A4 Refereed article in a conference publication

The Experiential Quantum Framework: Design Principles for Immersive Virtual Reality in Quantum Mechanics Education




AuthorsChristopoulos, Athanasios; Mystakidis, Stylianos; Laakso, Mikko-Jussi

EditorsBabic, Snjezana; Car, Zeljka; Cicin-Sain, Marina; Ergovic, Pavle; Galinac Grbac, Tihana; Gros, Stjepan; Jovic, Alan; Jurekovic, Darko; Katulic, Tihomir; Koricic, Marko; Kralj, Nenad; Mornar, Vedran; Petrovic, Juraj; Skala, Karolj; Skvorc, Dejan; Sruk, Vlado; Tijan, Edvard; Valacich, Joe; Vrcek, Neven; Vrdoljak, Boris

Conference nameMIPRO ICT and Electronics Convention

Publication year2026

Journal: International Convention on Information and Communication Technology, Electronics and Microelectronics

Book title 2026 49th MIPRO ICT and Electronics Convention (MIPRO)

Volume49

First page 424

Last page429

ISBN979-8-3315-6310-3

eISBN979-8-3315-6309-7

ISSN1847-3938

eISSN1847-3946

DOIhttps://doi.org/10.1109/MIPRO70003.2026.11591996

Publication's open availability at the time of reportingNo Open Access

Publication channel's open availability No Open Access publication channel

Web address https://ieeexplore.ieee.org/document/11591996

Self-archived copy’s web addresshttps://research.utu.fi/converis/portal/detail/Publication/526895887

Self-archived copy's versionFinal draft


Abstract

Quantum Mechanics (QM) education presents diverse pedagogical challenges as the observed phenomena occur at scales invisible to human perception, unfold across timescales inaccessible to human cognition, and contradict intuitions developed through lifelong interaction with classical objects. Virtual Reality (VR) has attracted interest as a technology capable of addressing such challenges though recent reviews reveal that existing implementations follow technological capability instead of pedagogical rationale. In response to this observation, we propose the Experiential Quantum Framework—an extension of the Cognitive Affective Model of Immersive Learning adjusted to the requirements of QM instruction. The framework identifies four VR affordances—presence, agency, embodiment, and scale-time transformation—and maps them to six documented quantum learning challenges through theoretically-grounded paths wherein, four represent direct positive relationships; one is conditional, predicting that VR visualisation can either reinforce or remediate misconceptions depending on the design choices; and one is negative, capturing the cognitive load risk that immersion imposes on already-complex content. Based on the aforementioned paths, six design principles derive that translate theoretical rationale into actionable specifications for instructional designers. The framework generates testable propositions, provides diagnostic criteria for educators evaluating VR implementations, and offers theoretically-grounded design guidance for Immersive VR applications for QM instruction.


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Funding information in the publication
The work is part of the ExQuMe (Experiential Quantum Mechanics) project funded by the European Union's Erasmus+ Programme (Project Code: 2025-1-FI01-KA220-HED-000362170).


Last updated on 18/08/2026 11:54:37 AM