Аннотация
The integration of immersive virtual reality (VR) technologies into digital literacy education has become an important direction in contemporary educational research. However, despite the growing implementation of VR-based learning environments, there remains a lack of validated instruments for assessing learner engagement and perceptions of immersive digital literacy learning, particularly within the educational context of Kazakhstan. The present study aimed to develop and validate a tool for assessing undergraduate university students’ perceptions of immersive digital literacy learning using virtual reality technologies. The study employed quantitative, descriptive, and cross-sectional research design. The instrument was developed based on a review of literature related to digital literacy, immersive learning, virtual reality in education, and student engagement. Content validity was evaluated through expert assessment involving specialists in digital education, educational technologies, virtual reality, and pedagogical methodology. Construct validity was examined using exploratory and confirmatory factor analyses, while reliability was assessed using Cronbach's alpha and McDonald's omega coefficients. The study involved 150 undergraduate university students from Kazakhstan who participated in VR-oriented digital literacy learning activities. The results confirmed a three-factor structure of the instrument, including organizational and methodological conditions of VR learning, educational value of immersive learning, and motivational and emotional engagement. The model demonstrated acceptable fit indices ( χ 2 /df = 2.86, CFI = 0.924, TLI = 0.913, GFI = 0.948, RMSEA = 0.078, SRMR = 0.071). The instrument also demonstrated high internal consistency ( α = 0.918; ω = 0.927). The findings indicate that the developed tool possesses satisfactory validity and reliability for assessing learner engagement in immersive digital literacy learning environments. The proposed instrument may be useful for researchers, educators, and developers of VR-based educational programs seeking to evaluate the effectiveness of immersive learning environments and improve pedagogical approaches to digital literacy education.