributed to the refinement of this paper. Additionally, we extend our gratitude to the Interdisciplinary Center for Educational Research at the University of Duisburg-Essen for funding the language editing.

    Biographies

    • Micha Gittinger is a doctoral candidate within the Working Group “Digital Teaching and Learning in the School Context” at the Faculty of Educational Sciences, University of Duisburg-Essen, Essen, Germany; [email protected].

    • David Wiesche is an Associate Professor within the Working Group “Digital Teaching and Learning in the School Context” at the Faculty of Educational Sciences, University of Duisburg-Essen, Essen, Germany; [email protected].

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