Virtual reality and gamification in education: a systematic review

被引:30
|
作者
Lampropoulos, Georgios [1 ,2 ]
Kinshuk
机构
[1] Univ Macedonia, Dept Appl Informat, Thessaloniki, Greece
[2] Univ North Texas, Dept Learning Technol, Denton, TX 76205 USA
关键词
Educational technology; Virtual reality; Gamification; Education; Extended reality; Learning technologies; Immersive technologies; Technology-enhanced learning; Digital games; AUGMENTED REALITY; LEARNING OUTCOMES; INTRINSIC MOTIVATION; FIELD TRIPS; TECHNOLOGY; GAME; STUDENTS; ENGAGEMENT; TEACHERS; DESIGN;
D O I
10.1007/s11423-024-10351-3
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
This study aims to analyze the use of virtual reality and gamification in education by examining the existing literature. In addition to virtual reality, this study focuses on gamified virtual reality learning environments which refer to virtual reality learning environments that integrate gamification elements and mechanisms. Based on the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) statement, a systematic literature review was carried out. No limitations were set regarding educational level, type of study, subject, and publication year. The related articles were retrieved from 5 databases (ERIC, Google Scholar, IEEE, SCOPUS, and Web of Science). A total of 112 articles were included, 16 research questions were explored, and a thematic analysis was conducted. To evaluate the quality of the articles included, the Mixed Methods Appraisal Tool (MMAT) was used. According to the findings, gamification and virtual reality support several pedagogical theories and approaches. Their adoption to and integration into education can enrich and transform traditional teaching and learning and were assessed positively by students and teachers. Gamification elements significantly affected students' achievements. In comparison to traditional learning environments, gamified virtual reality learning environments were more motivating, engaging, and interactive and offered more opportunities for personalized and collaborative learning. Through the realistic and interactive experiences offered, students' immersion and social presence can be enhanced, knowledge acquisition can be improved, and material comprehension can be facilitated. Positive changes in student attitude, behavior, and mentality as well as improved cognitive, physical, and social-emotional development were observed. When using learning environments that integrate both virtual reality and gamification, students' learning outcomes, motivation, engagement, and self-efficacy were increased. Additionally, students' academic performance, active involvement, and satisfaction were improved. Students' curiosity, imagination, focus, and interest were enhanced and their skills and competences were developed. Finally, gamified virtual reality emerged as an effective educational tool that can improve learning at all educational levels, subjects, and contexts.
引用
收藏
页码:1691 / 1785
页数:95
相关论文
共 50 条
  • [1] The reality of the gamification methodology in Primary Education: A systematic review
    Romero-Rodriguez, Jose-Maria
    Martinez-Menendez, Alejandro
    Alonso-Garcia, Santiago
    Victoria-Maldonado, Juan-Jose
    INTERNATIONAL JOURNAL OF EDUCATIONAL RESEARCH, 2024, 128
  • [2] A systematic review on the efficacy of virtual reality and gamification interventions for managing anxiety and depression
    Jingili, Nuru
    Oyelere, Solomon Sunday
    Nystrom, Markus B. T.
    Anyshchenko, Lina
    FRONTIERS IN DIGITAL HEALTH, 2023, 5
  • [3] Augmented and Virtual Reality in Anatomical Education - A Systematic Review
    Uruthiralingam, Umaiyalini
    Rea, Paul M.
    BIOMEDICAL VISUALISATION, VOL 6, 2020, 1235 : 89 - 101
  • [4] Gamification of Food Selection and Nutrition Education in Virtual Reality
    Klein, Caroline A.
    Oyekoya, Oyewole
    Horlyck-Romanovsky, Margrethe
    COMPANION PROCEEDINGS OF THE CONFERENCE ON INTERACTIVE SURFACES AND SPACES, ISS COMPANION 2024, 2024, : 79 - 82
  • [5] Virtual Reality and Gamification in Hospitality Education at Front Desk
    Ismail, Nurul Halimatul Asmak
    Awwad, Samer A. B.
    Thinakaran, Rajermani
    Quah, Wei Boon
    Muniandy, Mohana
    TEM JOURNAL-TECHNOLOGY EDUCATION MANAGEMENT INFORMATICS, 2024, 13 (03): : 1973 - 1980
  • [6] Virtual Reality and Augmented Reality in Higher Engineering Education: A Systematic Literature Review
    Yuan, Shuai
    Huang, Huan
    Wu, Linjing
    COMPUTER APPLICATIONS IN ENGINEERING EDUCATION, 2025, 33 (03)
  • [7] Systematic literature review and bibliometric analysis on virtual reality and education
    Rojas-Sanchez, Mario A.
    Palos-Sanchez, Pedro R.
    Folgado-Fernandez, Jose A.
    EDUCATION AND INFORMATION TECHNOLOGIES, 2023, 28 (01) : 155 - 192
  • [8] Application of virtual reality in nursing communication education: A systematic review
    Dong, Yueyang
    Sun, Juanjuan
    He, Meng
    Zhu, Xiangning
    Zhang, Shuang
    Wang, Wenxia
    Fang, Shuyan
    Song, Haitao
    Sun, Jiao
    JOURNAL OF PROFESSIONAL NURSING, 2024, 54 : 171 - 179
  • [9] Multimodal interaction in virtual reality supported education: a systematic review
    Hu, Hanlin
    Liu, Geping
    Xie, Tao
    INTERACTIVE LEARNING ENVIRONMENTS, 2025, 33 (01) : 170 - 191
  • [10] Effectiveness of Immersive Virtual Reality in Nursing Education Systematic Review
    Choi, Jeeyae
    Thompson, C. Elise
    Choi, Jeungok
    Waddill, Colette B.
    Choi, Soyoung
    NURSE EDUCATOR, 2022, 47 (03) : E57 - E61