An-Najah National University Faculty of Graduate Studies IMPACT OF VIRTUAL REALITY IMMERSION ON HABITS OF MIND IN BIOLOGY CLASSES: MEDIATING ROLES OF SELF-REGULATION, FLOW AND MOTIVATION IN EAST JERUSALEM HIGH SCHOOLS By Nader Mohammad Issa Neiroukh Supervisor Dr. Abdalkarim Ayyoub This Dissertation is Submitted in Partial Fulfillment of the Requirements for the Degree of PhD in Teaching and Learning, Faculty of Graduate Studies, An-Najah National University, Nablus, Palestine. 2025 II IMPACT OF VIRTUAL REALITY IMMERSION ON HABITS OF MIND IN BIOLOGY CLASSES: MEDIATING ROLES OF SELF-REGULATION, FLOW AND MOTIVATION IN EAST JERUSALEM HIGH SCHOOLS By Nader Mohammad Issa Neiroukh This Dissertation was Defended Successfully on 12/06/2025 and approved by Dr. Abdalkarim Ayyoub Supervisor Signature Dr. Ahmad Janazreh External Examiner Signature Prof. Wajeeh Daher Internal Examiner Signature Dr. Alia Assali Internal Examiner Signature III An-Najah National University Faculty of Graduate Studies IMPACT OF VIRTUAL REALITY IMMERSION ON HABITS OF MIND IN BIOLOGY CLASSES: MEDIATING ROLES OF SELF-REGULATION, FLOW AND MOTIVATION IN EAST JERUSALEM HIGH SCHOOLS By Nader Mohamad Issa Neiroukh Supervisor Dr. Abdalkarim Ayyoub In accordance with An-Najah National University Deans Council Regulations for the award of Doctor of Philosophy, the following paper has been published after its extraction from the dissertation: Neiroukh, N., & Ayyoub, A. (2025). Impact of Virtual Reality Immersion in Biology Classes on Habits of Mind of East Jerusalem Municipality High School Students: Examining Mediating Roles of Self-Regulation, Flow Experience, and Motivation. Education Sciences, 15(8), 955. IV Dedication To the souls of my beloved father and mother, whose love, sacrifices, and unwavering support in my early years continue to inspire me even in their absence. To my dear wife and wonderful children, who patiently endured my absence and busy schedule, offering their endless support, understanding, and encouragement throughout this journey. To my esteemed colleagues, whose invaluable assistance and encouragement have been instrumental in my academic and professional growth. To my dedicated students, whose passion for learning fuels my commitment to education and inspires me every day. To the distinguished doctors and professors of An-Najah National University, whose guidance and mentorship have greatly contributed to shaping my academic path and enriching my knowledge. With deep gratitude and appreciation, I dedicate this work to all of you. Nader Neiroukh V Acknowledgements I am profoundly grateful to my dissertation advisor, Dr. Abdulkarim Ayyoub, for his unwavering support, expert guidance, and constructive feedback throughout every stage of this research. His mentorship and academic rigor greatly shaped the quality and direction of this work. I extend my deepest gratitude to Shu’fat Comprehensive School for Boys, Beit Hanina Comprehensive School for Girls, and Al-Mutanabi Comprehensive School for Boys for their invaluable participation. I sincerely thank the biology teachers at these schools for their cooperation and dedication, which significantly contributed to the success of this study. A special acknowledgment goes to Mrs. Fidaa Shwaiki for her generous support in analyzing the biology content and providing insightful consultations. I am also deeply appreciative of Miss Hind Rammouz for her precise editing of the Arabic questionnaire, ensuring its clarity and accuracy. I would like to express heartfelt appreciation to Mr. Abdel-Afu Ansari for translating the measurement items and to Mr. Abdel-Hafez Neiroukh for his careful back-translation, ensuring linguistic consistency. My sincere thanks also go to Mr. Mohammad Hmoud for his technical support during the implementation phase, and to Mr. Rami Hammouri for helping identify relevant 3D scenes and videos that enriched the VR experience. I am especially thankful to the participating students, particularly those who were interviewed, for their honesty, cooperation, and enthusiasm throughout the research. Finally, I extend my appreciation to everyone who supported this work—through advice, encouragement, or practical assistance. Your contributions were essential to the completion of this study. Thank you all. VI Declaration I, the undersigned, declare that I submitted the dissertation entitled: IMPACT OF VIRTUAL REALITY IMMERSION (VRI) ON HABITS OF MIND (HoM) IN BIOLOGY CLASSES: MEDIATING ROLES OF SELF- REGULATION (SR), FLOW EXPERIENCE (FE), AND MOTIVATION (MT) I declare that the work provided in this dissertation, unless otherwise referenced, is the researcher’s own work, and has not been submitted elsewhere for any other degree or qualification. Student's Name: Nader Mohammad Issa Neiroukh Signature: Date: 12.06.2025 VII Table of Contents Dedication .................................................................................................................... IV Acknowledgements ....................................................................................................... V Declaration ................................................................................................................... VI Table of Contents ........................................................................................................ VII List of Tables ............................................................................................................... IX List of Figures ............................................................................................................... X List of Appendices ....................................................................................................... XI Abstract ....................................................................................................................... XII Chapter One: Introduction and Theoretical Background ................................................ 1 1.1 Introduction .............................................................................................................. 1 1.2 Theoretical Background ........................................................................................... 3 1.2.1 Virtual Reality (VR) .............................................................................................. 6 1.2.2 Habits of Mind (HoM) ........................................................................................ 11 1.2.3 Flow Experience ................................................................................................. 17 1.2.4 Motivation (MT) ................................................................................................. 19 1.2.5 Flow Experience and Motivation ........................................................................ 21 1.2.6 Self-Regulation as a predictor of CRIT and CRET ............................................. 22 1.3 Problem Statement ................................................................................................. 25 1.4 Research Objective and Questions ......................................................................... 26 1.5 Significance of the study ........................................................................................ 27 1.6 Study Hypotheses ................................................................................................... 27 1.6.1 Direct effects ....................................................................................................... 29 1.6.2 Indirect Effect Hypotheses .................................................................................. 30 Chapter Two: Methodology ......................................................................................... 32 2.1 Research Design..................................................................................................... 32 2.2 Research Context ................................................................................................... 32 2.3 Ethical Approval .................................................................................................... 34 2.4 Quantitative Methods ............................................................................................. 34 2.4.1 Study Sample ...................................................................................................... 34 2.4.2 Study Tools ......................................................................................................... 36 2.4.3 Validity and Reliability ....................................................................................... 38 2.4.4 Quantitative Data Collection ............................................................................... 38 2.4.5 Quantitative Data Analysis .................................................................................. 38 2.5 Qualitative Methods ............................................................................................... 39 2.5.1 Study Sample ...................................................................................................... 39 VIII 2.5.2 Study Tools ......................................................................................................... 39 2.5.3 Qualitative Data Collection ................................................................................. 41 2.5.4 Qualitative Data Analysis.................................................................................... 41 2.5.5 Trustworthiness of the research findings ............................................................. 43 Chapter Three: Results ................................................................................................. 46 3.1 Quantitative Results ............................................................................................... 46 3.1.1 Model Refinement............................................................................................... 47 3.1.2 Measurement of Model Assessment .................................................................... 49 3.1.3 Structural Model Assessment .............................................................................. 51 3.2 Qualitative Results ................................................................................................. 60 3.2.1 Immersion in Virtual reality (VRI) ...................................................................... 62 3.2.2 Flow Experience ................................................................................................. 63 3.2.3 Motivation ........................................................................................................... 65 3.2.4 Habits of Mind .................................................................................................... 67 3.3 Integrating quantitative and qualitative results ....................................................... 75 Chapter Four: Discussions and Conclusions ................................................................ 80 4.1 Quantitative Discussions ........................................................................................ 80 4.1.1 Direct effects of VRI ........................................................................................... 80 4.1.2 Mediation effects................................................................................................. 81 4.2 Qualitative Discussions .......................................................................................... 84 4.2.1 The effect of VRI on HoM (SR, CRIT and CRET) ............................................. 84 4.2.2 Effects of VRI on (HoM) through Mediators ...................................................... 87 4.2.3 Mechanism of Mediators in the relationship between VRI and CRIT/CRET ...... 88 4.3 Integration of Quantitative and Qualitative Findings ............................................. 89 4.4 Study Limitations ................................................................................................... 91 4.5 Conclusion ............................................................................................................. 92 4.6 Recommendations .................................................................................................. 93 List of Abbreviations ................................................................................................... 95 References ................................................................................................................... 96 Appendices ................................................................................................................ 114 الملخص. .............................................................................................................................ب IX List of Tables Table 1: Biology contents and number of sessions ....................................................... 35 Table 2: Constructs, their items, and their outer loadings ............................................ 37 Table 3: Example on first cycle coding ........................................................................ 43 Table 4: Reliability and Covergent Validity ................................................................. 50 Table 5: HTMT and Fornell-Larcher for Discriminant validity ................................... 50 Table 6: Coefficient of Determiners R2 ....................................................................... 56 Table 7: Q² predict ....................................................................................................... 58 Table 8: Predict MV..................................................................................................... 58 Table 9: Effect Size ...................................................................................................... 59 Table 10: Primary categories and sub-categories (frequences and percentages) .......... 61 Table A1: Demographic information of the quantitative sample ............................... 114 Table A2: A general frameowrk for planning biology lessons .................................. 114 Table A3: Model of Good Fit ..................................................................................... 114 Table A4: Direct Effects ............................................................................................ 115 Table A5: Primary Indirect Effect Hypotheses .......................................................... 115 Table A6: Secondary Indirect Effects ........................................................................ 115 Table A7: Tertiary Indirect Effects ............................................................................ 115 Table A8: Total Effects .............................................................................................. 115 X List of Figures Figure 1: Conceptual Model ......................................................................................... 29 Figure 2: Hypthesized model with non-significant direct relations .............................. 46 Figure 3: Refined model with significant relations ...................................................... 47 Figure 4: Code cloud frequencies (MAXQDA) ........................................................... 75 Figure 5: Transferring the effects of FE  MT  SR ................................................. 76 Figure B1: students interacting with cells using VR Software in Meta Quest 3. ........ 116 Figure B2:11th grade students immersed ................................................................... 116 XI List of Appendices Appendix A: Supplementary Tables .......................................................................... 114 Appendix B: Images of participant during application ............................................... 116 Appendix C: Institutional Review Board (IRB) ......................................................... 117 Appendix D: A general framework for planning VR-Based biology lessons ............. 118 Appendix E: Questionnaire ........................................................................................ 119 Appendix F: Interview Guide ..................................................................................... 124 Appendix G: Focus Group Discussion Guide ............................................................ 127 Appendix H: Observation Checklist ........................................................................... 129 Appendix I: Code Book ............................................................................................. 130 Appendix J: Certificate of Research Acceptance Derived from Dissertation ............. 133 XII IMPACT OF VIRTUAL REALITY IMMERSION ON HABITS OF MIND IN BIOLOGY CLASSES: MEDIATING ROLES OF SELF-REGULATION, FLOW AND MOTIVATION IN EAST JERUSALEM HIGH SCHOOLS By Nader Mohammad Issa Neiroukh Supervisors Dr. Abedalkarim Ayyoub Abstract The present mixed-methods study aimed to investigate the effects of virtual reality immersion on enhancing scientific habits of mind (critical and creative thinking) through the mediation of flow experience, motivation and self-regulation in biology classes of high school students in East Jerusalem high schools. The random multistage cluster sample consisted of (347) high school students from 3 different schools who learnt biology concepts constructively during the first semester using VR-based instruction complying with the Cognitive Affective Model of Immersive Learning (CAMIL). The results of PLS-SEM revealed that VRI significantly affected critical and creative thinking directly and indirectly. Cases of partial and full mediation intervened, showing the effects of mediators on enhancing habits of mind, through a sequence of mediation flowing from flow experience through motivation to self-regulation which functioned as a key intermediary factor in the relationship between virtual reality immersion and habits of mind. Based on the results of the study, the complex structure needs more future investigation. Results of the study suggested that VRI’s impact on critical and creative thinking was intensified through the mediation effects. In addition, the findings confirm that FE and MT play essential roles in fostering a conducive learning environment that supports cognitive skill development. Results highlighted that enhancement of SR is a necessary step for the enhancement of critical and creative thinking. The study recommends integrating VRI in teaching biology to enhance students’ higher order thinking skills. Further studies on Self-Regulation should explore adaptive interventions that strengthen self-regulatory strategies to maximize the cognitive benefits of VRI. Keywords: Virtual reality immersion, motivation, flow experience, self-regulation, habits of mind, critical thinking, creative thinking, East-Jerusalem Schools. 1 Chapter One Introduction and Theoretical Background 1.1 Introduction A world that is mainly characterized by an over-dependence on digitized technologies will certainly pose new challenges and requirements over the shoulders of the people living it as part of the natural human adaptation process with the environment. Education, as an inevitable aspect of human life, has been undergoing rapid restructuring and development in its goals, strategies, methods, approaches, techniques, and evaluation systems to keep pace with the non-stop, fast going, and developing field of technology. Different educational requirements such as learners’ competencies, learning environments, and methods of teaching and learning accompanied the emergence of every technological development. In today’s world of education, learners are required to process information, rather than memorize it; they are also required to think critically, creatively, and innovatively, rather than traditionally. Higher order thinking skills became a must for future learners to be able to face the challenges of their age. Hence, education must seek more interesting and engaging methods of teaching to help learners acquire and process information intelligently as part of the adaptation process with the technological world. During the past decade, digital transformation, and new technologies such as augmented reality (AR), virtual reality (VR), or mixed reality (MR) have greatly influenced the field of education. AR and VR technologies have witnessed significant advancements in recent years and have the potential to revolutionize various fields, including the field of education (Macchi & De Pisapia, 2024). Digital tools and new technologies keep on improving overtime. Tools like VR became of great importance in the educational field in a way that they affected every aspect of the teaching learning process as tools used to enhance learning motivation and student outcomes (Cevikbas et al., 2023). Therefore, it became critically important for educators to understand their impact on group dynamics and cognitive performance in professional settings (Macchi & De Pisapia, 2024). This awareness will enable curriculum designers, school principals and educators to effectively plan for the best strategies to be applied for a smooth and successful achievement of the goals wished for. 2 Constructivism is a learning theory that builds upon the limitations of behaviorism and cognitivism by emphasizing the learner’s active role in constructing knowledge through personal experiences and meaning-making Constructivism is learning by making sense of personal experiences. Amineh and Asl (2015) state that it has roots in Piaget’s “constructivist” views (1967), as well as in the developmental perspective of Jean Piaget (1969), and in Bruner’s (1996) “constructivist” description of discovery learning. This fact makes it difficult to arrive at a unified definition of the term although it is believed nowadays that it is one of the leading theories in education (Mvududu & Thiel-Burgess, 2012). Constructivism believes that learning is an active process (Fadli et al., 2024; Kurt & Sezek, 2021) that enhances thinking skills (Angraini et al., 2024; Vijayakumar Bharathi & Pande, 2024) and that knowledge is a quality that is built around discovery and is constructed best when the learner is free to discover and solve problems (Kurt & Sezek, 2021; Mvududu & Thiel-Burgess, 2012; Sengul, 2024; Stigall & Sharma, 2017) rather than acquired by oral transmission of information and can be implemented at any grade level (Zhao et al., 2023) either within a group or individually (Marougkas et al., 2023). It affects critical thinking (CRIT) and creativity in problem-solving and therefore, improves academic achievement (Almulla, 2023). New technologies made the adoption and application of the principles of constructivism possible. Constructivism is a theoretical foundation for employing digital immersive technologies in education. It suggests that students actively build their understanding of the world through their experiences and interactions with their surroundings (Tang, 2024). Teachers with more constructive instructional practices were found to depend more on technology (Overbay et al., 2010). However, the philosophy and concepts of constructivism should be taken into consideration when enhancing classrooms with technology. Ioannou‐Georgiou (2002) identified the major constructivist principles of learning as an active process that occurs in authentic, interesting, and meaningful contexts. It should take place in whole activities, such as projects, and not isolated skill exercises. Therefore, VR as a device capable for bringing about active learning and enhancing thinking skills was admired by the fans of Cognitive Affective Model of Immersive Learning (CAMIL) as a promising device for the construction of knowledge. 3 1.2 Theoretical Background Recent studies about engagement support the idea that interactive teaching methods generate higher levels of students’ engagement (Kurt & Sezek, 2021). In a study about the use of VR in educational environments (Scavarelli et al., 2021) were optimistic about the use of VR as an educational tool. The study concluded that VR-based instruction is effective for enhancing learning outcomes. VR activities conform to the principles of constructivism as they are whole, context- dependent activities, which allow students to be active and construct their own reality, manage their contributions, collaborate with other students, and reflect on their actions (Ioannou‐Georgiou, 2002 pp. 21-23). Implementation of VR in instruction provides more immersion and engagement which facilitates the perception of complex concepts effectively and constructively (Marougkas et al., 2023). The study concluded that VR allows students to participate in immersive, interactive experiences that provide students with opportunities to explore, experiment and discover which makes VR the best educational platform. According to Abdussemiu (2022), biology aims to study and comprehend live organisms and how they function. Students must directly observe and experience the relevant content. Biology should be learnt in a simple and engaging manner in rich biology labs to shift from teacher-centred into student-cantered classrooms. Biology helps us describe and understand natural processes in our environment through observation and experimentation. Researchers note that biology learning requires exploring and discovering the natural world. The study concluded that improving students’ comprehension of biology is based on establishing rich biology labs that are equipped with technological tools. Students should have free access to them and should be provided with the required resources . According to Etobro and Fabinu (2017), students believe that strategies for teaching biology; inadequate learning resources, and students’ learning habits are some of the reasons that cause difficulties. To solve the problem, students suggested the use of various strategies using appropriate instructional materials, implementation of practical and cognitive strategies, integrating biological concepts to daily life and ensuring the availability of sufficient and effective resources. 4 Similarly, Hadiprayitno et al. (2019) identified some of the difficult topics in biology such as bacteria, cell structure, and nervous system. They found that students’ source of difficulty is attributed to the complexity of the topic itself and students’ learning habits, in addition to the abstract material. The study concluded that the reasons behind these difficulties are the monotony of teacher's style; the incomplete delivery of material; the boring level of discussion; and the unsupportive academic atmosphere. The presented material usually relies on the power of memorization and the inconducive learning environment. To solve the problem, effective learning methods to make it more concrete and enjoyable should be employed. Kavanagh et al. (2017) pointed out that educators are encouraged to use VR in the educational environment due to its ability to increase immersion, engagement, enjoyment, and collaborative learning experiences which facilitate the application of constructivism. Teamwork is expected to be crucial in enhancing CRIT skills among students according to (Tang, 2024). Students can engage with diverse perspectives, solve problems, and participate in analytical tasks which contribute to the development of CRIT when they work together. Collaboration among teams develops self-directed learning practices through encouraging learners to be responsible for their learning within the group. A learner- centered environment where knowledge can be constructed through actual experiences can be easily applied by the help of VR technology (Serna-Mendiburu & Guerra-Tamez, 2024; Zhao et al., 2023). Meaningful learning according to constructivism happens when learners interact with the surrounding environment, engage in exploration, experimentation, and reflection (Pande & Bharathi, 2020). Attempts to enhance the quality of science teaching and learning process and enhancing HoM usually engage learners in scientific practices to encourage the ‘how’ and ‘why’ of the learners CRIT (Wang et al., 2024). According to constructivist principles, the enhancement of HoM focuses on actively, creatively, and productively constructing one’s own understanding based on prior knowledge and experiences. King & McCall (2024) consider HoM as the soft skills that are needed for success in our globalized world and that overlooking collaboration opportunities is a narrow-minded approach to education. On the other hand, Kingir et al. (2013) consider classroom 5 environment as an important social context of the learning process. It impacts learners’ motivation and self-regulation which is according to Zimmerman (2002) refers to self- generated thoughts, feelings and actions that are planned and cyclically adapted to achieve personal goals. Therefore, a constructivist social context of the learning environment enhances motivation through affecting learners’ self-efficacy and finally enhancing their self-regulation skill. On the other hand, flow experience, characterized by intense and focused concentration and intrinsic enjoyment during activities, is manifested in students’ intrinsic motivation describing how they feel and think (N. H. Lee et al., 2022). Richardson (2023) considers any interactive content as always preferred to a static one in terms of retention, cognition, and increased levels of engagement. Educators nowadays can integrate a combination of media in the classrooms to increase students’ interaction (Chang et al., 2011), and therefore, an increased engagement or immersion, leading to better outcomes (Behmanesh et al., 2022; Haleem et al., 2022). VR in education has a great potential in providing students with immersive and interactive experiences. VRI technologies and learning experiences have been increasingly used in education settings to support a variety of instructional methods and outcomes by providing experiential and authentic learning experiences (Lowell & Yan, 2024; Marougkas et al., 2023). HoM also need to be developed to function more effectively and meet the requirements of the age. Well-developed HoM are badly needed for survival in this constantly changing world (Karunarathne & Calma, 2024; Wang et al., 2024). Developing human resources who think, and act intelligently is the concern of nations nowadays to enable for the making of the right decision, in the right moment. Achieving this, everyone is expected to be able to overcome various complex life problems in all aspects of his daily life (Idris & Hidayati, 2017). Mind skills such as strategic reasoning, insightfulness, perseverance, creativity, and craftsmanship to resolve complex problems under pressure are urgently needed. Today’s world is not interested in how much we know as much as how we behave when we don’t know (Costa & Kallick, 2000; Idris & Hidayati, 2017). Kurt & Sezek (2021) prefer that students learn the main reasons underlying the events instead of learning the subjects by memorizing which guarantees their abilities to apply the knowledge in new situations. Costa and Kallick (2000) state that creating self- directed learners is the goal for teaching HoM. Idris & Hidayati (2017) believe that 6 everyone faces problems during lifetime and needs to think intelligently about solving them. HoM are formed when facing problems with no clear-cut or definite answers and coming up with solutions. The question then, is how knowledge is remembered and constructed in the thinking process. This intelligent behavioral ability is called the habits of mind according to Costa & Kallick (2000). It is very important to develop students’ HoM to behave and act intelligently in a world that stresses productive HoM as key elements for academic, work, and social success. Students need to be equipped with a well-shaped and developed HoM (Susilowati et al., 2018). HoM is a mixture of skills, attitudes, and experiences of the past and are very supportive of students’ performance in everyday life (Idris & Hidayati, 2017). They can be developed by applying specific learning models and techniques based on student- centred environments where students can freely explore their knowledge and share ideas. Based on the above, this study aims to investigate the effects of VRI method of teaching biology on high school students’ HoM based on Marzano et al. (1993)’s habits of minds, namely: SR, CRIT and CRET considering the mediating effects of flow experience and motivation. 1.2.1 Virtual Reality (VR) VR is a three-dimensional computer-generated virtual environment that can be interacted with in a seemingly real or physical way by a person using special electronic equipment, such as a helmet with a screen inside or gloves fitted with (Freina & Ott, 2015; Kamińska et al., 2019). Kazlauskaitė (2022) defines VR by its spatial, visual, and interactive nature. It envelopes users inside a virtual environment which creates a sense of presence that makes users feel as if they are living in that environment or a part of it. The term ‘Virtual Reality’ was first coined in 1938 by the French playwright Antonin Artaud in his book ‘The Theatre and Its Double’, but elements of VR appeared in 1960s. Imagination from Sci-fi movies introduced a new generation of VR (Kenwright, 2019). The first idea of VR was presented by Ivan Sutherland in 1965: “make that (virtual) world in the window look real, sound real, feel real, and respond realistically to the viewer’s actions” (Mandal, 2013). The first prototype of a VR head-mounted display, 7 The Sword of Damocles, invented by Ivan Sutherland in 1968, was influenced by the flight simulators of the 1960s (Kazlauskaitė, 2022). The Next Generation’ of VR starts in the 21st century with new worlds and universes that are both real and imaginary (multi- verses) from flying through space and standing on the surface of Mars to swimming through body or interacting with molecules on an atomic level (Kenwright, 2019). The first wave of VR applications took place during the last two decades of the past century followed by a second wave in the market with the development of the first prototype of the Oculus Rift VR headset, which was acquired by Facebook in 2014 for $2.3 billion (Kazlauskaitė, 2022). Since then, the applications and accessibility of VR for the different sectors have continued to grow. Education as a major field of technology application started searching how to utilize the tool to improve educational outcomes. 1.2.1.1 Virtual Reality Immersion (VRI) VRI is a state of mind that refers to the degree to which senses are absorbed in the virtual simulation with enjoyment, energy, and involvement (Berkman & Akan, 2019). Zhang (2020) provides a comprehensible definition that sums up all common elements of immersion: “Immersion in a virtual environment is a technology-mediated illusion that, through mimetic system offering priming stimuli and cues, engulfs one’s senses and leads to the alignment of one’s attentional focus to a synthetic yet perceptually authentic reality, by taking the visuo-spatial and emotional perspectives of the virtual agent(s), depending on one’s imaginative facilities and mental dispositions and tendencies.” Implementing VR in education provides a more immersive and engaging learning experience. Villena-Taranilla et al. (2022) classify immersion into three levels based on devises: Non-immersive mood obtained by devices like computers and laptops; semi- immersive mood, by multiscreen devices and glasses, and immersion devices represented by VR headsets. VR takes the learners to difficult-to-access places, such as historical monuments, outer space or even within the human body. Students can better understand the subject and engage with the learning material (Marougkas et al., 2023). According to Di Mitri et al. (2024) immersive learning highlights the idea of enhancing the quality of authenticity of educational experiences. It can create different levels of realism, feedback, and interaction using high-immersion VR. It has been increasingly used in the field of education for its immersive and interactive capabilities. 8 Recent technologies define VRI as user’s engagement with a VR system resulting in a flow state. Immersion to VR systems depends on sensory immersion, which is the degree to which the range of sensory channel is engaged by the virtual simulation” (Kim & Biocca, 2018). Digital immersive technologies according to Tang (2024) promote divergent thinking and self-directed learning. Engagement through immersion provides interaction and participatory experiences that encourage learners to engage in learning responsively and develop critical thinking by providing chances to solve problems and make decisions. Immersion, according to Schubert et al. (2001) is a cognitive process that leads to the emergence of presence. Presence is a psychological phenomenon or a state of consciousness that generates a sense of being in the virtual environment. Whereas immersion is an objective description of the technology in terms of the extent to which the device can deliver illusions or reality to the user, presence is a subjective experience that can only be quantified by the user experiencing it and is the outcome of immersion. For presence to occur, the virtual environment should be inclusive, extensive, surrounding, and vivid. The more similar the transformations in the virtual environment are to those in the real world, the higher the presence. However, Ochs and Sonderegger (2022) explained that although immersion and presence are slightly different in terms of scope and definition, the two concepts are closely linked: if immersion is high, presence will be high and vice versa. Zhang (2020) argues that both immersion and presence can be described as a proactive function that reflects the purpose of the multimedia system or reactive psychological feedback that is perceived and experienced by the user when interacting with the system. Presence, according to Zhang (2020), is a by-product of the properties of immersion that depends on the degree of attention of the users as they displace themselves in the physical world. In short, presence in a mediated environment can be enhanced when the environment is immersive. The difference between the two terms is summarized in the difference between ‘I am in this place’ versus ‘I am in that place’. According to Schubert et al. (2001) presence through immersion is based on the extent to which a user feels present in, enveloped by, and interact with a virtual environment. There are three major components for presence: 1. Spatial presence: refers to the user’s sense of being physically in the virtual environment. 2. Involvement: refers to the feeling 9 of inclusion and interaction with the virtual environment. 3. (Realness) or Experiential Reality (ER): refers to the extent to which objects in the virtual environment seem authentic to the user, compared with the real world. 1.2.1.2 Virtual Reality in Education CAMIL adopts a constructivist view of learning by emphasizing the central role of immersion and interactivity during VR instruction. Different types of constructivist paradigms, no matter how divergent, all emphasize active construction of knowledge (Mütterlein, 2018). VR provides high levels of visual immersion. Makransky et al. (2021) emphasize that interactivity refers to the amount of freedom the user is given to control the learning experience, often through handheld controllers and a virtual body. VR has been in the field of education since the end of the past century when it was used as a flight simulator in the United States, but its widespread has been delayed for problems related to cost and limitations of the technology itself (Kavanagh et al., 2017). VR refers to human immersion in a synthetic world according to Elmqaddem (2019) and its educational value lies in its ability to improve and facilitate learning, increase memory capacity, and make better decisions while working under entertaining and stimulating conditions. Educational VR is the construction of the desired learning environment through the simulation of computer equipment and adding real or virtual pictures in the simulated situations to live and realize that situation (Hu et al., 2016). In other words, it is visiting the subject matter virtually through technology while keeping safe, staying in place, and having the freedom to explore here and there. It provides with highly authentic interaction, allowing the users to operate and interact with the objects through the man- machine interface. Liu et al. (2013) proposed three elements to construct a VR situation which he called (3Is): Immersion, Interaction, and Imagination. Mütterlein (2018), however, noted that it is still unclear how immersion and interactivity provided by VRI contribute to the experience of learning. According to Elmqaddem (2019), the process of comprehension through VR, compared with comprehension through reading a printed document, results in a considerable reduction of the cognitive effort of the mind in the case of VR because there are fewer symbols to interpret which makes comprehension more direct. 10 Ochs and Sonderegger (2022) noted that the highly immersive VR is gaining popularity in multiple application domains. In the context of learning, it has been proposed to be beneficial by increasing presence and attention in noisy and distracting environments, both factors that are considered important for learning. In the study ‘Analysis of Pop-Up Book and Biology Virtual Reality Video toward Students’ Habits of Mind’, Rakhmawati et al. (2020) indicated that Indonesian biology school textbooks, are usually thick, unattractive, and weak. They are full of writings with little pictures that make them incomprehensible. This reduces students’ interest in learning and results in a distorted conception of biology concepts. Textbooks should be designed innovatively to meet students’ needs and interests. Solmaz et al. (2024) stated that cognitive and behavioral advantages of VR can help educators reduce introductory barriers of new concepts that students usually struggle with. Many applications of VR can be useful, unique, engaging, and motivating in the field of education. Kamińska et al. (2019) highlight the necessity of abstract thinking for learners, especially in science where concepts are not entirely tangible and might cause deficiencies in understanding fundamentals which consequently hinders further development and exploration of the learner. Rojas-Sánchez et al. (2023) stressed that practical experiences for competent learners are difficult to apply in a traditional teacher-centred classroom environment for reasons related to time, space, danger, cost or accessibility. This diminishes the major goal of education by its inability to offer students opportunities that foster the acquisition of knowledge, skills, and positive values, particularly in situations of risk or when experiments are not easily accessible in natural classroom environments and therefore hindering active engagement with targeted concepts. A suggested solution for this deficiency in education was offered by Kamińska et al. (2019) based on VR and its applications which can meet the diverse learners’ needs through personalizing learning and tailoring education according to learners’ abilities, preferences, and goals. VR allows for repeating the same experiment unlimitedly and making mistakes without imposing a high cost, allowing students to freely explore the learning contents and manipulate with the tools within the learning environment. This VRI affordance can, in turn, encourage users to acquire skills of scientific inquiry (Elme 11 et al., 2022). This enhances constructivism as a paradigm of gaining knowledge and meaning through active, constructive methods (Kavanagh et al., 2017). VR is capable for bringing students into environments that allow for the application of uninhibited interactions in a relaxing atmosphere that enhances collaboration. 1.2.2 Habits of Mind (HoM) The concept of habits of mind emerged from the field of brain research and education (Alhamlan et al., 2017). It refers to the way our minds behave when confronted with a challenging situation that requires strategic reasoning, insightfulness, perseverance, creativity, and craftsmanship to resolve a complex problem (Costa & Kallick, 2000; Idris & Hidayati, 2017). Alhamlan et al. (2017) define ‘Habits’ as instinctive behaviors that provide mental space for problem solving without recalling information. Costa & Kallick (2000) on the other hand, emphasize that it should be learnt and practiced before any specific task is accomplished easily. Perkins & Tishman (2001) also highlights that HoM are defined based on continual practice agreeing with Hidayati & Idris (2020) who stated that HoM can be influenced by the teaching and learning processes. Costa and Kallick (2000) developed a list of sixteen learning and training Habits of Mind (HoM): (persisting; creating, imagining, and innovating; thinking and communicating with clarity and precision; managing impulsivity; listening with understanding and empathy; responding with wonderment and awe; taking responsible risks; striving for accuracy; questioning and posing problems; thinking interdependently; gathering data through all senses; applying past knowledge to new situations; finding humor; thinking flexibly; and remaining open to continuous learning (Ariyati et al., 2020; Costa & Kallick, 2000; Gloria & Darmin, 2017). Costa and Kallick (2000) highlighted that habits of an effective mind seldom appear in isolation and usually function collectively and that the list is open for more effective habits of the mind to be added. Costa and Kallick (2000) introduced HoM in 1985, then Marzano (1992) expanded on them by integrating them into learning dimensions. Marzano et al. (1993) further elaborated on their role in learning in subsequent works. Therefore, HoM found a place within Marzano's (1993) learning framework. The dimensions of learning consist of positive attitudes and perceptions about learning, acquiring and integrating knowledge, extending and refining knowledge, using 12 knowledge meaningfully, and productive habits of mind. Marzano (1992) as cited in (Sriyati et al., 2011) describes the interconnection between the dimensions of learning as follows: the five dimensions do not function independently but rather in conjunction with one another. The dimensions of learning are influenced by "attitudes and perceptions" in the first dimension and "habits of productive thought" (habits of mind) in the fifth dimension. The first and fifth dimensions are crucial factors that must be taken into account in the learning process. It is important that students adopt attitudes and perceptions that are conducive to learning to utilize effective habits of mind. Acquiring knowledge is important however, using productive habits of mind used by critical, creative, and self-regulated thinkers is more important. Learners need to develop mental habits that enable them to learn whatever they want and whenever they want on their own. This progression of ideas signifies the evolution of understanding in education (Hidayati & Idris, 2020). Marzano et al. (1993) categorized HoM into: SR, CRIT, and CRET. Marzano et al. (1993) identified the most important five life-long learning outcomes as: 1. A self-directed learner who sets priorities and achievable goals; monitors and evaluates his progress; creates options for self; assumes responsibilities for actions; and creates positive vision for self. This outcome belongs to SR. 2. A collaborative worker who monitors own behavior as a group member; assesses and manages group functioning; demonstrates interactive communication; and demonstrates considerations for individual differences. This outcome belongs to CRIT. 3. A complex thinker who uses a wide variety of strategies for managing complex issues; selects strategies appropriate to the resolution of complex issues and applies the strategies with accuracy and thoroughness; and accesses and uses topic-relevant knowledge. This outcome belongs to CRIT. 4. A quality producer who creates products that achieve their purpose; creates products appropriate to their intended audience; creates products that reflect craftsmanship; and uses appropriate resources or technology. This outcome belongs to CRET. 5. Community contributor who demonstrates knowledge about his or her diverse community; takes actions; and reflects on roles as a community contributor. This outcome belongs to CRIT. 13 1.2.2.1 Self-Regulation (SR) SR refers to the learner’s ability to employ a set of meta skills that enable awareness, monitoring, and adaptation of learning strategies through cognitive and metacognitive processes to maintain psychophysiological balance (Baranovskaya, 2015; Mitsea et al., 2023; Zimmerman, 2002). It is the ability to judge consistency of actions with internal and external demands which enables the learner to adaptively redirect him or herself (Mitsea et al., 2023). Abdalkader (2022) defines SR as the ability to control over oneself in choosing a goal and trying to achieve it by deciding upon what to think, how to feel and what to do. Bayer et al. (2016) define SR as all goal-directed behaviours within at least a minimum temporal perspective. De La Fuente et al. (2022) view SR as positively related to personal adjustment factors, diligence, and well-adjusted academic behavior. SR is defined as a personality-related psychological construct that describes the ability to plan, monitor, and evaluate one’s behavior. SR adopts three principles: personality and metacognitive factors; contextual factors indirectly explain behavioral regulation and individuals’ levels of SR are not related to the way they define it. SR involves the interaction of personal, behavioral, and environmental factors, known as triadic reciprocal causality. Self-efficacy, a key personal factor, results from these interactions and influences behaviors like task choice, persistence, effort, and achievement. Students’ progress in tasks boosts their self-efficacy through engagement and enhances their learning performance. Zimmerman (2002) believes that SR is a self-directed process that enables learners to transform their mental abilities into academic skills. Learning which results from learners’ self-generated thoughts and behaviors that are systematically oriented towards the achievement of their learning goals. Learning is a proactive rather that a covert event. Zimmerman (2002) defines SR as 'self-generated thoughts, feelings, and behaviors oriented to attaining goals’. It involves three phases: 1. The forethought phase: Prior to performance, when learners set goals and select strategies for meeting them. 2. The performance phase: during performance and refers to the processes employed while learners are working on the task. It includes self-control and self-observation. 14 3. The self-reflection phase: after performance when the task is completed. It is the learner’s evaluation of their own success. 1.2.2.2 Critical Thinking (CRIT) CRIT is the ability to look deep into the problem from different perspectives, understand it, analyze it, and finally make a decision about the best actions to be taken to handle it (Jamaludin et al., 2022; Kusmaryono, 2023; Utomo et al., 2023). It is directed towards understanding and solving problems, evaluating alternatives, and decision-making (Campo et al., 2023). Dwyer et al. (2014) define critical thinking as “a metacognitive process, that consists of sub-skills such as: analysis, evaluation, and inference which, if used appropriately, increase probabilities for arriving at logical solutions to a problem. Critical Thinking includes self-directed, self-disciplined, self-monitored, and self- corrective thinking (Paul & Elder, 2019). Teaching critical thinking is cognitively challenging and emotionally intimidating endeavour (Li, 2016; Yuan, 2023). The term ‘critical thinking’ is still abstract and difficult to define for teachers whose critical thinking skills might be humble. Even with teachers with higher levels of thinking skills, it sometimes appears to be hard to relate to their subject matter resulting in a split approach to teaching critical thinking, where the teacher handles critical thinking and content knowledge separately. On the other hand, learners are usually deprived of having the chance to be immersed in the domain of the subject knowledge through their own thinking and real-world connections, which is seen as very important for developing critical thinking according to Yuan (2023). In a study that investigated the relationship between motivation and critical thinking, Fahim & Hajimaghsoodi (2014) confirmed that there is a significant and positive relationship between CRIT and motivation. The study employed Honey’s (2000) 30-item critical thinking questionnaire to assess critical thinking skills, such as analysis, inference, evaluation, and reasoning. A revision of the 30 items of the study showed that many items belonged to self-regulation such as those assessing self-monitoring and self- evaluation, as well as goal-directed strategies. Critical thinking depends on two components: Skills and dispositions (Fahim & Hajimaghsoodi, 2014; Valenzuela et al., 2017). Skills represent the cognitive component, such as focusing on issues, posing and answering clarifying and/or challenging questions 15 and observing and judging assumptions. The dispositional component such as truth seeking, open-mindedness, self-confidence, inquisitiveness, and maturity of judgement. Research about dispositional components of CRIT is few (Valenzuela et al., 2017). Prawat (1991) indicated that a common goal of most educators was to improve students' higher order thinking skills. Students’ poor performance on national and international assessments resulted in the emergence of three approaches: Stand-Alone Approach: Teaching thinking skills separated from content. Embedding Approach: Integrates thinking skills into the regular curriculum. Immersion Approach: Focuses on deep understanding of the content to develop thinking skills implicitly, which is the main difference from the explicit embedding approach. The immersion approach according to Prawat (1991), helped students deeply understand the content and promoted higher-order thinking. In other words, immersion enhanced critical and creative thinking. Orhan & Çeviker Ay (2023) experimented the effects of teaching critical thinking through general, immersion, and mixed approaches on the critical thinking skills and dispositions of high-school students. The results of the study showed that teaching critical thinking with the general approach had a large effect compared with teaching with the immersion approach which had a moderate effect, and teaching critical thinking with the mixed approach which had a small effect on improving students’ critical thinking dispositions. Kanmaz (2022) in a study about teachers’ awareness towards teaching critical thinking found that teachers believed that critical thinking skills should be planned in coordination with the course content and should be taught in the context of any lesson or subject area. Critical thinking skills cannot be taught in isolation of their related contexts. 1.2.2.3 Creative Thinking (CRET) CRET refers to the ability to produce original and appropriate work that is useful and adaptive for the task constraints. It is the ability to rearrange the existing ideas in new combinations to come up with a new design (Sternberg & Lubart, 1998). The Meriam- 16 Webster Dictionary defines creative thinking as a new way of seeing or doing things, characterized by fluency (generating many ideas), flexibility (shifting perspective easily), and originality (conceiving of something new). According to Usha (2009), it is the ability to conceive an innovative idea and verify its validity with scientific reasoning. Some problems require creative thinking and cannot be solved based on scientific reasoning alone. We need creative thinking because our knowledge is limited. Usha differentiated between logical thinking and creative thinking where logical thinking is selective, follows the most likely paths and seeks only relevant ideas, creative thinking on the other hand is a generative way of thinking that explores the least likely paths through utilizing irrelevant ideas. Creativity is essential for societal development through inventions and discoveries that our modern life needs. It changes the way people relate to the world, to themselves, and to other people. It enhances decision making and problem solving as complex cognitive processes and facilitates adaptation with the demands of daily life. Creativity can be improved over time by enhancing specific skills and knowledge, and a stimulating environment for individuals’ cognitive processes and personality factors, including motivations. students’ creativity is assessed under three themes: creative expression, knowledge creation and creative problem solving (Karunarathne & Calma, 2024). Their results highlighted that giving students helpful feedback is crucial for boosting their creative thinking. The progress in students’ creative thinking highlights how teachers can help students develop important job skills. The task design, including group work, and feedback processes created a supportive environment that helped students improve their subject-specific skills and knowledge, leading to better creative thinking. In a study about creative mathematic thinking ability in problem-based learning model based on self-regulation learning, Learning based on student-centered learning principles requiring knowledge and self-confidence, motivation, goals and strategic knowledge, were indications of Self-Regulated Learning (Munahefi et al., 2018). Lindberg et al. (2017) suggest that individual skills and motivation, as well as the external environment are essential for producing creative work. They suggested that giving students chances to learn specific skills, encouraging creativity. Activities like brainstorming and self- directed learning and creating a supportive environment to enhance internal motivation can positively affect their creative skills. 17 1.2.2.4 Habits of Mind in Education Habits of Mind greatly impact on success in learning. Scientific HoM need to be fostered at an early age to attract more students to take up science as their future career. To overcome this challenge, educators have been working hard to try to understand how students can best learn science. Although they used different scientific practices and instructional innovations such as coaching, scaffolding, and engaging in authentic tasks, collaboration and creating a community of science practice, still many challenges are facing them (Ariyati et al., 2024). There is a need for a multifaceted approach to face the challenge, and the solution is in technology (Saleh & Khine, 2009; Steinkuehler & Duncan, 2008). There is evidence that HoM and cognitive learning outcomes in biology are affected by learning processes (Ariyati et al., 2024). Therefore, a focus on the components of SR, CRIT, and CRET is required by educators and teachers to get insights into the cognitive and metacognitive skills of students’ HoM and enhance it accordingly. Effects of immersion through VR on HoM can be explained by three major mediating variables: 1.2.3 Flow Experience FE is a self-reinforcing cycle of energy, motivation, and personal growth (Mirvis & Csikszentmihalyi, 1991). It is a state of complete immersion and optimal experience in an activity. Csikszentmihalyi (2000) first described the term based on qualitative research where interviews focused on activities that do not directly lead to intrinsic motivation, when finally arrived at a state of mind that he termed “Flow experience” which is a general phenomenon that is not exclusive to specific activities and therefore not limited to mere intrinsically motivated activities (Mahnke et al., 2012). It is characterized by a high level of concentration, a sense of control, a merging of action and awareness, and an intrinsic enjoyment in the task at hand. It is a kind of immersion into the experience that causes a feeling of energy and fulfillment. It creates a case of deep concentration, lack of self-consciousness, a feeling of control over what one is doing, complete focus on the task at hand, and a breakthrough in performance (Guerra-Tamez et al., 2021). When engaged in an activity, students may become so completely absorbed that they lose track of time, their surroundings, and everything else except the task at hand (E. Lee, 2005). The Flow Experience refers to the set of elements such as the sense of absorption 18 in the activity, the right level of challenge, the lack of perception of time passing, and the spontaneity of thoughts and actions (Macchi & De Pisapia, 2024). Nakamura & Csikszentmihalyi (2001) define flow as an experience during which individuals are fully involved in the present moment. A complete absorption in what a person does is a sign of a characteristic of a good life as perceived by them. Persisting single-mindedly on an experience and disregarding hunger, fatigue and discomfort and then losing interest as soon as it is completed is a state of ‘Flow’. A synonymous term for the term ‘Flow’ is the Greek term ‘autotelic’ meaning self-goal (i.e. an activity which rewards itself, apart from any extrinsic results). Conditions of flow are: 1. Perceived challenges within the scope of the existing skills of the person and 2. Clear proximal goals and immediate feedback about the progress. Flow, when arrived at, people operate at full capacity. The state of ‘flow’ is characterized by the following: Intense and focused concentration on what one is doing; Merging of action and awareness; Loss of reflective self-consciousness; A sense of control on one’s actions; Distortion o f temporal experience (time passed faster than normal); and Experience of the activity as intrinsically rewarding. Macchi & De Pisapia (2024) hypothesized that VRI enhances higher levels of flow caused by its immersive and stimulating nature. VR is potential to bring about ‘flow’ through introducing the element of perceived challenge. According to Jackson et al. (2008) ‘flow’ can be measured using a shortened but validated scale that includes the following dimensions: 1. Challenge-skill balance, 2. Action-awareness merging, 3. Clear goals, 4. Unambiguous feedback, 5. Concentration on the task at hand, 6. Sense of control, 7. Loss of self-consciousness, 8. Time transformation; and 9. Autotelic experience. According to Agarwal & Karahanna (2000), dimensions of flow included intense concentration, a sense of being in control, a loss of self-consciousness, and a transformation of time. 1.2.3.1 Flow and Immersion Flow and immersion are used to refer almost to the same experience. Though immersion presents subtle structural differences from flow. There are apparent similarities between flow and immersion when examining popular theories of immersion (Brown & Cairns, 19 2004). They count some of the shared properties of the two states of mind e.g., concentration, loss of time perception, and loss of self-awareness, however, they consider immersion as a precursor or an antecedent for flow. Csikszentmihalyi (2000) suggested that flow is an “all-or-nothing” experience. It is whether you are in or not. However, the minimum requirements for the experience to qualify as flow or immersion are still unsettled. Immersion, however, has been viewed as sub-optimal when compared to flow. Brown & Cairns (2004) identified three levels of immersion: engagement, engrossment and total immersion, and argued that total immersion is not always achievable. The quality of the experience in virtual environments is referred to as presence or immersion. Although slightly different in terms of scope and definition, the two concepts are closely linked: if immersion is high, presence will be high and vice versa (Bowman & McMahan, 2007). 1.2.4 Motivation (MT) MT is a driving force in the form of a strong desire, will, or tendency to achieve the highest level of success through high quality work (Lase & Noibe Halawa, 2024; Purnama et al., 2019). Motivation is a critical part of success in education and later life. In the process of teaching and learning, the motivational variable has a potentiating effect on students’ learning. Motivation gives reasons for people's actions, desires, and needs to obtain the objective of learning. Learners’ motivation is probably one of the most important elements for learning, which is inherently hard work. Learning is pushing the brain to its limits and thus can only happen with motivation (Filgona et al., 2020). Motivation can be either intrinsic or extrinsic or amotivation: 1.2.4.1 Intrinsic Motivation (IMT) IMT happens when motivation is caused by inherent satisfaction or enjoyment of the activity or a desire to feel better (Zeng et al., 2022). Mazllami (2020) defines intrinsic motivation as an internal desire that drives a person to produce more and better. It is when a person engages in a particular activity for the sake of the activity itself or for the enjoyment and satisfaction gained from that activity. Self-efficacy, intrinsic interest, and goal orientation are essential for self-motivation and play a crucial role in motivating individuals. 20 Self-efficacy refers to individuals’ expectations about their capability to perform a certain level within a certain domain. Efficacy beliefs are future-oriented and involve cognitive perceptions of skill towards specific tasks (Bandura & Adams, 1977). This influences different aspects of behavior, such as, goal setting, persistence, the effort required to master a task, and resistance to failure. Thompson et al. (2022) note that higher degree of self-efficacy appears to be positively associated with students’ attitudes towards learning. Effective instruction has the potential to boost self-efficacy, represented as ‘confidence’, when listening to authentic lectures. The stronger the individual perceives self-efficacy, the more active the coping efforts. Individuals with high self-efficacy tend to set challenging goals for themselves and consistently exert effort to achieve difficult tasks. When faced with failure, they often attribute it to a lack of effort or insufficient knowledge. Research has shown that higher levels of self-efficacy are associated with higher levels of SR (Velayutham & Aldridge, 2013). 1.2.4.2 Extrinsic Motivation (EMT) EMT when motivation is caused by external factors like gaining rewards or avoiding punishment. Extrinsic motivation is when an external result leads to the activity (Rita et al., 2018). There two types of extrinsic motivation according to Deci and Ryan (1985): Self-determined extrinsic motivation when individuals willingly engage in an activity because they value it and consider it important. Non-self-determined extrinsic motivation is when individuals pressure themselves to perform an activity or when their actions are perceived to be controlled by external factors. 1.2.4.3 Amotivation Learners become amotivated when they perceive no connection between their actions and the resulting outcomes. This lack of motivation (i.e. amotivation), neither intrinsic nor extrinsic, leads to feelings of incompetence and expectations of helplessness, potentially causing them to stop participating in actions (Vallerand et al., 1992). 21 According to Filgona et al. (2020) motivation is responsible for getting students to engage in academic activities, determining how much to learn from the activities they perform or the information they are exposed to. Learners who are motivated to learn something use higher cognitive processes in learning about it. Teachers should create active learning environments that enhances students’ perceived autonomy and competence, and to provide them with choices and opportunities for self-directed learning and plan learning activities that might increase students feeling of mastery. VRI provides motivation that can affect cognitive skills such as decision making (Tyrrell et al., 2018). 1.2.5 Flow Experience and Motivation People’s self-determination strength is related to the type of motivation gained by the actions performed according to Lee (2005) where intrinsic motivation creates the strongest self-determination while amotivation results in the weakest form or absence of self-determination. On the other hand, self-determined extrinsic motivational actions are expected to generate more self-determination than with non-self-determined extrinsic motivational ones. Flow is a term that refers to a case where people act with total involvement (Csikszentmihalyi, 2000). It denotes an optimal engrossing and enjoyable experience where performing the activity itself becomes self-rewarding. This explains an individual’s engagement in sports and leisure activities. One important condition of flow is motivation. This implies that flow is inherently enjoyable which directly relates to extrinsic motivation (Mills & Fullagar, 2008). Most of recent research showed that high motivation generates high levels of flow, however, they focused on leisure or sport activities chosen willingly by the individuals to be intrinsically motivating. They also noticed that previous studies focused only on the relation between intrinsic motivation and flow. However, they assumed that extrinsic motivation may also be related to flow which necessitates distinguishing between intrinsic and extrinsic motivation and their relation to flow. The results of their study showed that self-determined forms of intrinsic motivation were significantly associated with the experience of flow and engagement. However, there was no relation between extrinsic motivation and flow regardless to the degree of self-determination. Other 22 studies, however, found a significant relation between self-determined extrinsic motivation and flow. This might be explained based on the skills and abilities needed for different activities according to them. Mehta and Vyas (2022) stated that to achieve flow experience, one must voluntarily engage in a joyful task, otherwise, a person may work for satisfaction obtained from benefits received from outside sources. When students are in flow, it is because the task is intrinsically motivating, enjoyable, and requires effort that suits their capabilities and offers immediate feedback. Therefore, they suggested ways to increase the level of intrinsic motivation. A positive leaning environment where learners aim to learn for the sake of knowledge might pave the way for a high intrinsic motivation. Motivation in students increases as they gain a sense of accomplishment after accomplishing the task. 1.2.6 Self-Regulation as a predictor of CRIT and CRET Zimmerman (1990) defined self-regulated learners as metacognitively, motivationally, and behaviorally active participants in their own learning. Metacognitive processes include goal setting, organization, self-monitoring, and self-evaluation at various points during the process of acquisition. Motivational processes imply that these learners report high self-efficacy, self-attributions, and intrinsic task interest. In their behavioral processes, self-regulated learners select, structure, and create environments that optimize learning. Self-regulation explains how students become masters of their own learning; they approach educational tasks with confidence, diligence, and resourcefulness. They are aware when they know a fact or possess a skill and when they do not. They proactively seek out information when needed and take the necessary steps to master it. When they encounter obstacles, they find a way to succeed. They view acquisition as a systematic and controllable process, and they accept greater responsibility for their achievement outcomes In summary, definitions of students' self-regulated learning involve three features: their use of self-regulated learning strategies, their responsiveness to self-oriented feedback about learning effectiveness, and their interdependent motivational processes. Ariyati and Fitriyah (2024) in a study investigating habits of minds of prospected teachers noted that self-regulation has a significant influence on controlling students' emotions, thoughts, and actions therefore, self-regulated students will have 23 metacognitive skills that will impact self-regulation abilities and bring important contributions to learning outcomes. The study concluded that self-regulation is the predominant habitual component of the mind, followed by critical thinking, with creative thinking ranking lowest in prevalence. In a study to gain insights into the nature of critical thinking and its connections with self-regulation skills. Hyytinen et al. (2021) found that self-regulation is crucial to critical thinking, and a function that guides this complex thinking process. Self-regulation refers to an intentional and adaptive process that allows students to plan, adapt, and monitor their thoughts, emotions, and behaviors to the demands of the task. Akcaoğlu et al. (2023) believe that self-regulation is related to metacognitive skills in that it determines the methods and timing for planning, monitoring and evaluation processes that will be carried out. Lee (2009) examined the relationships between metacognition, self- regulation and critical thinking in an experimental study and found out that self- regulation is a significant predictor of students’ critical thinking dispositions. In another study about ‘EFL learners' self-regulation, critical thinking and language achievement’, Ghanizadeh and Mizaee (2012) found that the enhancement of self-regulatory strategies leads to the development of critical thinking abilities. In a study exploring the predictive power of self-regulation and academic hope in the creative thinking among undergraduate students, Ghbari and Harahsheh (2024) found that self-regulation is a good predictor of creative thinking. They recommended considering students’ self-regulation to foster creative thinking. Lin et al. (2024) examined the ability of two traits of self-regulation, namely, grit and curiosity, in predicting creative achievement. The results of the study showed that the perseverance dimension of grit positively predicted creative achievement, whereas the consistency of interest dimension was negatively related to creative achievement. They concluded that individuals who are persistent and able to regulate efforts to work on an idea long enough have more creative achievement. Munahefi et al. (2018) studied the effects of self- regulation leaning in a problem-based model on the ability of high school students mathematical creative thinking. The study concluded that high academic level students were able to reach the aspect of originality which was the highest aspect in the ability of mathematical creative thinking. 24 Ivcevic et al. (2024) studied the transformation of creative ideas into creative behavior or completed projects and found out that this transformation is facilitated by the crucial part of self-regulation of creativity. To conclude, the present study is grounded in several frameworks that altogether provide a foundation for exploring the impact of VRI on students’ Habits of Mind. First, constructivism, particularly the CAMIL model which frames learning as an active, self- directed process, aligning with the study’s major focus on student higher levels of engagement in immersive environments. Second, Flow Experience Theory which is mainly explained through the lens of Csikszentmihalyi’s Flow Theory and describes optimal engagement as a state of deep involvement and enjoyment when challenges and skills are balanced and how this optimal experience influence motivation (Csikszentmihalyi, 2000; Jackson et al., 2008). Moreover, VRI, as previous studies showed, can significantly foster this state of flow, through creating deep engaging learning environments (Guerra-Tamez, 2023; Makransky et al., 2021). Motivation, a key variable in this study, is conceptualized according to the work of (Deci & Ryan, 1985), who assert that learners are most motivated when their basic psychological needs for autonomy, competence, and relatedness are supported. VRI and FE serve as powerful tools to enhance motivation by stimulating interest, engagement, and cognitive involvement (Filgona et al., 2020; Tang, 2024). The final outcomes of the study: Self-regulation, Critical and Creative thinking are crucial for variables that show how HoM is enhanced in the context of VRI. Costa and Kallick (2000) define HoM as a set of intellectual behaviours that support Critical and Creative thinking through the enhancement of Self-regulation (Gloria & Darmin, 2017; Hidayati & Idris, 2020). On the other hand, Marzano’s dimensions of learning (Marzano, 1992; Marzano et al., 1993) that highlights productive habits of mind as essential outcomes of effective learning and intellectual development. Both models highlight engagement, critical and creative thinking as the intended outcomes rather than content mastery. This study views SR, CRIT and CRET as skills that can be enhanced through immersive learning. Moreover, SR as reflected in the model proposed by Zimmerman (1990) is evidenced as a bridge through which Flow Experience and Motivation enhance deeper critical and creative thinking. Hence, discussions and interpretations of the results will be mainly grounded in these theories and other related recent studies to show the 25 connections between VRI as an immersive digital tool and the enhancement of productive habits of mind. 1.3 Problem Statement The limitations of traditional classroom environments in teaching abstract scientific concepts have contributed to a decline in high school students’ enrollment in the scientific stream. One of the weak points of the Palestinian Educational System, according to the Ministry of Education and Higher Education (2010) is that 74% of the students are enrolled in the literary stream, while only 20% are in the scientific stream. Broco and Trad (2011), considered this imbalance as worrying and attributed it to constraints. The Ministry of Education of the State of Palestine (2022) became more concerned about the shrinking number of students choosing to enroll in the scientific stream. Ochs & Sonderegger (2022) noted that VR as a learning tool has been demonstrated as a promising tool to overcome the traditional constraints by increasing presence and attention in noisy and distracting environments, both factors that are considered important for learning. According to Elmqaddem (2019) the process of comprehension through VR, compared with other methods of teaching, reduces much of the cognitive effort because there are fewer symbols to interpret. VR transforms abstract concepts, such as cellular structures and nerve impulses, into interactive, immersive experiences, allowing students to explore them safely and in detail. VR can help educators reduce introductory barriers of new concepts which students usually struggle with according to Solmaz et al. (2024). VRI is a new opportunity for the application of experiential learning where students build their knowledge based on experiencing and interacting with their surroundings according to the principles of CAMIL. Immersed learners enjoyably fall in complete absorption in what they are performing, a state derived from enjoyment and engagement through VR and termed FE. This state of FE is characterized by a high level of concentration, a sense of control, and an intrinsic enjoyment in the task at hand which enhances students MT according to Mills and Fullagar (2008). VR-based biology classes are thought to be autotelic for the fun it provides to the learner. It is a hope for out-of-school experiences within the school where students can discover, collaborate and contribute within a safe 26 and convenient environment. VR outperforms interactive screens and computers by giving each student a sufficient opportunity to engage, explore and discover freely while fully immersed and enhances retention and understanding of difficult concepts. VRI has an impact on students’ motivation and therefore, affects their SR as an outcome and as a predictor for critical and creative thinking. Although recent research highlights VRI as a promising educational tool for enhancing immersion, engagement, and motivation, its impact on learners' higher order thinking skills remains underexplored. Further investigation is needed to understand how these cognitive changes translate into improved learning outcomes across different subjects. The qualitative part of the study explains how HoM can be developed by employing VR as a method of teaching. It aims to shed light on its usefulness and effectiveness in shaping and improving students’ HoM which might help educators interpret and understand the improved outcomes and encourage more students to confidently follow the scientific stream. 1.4 Research Objective and Questions The objective of the research is to examine the impact of virtual reality immersion in Biology classes, on East Jerusalem High school students’ habits of mind mediated by motivation, flow experience and self-regulation. Based on the above, the following research questions have been formulated: RQ1: Are there statistically significant direct effects of VRI as a method of teaching biology on students’ HoM? RQ2: Are there statistically significant indirect effects of VRI as a method of teaching biology on students’ HoM through the mediation of FE, MT and SR? RQ3: How do students perceive the role of mediators FE, MT, and SR in developing their HoM through VRI-based biology classes? RQ4: How do students perceive the overall impact of VRI-based biology classes on their HoM? 27 1.5 Significance of the study The significance of the study lies in its explanation of the potential benefits of VRI method of teaching and learning on high school students’ biology education and its effects on shaping their HoM. The study contributes to the underexplored research of VRI in the field of education while the technology is becoming more advanced and widespread as a tool for improving educational outcomes. Through examining the effects of VRI on the cognitive and affective processes of the learner during biology lessons, educators might be enlightened on when and how to employ the tool to gain maximum benefits and how to affect students HoM to meet the requirements of the age. Explaining the way VRI affects students’ HoM during biology classes provides insights to biology teachers for innovative approaches when challenged by scientific complex concepts. Moreover, other educators can get insights about the cognitive and metacognitive benefits of immersion in education in general. As a result, a strategy for enhancing the needed 21st century skills (HoM) is provided with informed use. In addition, expected practical implications of this study could affect strategies for teaching and learning biology, curriculum design, policy making, and might be extended on other school subjects to improve students’ comprehension and achievement through the enhancement of students HoM. This might help create students with enhanced HoM and increase the pool of candidates for science and technology programs. To conclude, VRI as a promising educational tool that provides immersion, engagement, motivation, and potentially results in enhanced learners’ outcomes, emerge as key solution to many educational problems such as improving enrollment in the scientific stream, one of the major concerns of the Ministry of Education, the State of Palestine (2022). 1.6 Study Hypotheses My initial proposed SEM: Virtual Reality Immersion impact on Habits of Mind (Self- regulation, Critical Thinking and Creative Thinking) mediated by flow experience, motivation, and self-regulation was hypothesized based on different theoretical frameworks and empirical studies. VRI as the independent variable of the current study, grounded in theories of immersive learning such CAMIL which adopts a constructivist 28 view of learning by emphasizing the central role of immersion and engagement during VRI instruction. The mediating variables: FE which was included as a mediator between VRI and HoM and between VRI and MT based on Mirvis and Csikszentmihalyi (1991) and Nakamura and Csikszentmihalyi (2001) theory of flow. FE emphasizes that immersed learners enjoyably fall in complete absorption in what they are performing, a state derived from enjoyment and engagement. The second mediating variable MT resulting from autotelic nature of performance which generates the state of flow according to Csikszentmihalyi (2000), explained how VRI and flow add to the levels of MT according to Deci and Ryan (1985). The dual role of SR as the final sequential mediator and part of HoM variables is a key variable in the study. HoM encompassing (SR, CRIT, and CRET) as the dependent variables of the study were grounded in Marzano et al. (1993) most important five life-long dimensions of learning. Locke (1987) in his Social Cognitive Theory explained how SR functions as a mediator between the components in triadic reciprocal causation model: personal factors, behavioral patterns and environmental influences. This enhances the ability for SR to function as a sequential mediator between VRI and HoM. Many recent studies such as, (Ghanizadeh & Mizaee, 2012; Ghbari & Harahsheh, 2024; Ivcevic et al., 2024; S. Lee, 2009; Lin et al., 2024) found that SR functions as a precursor, indicator, or a mediator for CRIT and CRET. The following figure depicts the conceptual model for the proposed relationships between the independent variable VRI and the dependent variable HoM mediated by flow experience, motivation and self-regulation: 29 Figure 1 A proposed conceptual model Based on Figure 1, research hypotheses about the relationships between VRI and enhanced HoM and the mediating roles of FE, MT and SR are: 1.6.1 Direct effects There are 14 direct effects in the relationship between VRI and HoM when including mediators: 1.6.1.1 Direct Effects Hypotheses H1a: Higher levels of VRI enhance CRIT. H1b: Higher levels of VRI enhance SR. H1c: Higher levels of VRI enhance CRET. H1d: Higher levels of VRI enhance FE. H1e: Higher levels of VRI enhance MT. H2: FE directly enhances MT. H3a: FE directly enhances CRIT H3b: FE directly enhances SR. H3c: FE directly enhances CRET. H4a: MT directly enhances CRIT H4b: MT directly enhances SR. 30 H4c: MT directly enhances CRET. H5a: SR directly enhances CRIT. H5b: SR directly enhances CRET. 1.6.2 Indirect Effect Hypotheses There are three types of indirect hypotheses based on the number of mediators included in the relationships: 1. Primary mediation: include only one mediator. 2. Secondary mediation: include two mediators. 3. Tertiary mediation: include three mediators. 1.6.2.1 Primary Mediation Hypotheses There are 14 primary-mediation hypotheses that include one mediator: Primary Mediation Hypotheses (One Mediator) H6: The relationship between VRI and SR is partially mediated by FE. H7: The relationship between VRI and CRIT is partially mediated by FE H8: The relationship between VRI and CRET is partially mediated by FE. H9: The relationship between VRI and SR is partially mediated by MT. H10: The relationship between VRI and CRIT is partially mediated by MT. H11: The relationship between VRI and CRET is partially mediated by MT. H12: The relationship between VRI and CRIT is partially mediated by SR. H13: The relationship between VRI and CRET is partially mediated by SR. H14: The relationship between VRI and MT is partially mediated by FE. H15: The relationship between FE and SR is partially mediated by MT. H16: The relationship between FE and CRIT is partially mediated by MT. H17: The relationship between FE and CRET is partially mediated by MT. H18: The relationship between MT and CRIT is partially mediated by SR. H19: The relationship between MT and CRET is partially mediated by SR. 31 1.6.2.2 Secondary-Mediation Hypotheses (two mediators) There are 7 secondary-mediation hypotheses that include two mediators: Secondary-Mediation Hypotheses (Two Mediator) H20: VRI enhances CRIT through FE and MT. H21: VRI enhances CRET through FE and MT. H22: VRI enhances CRIT through MT and SR. H23: VRI enhances CRET through MT and SR. H24: VRI enhances SR through FE and MT. H25: FE enhances CRIT through MT and SR. H26: FE enhances CRET through MT and SR. 1.6.2.3 Tertiary-Mediation (Three mediators) There are two cases of tertiary mediation: Tertiary Mediation Hypotheses (Three Mediator) H27: VRI enhances CRIT through FE, MT, and SR. H28: VRI enhances CRET through FE, MT, and SR. 32 Chapter Two Methodology 2.1 Research Design This descriptive explanatory study is a mixed methods design to allow for the explanation of the goals of the study, and the exact nature of the relationships in the SEM that causes VRI to enhance students' HoM through FE, MT and SR during biology classes. This integration of quantitative data with qualitative insights helps address both the measurable effects and the underlying experiences and perceptions of the students about VRI and achieve methodological triangulation. Triangulation enables a rich understanding of the phenomenon under study by examining it from different angles. The validity and reliability of the findings were also achieved through employing data source triangulation which involved combining data from semi-structured interviews with participating students and common insights from focus groups, and classroom observations. Data source triangulation was achieved by gathering perspectives from students to understand the impact of VRI on HoM comprehensively. For the quantitative part, a comprehensive questionnaire used a Likert scale with five answer choices. For the qualitative part, data was gathered through different methods: Classroom observations during application were followed by focus group sessions to allow for immediate data and shared perceptions while the experience is still fresh in the students’ minds. Later, semi-structured interviews were conducted with 13 representative students from the different participating groups until saturation was achieved. The deductive approach was followed based on Marzano et al. (1993)’s rubrics for HoM standards for the fifth and most important dimension for learning, namely ‘Productive HoM’. VRI was based on Schubert et al. (2001) validated Igroup Presence Questionnaire – Short (IPQ-S). Finally, the mediating variables, (FE and MT) were based on the tool validated by Guerra-Tamez (2023). 2.2 Research Context The experiment was exclusively conducted on East Jerusalem government High School Students (10th – 12th graders) based on random cluster sampling. The choice of secondary school students was based on the belief that students during this age (15 – 18) 33 still have more flexibility to change their HoM than during later ages when cognitive characteristics are more fossilized and harder to change. During high school, teens show an increasing ability to reason and sort facts from fiction. They start thinking abstractly and manipulate hypothetical situations. They become able to set their future goals and take other opinions into consideration while making their own decisions. They understand the future consequences of their present actions and have a clear sense of what is right and what is wrong. They can write with complexity about a variety of content areas in science, social studies and literature. They can employ strategies to search for, use and compare information from multiple sources (Assari, 2020). Moreover, Cottrell (2013) believes that the transformational experience of studying in Higher Education can be life changing. Most graduates look back on this time with great fondness. In part, this is because of the unique opportunities it offers such as feeling intellectually stretched, exploration of new ideas, and engaging in a wide range of new activities which cannot be easily obtained elsewhere. East Jerusalem government high schools adopt either the Palestinian curriculum (tawjihi) where schools are usually separated based on gender (either male or female) and include three stages: 10th to 12th grades. Schools adopting the Israeli curriculum (Bagrut), on the other hand, are usually mixed and include four stages: 9th – 12th grades. Nevertheless, coursebooks of both types of schools present the same biology content with little variations. This study aims for the schools adopting the Palestinian curriculum; therefore, a random multistage cluster sampling method was used to recruit participants for this study. First, three secondary schools were randomly selected from a total of 7 schools that implemented the Tawjihi curriculum. These schools represented primary clusters in the sampling process. In the second stage, students were selected from grades 10, 11, and 12 within each school. In schools with a large student population, participants were selected using simple random sampling from each grade level. However, in schools with smaller enrollment numbers, all students from the relevant grades were included to ensure adequate representation. 34 2.3 Ethical Approval This study was conducted in compliance with ethical research guidelines. Ethical approval was obtained from An-Najah National University Institutional Review Board (IRB) before data collection. The approval was granted under reference number [IRB: Fgs/Hum. Feb. 2025/70] (Appendix C). All participants provided informed consent before participating in the study, ensuring voluntary participation, anonymity, and confidentiality. 2.4 Quantitative Methods 2.4.1 Study Sample Due to the novelty of VR as an educational tool, and the limited availability of VR- furnished digital labs in East Jerusalem high schools; lack of technical support; trained schoolteachers and convenient access to cites which provide relevant 3D lessons, an initial agreement with the sample’s school principals and biology teachers to involve in a short training session about VR basics and implementation was achieved. Teachers of the sample showed willingness to learn and apply the experiment. Participating teachers and students were separately given an orientation session to familiarize them with VR as an educational tool. Then VRI classes were applied on students during formal biology classes. Specific topics for each grade level were agreed on by the participating teachers to be covered during the first semester of the scholastic year 2024 / 2025. The sample included 349 students taught by 4 biology teachers from 3 different high schools (2 male and 1 female school) from East Jerusalem Municipality high schools were randomly chosen by the computer for the experiment. Biology teachers (2 male and 2 female) of the sample were all highly qualified with a BA degree in Biology and an MA degree in methods of teaching science and an experience of more than ten years of teaching biology for high school students. Table A1 (Appendix A) shows the demographic information of the quantitative sample. VR biology classes were planned according to the principles of constructivism (Fadli et al., 2024; Kurt & Sezek, 2021). This is believed to enhance HoM, especially SR, CRIT and CRET (Angraini et al., 2024; Kurt & Sezek, 2021; Mvududu & Thiel-Burgess, 2012; 35 Pande & Bharathi, 2020, 2020; Sengul, 2024; Stigall & Sharma, 2017; Vijayakumar Bharathi & Pande, 2024). Roughly speaking, each of the VR sessions had almost the same plan with little variation depending on the topic, its complexity and the length of the interactive or explanatory videos or scenes. For every VRI-based biology lesson, three to five Intended Learning Outcomes (ILOs) were given to students in advance. Each ILO states what learners will discover on their own competently. Activities, VR scenes and assessments were then selected or designed to align with these outcomes (Biggs & Tang, 2011). A general framework for planning VR-based biology lessons that wa