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Attention!

Listen to what the eyes say in screen-mediated learning.

Addi Mavengere

Thursday, October 9, 2025

mEducation Alliance Symposium, Wahington DC

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Screen-mediated learning

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Why VR?

    • 3-dimensional representation.
    • High-fidelity representation of real-world systems.
    • Kinesthetic experience.
    • Safe environment.
    • Rapidly deployable.

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Deploying VR for instruction

Procure VR System

Train Instructors

Procure VR Experiences

Instructors can use VR system effectively

Yes

No

Relevant VR experiences available

Yes

Train Instructors

No

Instructors can use and guide students through VR experiences

Yes

No

Use VR with students

Evaluate students’ performance

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Pilot Study: Learning CPR in VR

    • May–August 2024
    • 5 groups of 6 students each
    • 1-hour sessions

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Observations

    • Students completed 1 CPR.
    • Students were calm and confident to explore.
    • Challenged with navigation and usability issues: Blind Maze Effect.

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Limitations

    • Users' eyes obscured
    • Inexperience with VR
    • Limited instructor visibility into student VR
    • Inconsistent VR controls confuse users

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Oculesics

    • Eye movements.
    • Pupil Behavior.
    • Eye-related non-verbal communication.

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Findings

    • Blink frequency distinguishes:
      1. Divided attention
      2. Sustained attention
      3. Attention switching.
    • Lighting-independent changes in pupil size signal change in attention.

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Eye movements

Pupil behavior

Non-verbal cues

Attentional State

+

Emotional State

Oculesics

Screen-mediated Learning

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How can listening to what the eyes say in screen-mediated environments enhance your learners’ performance?