2024
DOI: 10.1007/s11423-024-10351-3
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Virtual reality and gamification in education: a systematic review

Georgios Lampropoulos,
Kinshuk

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 educ… Show more

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Cited by 30 publications
(5 citation statements)
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References 292 publications
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“…Personalization ensures that challenges, goals, and rewards resonate with each individual, making the experience more relevant and engaging. Social dynamics, such as leaderboards and community interactions, foster a sense of camaraderie and competition among users, motivating them to improve their oral hygiene habits [26]. Additionally, incorporating narratives and storytelling into the gamified experience adds depth and emotional connection, making it more enjoyable and memorable.…”
Section: Role Of Ai-enabled Gamification For Patient Engagementmentioning
confidence: 99%
“…Personalization ensures that challenges, goals, and rewards resonate with each individual, making the experience more relevant and engaging. Social dynamics, such as leaderboards and community interactions, foster a sense of camaraderie and competition among users, motivating them to improve their oral hygiene habits [26]. Additionally, incorporating narratives and storytelling into the gamified experience adds depth and emotional connection, making it more enjoyable and memorable.…”
Section: Role Of Ai-enabled Gamification For Patient Engagementmentioning
confidence: 99%
“…Many learners have limited attention spans and struggle to concentrate on longer lectures or monologues, especially in a foreign language (Klaassen & De Graaff, 2001). The immersive nature of VR can help learners practise their listening comprehension skills, even in complex languages such as Chinese, by providing detailed visual information and incorporating gaming elements (Lampropoulos & Kinshuk, 2024). As a result, VR may enhance learners' interest in practising language skills.…”
Section: What This Paper Addsmentioning
confidence: 99%
“…By incorporating features such as rewards, leaderboards, challenges, and badges, gamification can foster a sense of accomplishment, competition, and progress that motivates learners to persist in their learning endeavors [19]. A comprehensive meta-analysis conducted by Lampropoulos and Kinshuk [20] examined 112 studies that investigated the combination of gamification and virtual worlds. The findings revealed that gamification can have a positive impact on educational activities and enrich virtual reality experiences, resulting in more interactive, engaging, and motivating learning environments.…”
Section: Gamification In Virtual Worldsmentioning
confidence: 99%
“…Moreover, gamification in virtual worlds can encourage self-directed learning and autonomy, as learners are empowered to take control of their learning progress and make decisions about which tasks to prioritize and complete. Lampropoulos and Kinshuk [20] argue that gamified virtual reality is a powerful educational tool that can enhance learning across all educational levels, subjects, and contexts. However, to ensure the effectiveness of gamification in virtual world education, careful design and implementation are essential.…”
Section: Gamification In Virtual Worldsmentioning
confidence: 99%