Virtual reality and gamification in education: a systematic review

Виртуальная реальность и геймификация в образовании: систематический обзор
Γεώργιος Λαμπρόπουλος, Kinshuk Kinshuk
2024-03-19

Mixed Methods Appraisal Tool (MMAT)gamified virtual reality learning environmentslearning outcomes: motivation, engagement, self-efficacysystematic literature review (PRISMA)virtual reality in education
Abstract 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.
1
Gamification elements in VR significantly affected students' achievements and positively influenced learning outcomes, motivation, engagement, and self-efficacy.
2
Gamified virtual reality environments were more motivating, engaging, interactive, and provided greater opportunities for personalized and collaborative learning than traditional environments.
3
Students and teachers assessed VR and gamified VR positively, with reported increases in academic performance, active involvement, satisfaction, curiosity, imagination, focus, and skill development.
4
Systematic review of 112 articles (from ERIC, Google Scholar, IEEE, SCOPUS, Web of Science) using PRISMA examined virtual reality and gamified VR in education across levels, subjects, and study types.
5
VR and gamification enhanced students' immersion, social presence, knowledge acquisition, material comprehension, and improved cognitive, physical, and social–emotional development.

Virtual reality and gamified virtual reality learning environments in education

Effects and educational impacts of virtual reality and gamification integration, including motivation, engagement, immersion, learning outcomes, academic performance, personalized and collaborative learning, and pedagogical affordances

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2024-03-19
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Γεώργιος Λαμπρόπουλος
Kinshuk Kinshuk
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