“…Existing research literature on virtual environments and learning that predates the latest wave of VR technologies has been focused primarily on Second Life (Praslova-Førland, et al, 2006;Bronack, et al, 2008;Holmberg and Huvila, 2008;Warburton, 2009;Dalgarno & M. Lee, 2010;Hew & Cheung, 2010;Sheehy, 2010) and how it can emulate the benefits of traditional learning environments (Deutschmann and Panichi, 2009;Carr, et al, 2010); supporting library engagement with patrons (Haycock and Kemp, 2008) and collaboration in the workplace (Tan, et al, 2012). The virtual environments studied in these research projects employed 3D, computer screen-based visualizations, rather than the current immersive VR head mounted displays (HMDs), however, they demonstrate a research interest in studying how virtual simulations of spatially-oriented environments impact student learning.…”