This study systematically reviews the use of virtual reality (VR) and gamification in education, analyzing 112 articles from databases such as ERIC, Google Scholar, IEEE, SCOPUS, and Web of Science. The research explores 16 questions, including the benefits of integrating VR and gamification, the distribution of study types, and the main findings. The findings indicate that VR and gamification support pedagogical theories, enhance student engagement, motivation, and learning outcomes, and improve knowledge acquisition and retention. Gamified VR environments are more interactive, motivating, and personalized than traditional learning environments, leading to better student performance, satisfaction, and development of cognitive, social-emotional, and physical skills. The study also highlights the use of VR in various educational contexts, including science, technology, engineering, art, mathematics, medicine, and language learning. Gamification elements such as points, tasks, and leaderboards enhance student motivation and engagement. The research emphasizes the importance of considering student characteristics and needs when designing VR and gamified learning environments. The study concludes that VR and gamification can transform traditional education, improve learning outcomes, and support 21st-century skills. The findings suggest that VR and gamification are effective educational tools that can be applied across all educational levels and subjects. The study also notes the increasing interest in VR and gamification in education, with countries such as Spain, the UK, Germany, Greece, and the US conducting the most studies. The research highlights the need for further theoretical and empirical studies to fully understand the potential of VR and gamification in education.This study systematically reviews the use of virtual reality (VR) and gamification in education, analyzing 112 articles from databases such as ERIC, Google Scholar, IEEE, SCOPUS, and Web of Science. The research explores 16 questions, including the benefits of integrating VR and gamification, the distribution of study types, and the main findings. The findings indicate that VR and gamification support pedagogical theories, enhance student engagement, motivation, and learning outcomes, and improve knowledge acquisition and retention. Gamified VR environments are more interactive, motivating, and personalized than traditional learning environments, leading to better student performance, satisfaction, and development of cognitive, social-emotional, and physical skills. The study also highlights the use of VR in various educational contexts, including science, technology, engineering, art, mathematics, medicine, and language learning. Gamification elements such as points, tasks, and leaderboards enhance student motivation and engagement. The research emphasizes the importance of considering student characteristics and needs when designing VR and gamified learning environments. The study concludes that VR and gamification can transform traditional education, improve learning outcomes, and support 21st-century skills. The findings suggest that VR and gamification are effective educational tools that can be applied across all educational levels and subjects. The study also notes the increasing interest in VR and gamification in education, with countries such as Spain, the UK, Germany, Greece, and the US conducting the most studies. The research highlights the need for further theoretical and empirical studies to fully understand the potential of VR and gamification in education.