“…In this regard, Caldwell-Harris (2021) points out that VR creates learning environments that are inherently interesting for learners to explore, which helps to overcome boredom during sustained efforts of learning. For example, when being immersed in VR, learners’ engagement is promoted through either person-to-person or environment-to-person interactions (Lan, Kan, Hsiao, Yang & Chang, 2013; Lan, Fang, Legault & Li, 2015); real-world-like situations can provide the learner with hands-on experience through discovery explorations (see some examples illustrated in Figure 1 of KA). We also agree with Chien and colleagues (Chien, Hung, Ku, Wu & Chan, 2021) that components of the IDC theory (Chan, Roschelle, Hsi, Kinshuk, Sharples, Brown, Patton, Cherniavsky, Pea, Norris, Soloway, Balacheff, Scardamalia, Dillenbourg, Looi, Milrad & Hoppe, 2006) may guide instructional designers to focus on the role of motivation.…”