“…There has been a great deal of research on inclusion of serious educational games and virtual laboratories (VLs) in e.g., spatial learning (Martin-Gutierrez, Saorin, Martin-Dorta, & Contero, 2009), physics (Adams, Pilegard, & Mayer, 2016), computer science (Ye, Liu, Polack-Wahl, & Ieee, 2007), general engineering (K. Cook-Chennault, Alarcon, & Jacob, 2022;Kimberly Cook-Chennault et al, 2021;Philpot, Hall, Hubing, & Flori, 2005), software and electrical engineering (Callaghan, McCusker, Losada, Harkin, & Wilson, 2013;Graham & Roberts, 2007;Jimenez-Hernandez et al, 2016;Long, Young, & Asee, 2011;Mitre-Hernandez, Lara-Alvarez, Gonzalez-Salazar, & Martin, 2016;Morsi, Mull, & Ieee, 2015;Murphy-Hill, Zimmermann, & Nagappan, 2014;Musil, Schweda, Winkler, & Biffl, 2010;Ozcelik, Cagiltay, & Ozcelik, 2013;Pantoja, 2017;Smith & Chan, 2017;Sutherland, 2000;Whitehead, Lewis, & Ieee, 2011;Ye et al, 2007), mechanical engineering (ME) (Chang et al, 2016;Choudhury & Rodriguez, 2017;Coller & Ieee, 2010Coller & Scott, 2009;Coller & Shernoff, 2009;Joiner et al, 2011;Panagiotopoulos & Manolis, 2016;Pejic, Krasic, Krstic, Dragovic, & Akbiyik, 2017), chemical engineering (Granjo & Rasteiro, 2018;Ramos, Pimentel, Marietto, Botelho, & Ieee, 2016), computer aided design (Kosmadoudi et al, 2013), power engineering (Ozkop, 2016;…”