1. INTRODUCTION Research in conceptual learning in immersive virtual environments is a relatively young field but growing rapidly. As suggested by several authors [9, 12, 15] Virtual Reality (VR) can contribute to raise interest and motivation in students with a high potential to enhance the learning experience. However, the practical potential of VR is still being explored and understanding how to use VR technology to support learning activities presents a substantial challenge for the designers and evaluators of this learning technology [5].