Virtual reality and gamification in education: a systematic review

Virtual reality and gamification in education: a systematic review

Accepted: 7 February 2024 / Published online: 19 March 2024 | Georgios Lampropoulos, Kinshuk
This study examines the use of virtual reality (VR) and gamification in education through a systematic literature review. The review, following the PRISMA statement, included 112 articles from five databases (ERIC, Google Scholar, IEEE, SCOPUS, and Web of Science) without any restrictions on educational level, type of study, subject, or publication year. The articles were categorized into empirical studies (66), proposal and prototype papers (31), and review, conceptual, and theoretical articles (15). The findings indicate that VR and gamification support various pedagogical theories and approaches, enriching traditional teaching methods and positively impacting student outcomes. Gamified VR environments are more motivating, engaging, and interactive compared to traditional learning environments, offering opportunities for personalized and collaborative learning. Students' immersion, social presence, knowledge acquisition, and material comprehension are enhanced, leading to positive changes in student attitudes, behavior, and development. The integration of VR and gamification increases learning outcomes, motivation, engagement, and self-efficacy, improving academic performance, active involvement, and satisfaction. The study also highlights the need for more cross-country and cross-cultural research to fully understand the implications of gamified VR applications.This study examines the use of virtual reality (VR) and gamification in education through a systematic literature review. The review, following the PRISMA statement, included 112 articles from five databases (ERIC, Google Scholar, IEEE, SCOPUS, and Web of Science) without any restrictions on educational level, type of study, subject, or publication year. The articles were categorized into empirical studies (66), proposal and prototype papers (31), and review, conceptual, and theoretical articles (15). The findings indicate that VR and gamification support various pedagogical theories and approaches, enriching traditional teaching methods and positively impacting student outcomes. Gamified VR environments are more motivating, engaging, and interactive compared to traditional learning environments, offering opportunities for personalized and collaborative learning. Students' immersion, social presence, knowledge acquisition, and material comprehension are enhanced, leading to positive changes in student attitudes, behavior, and development. The integration of VR and gamification increases learning outcomes, motivation, engagement, and self-efficacy, improving academic performance, active involvement, and satisfaction. The study also highlights the need for more cross-country and cross-cultural research to fully understand the implications of gamified VR applications.
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