Journal of Technology and Information Education 2026, 18(1):1-19 | DOI: 10.5507/jtie.2026.007
GAMIFICATION IN STEM EDUCATION IN VIRTUAL REALITY: RECOMMENDATIONS FOR LEARNING DESIGN
- Masarykova univerzita v Brně, Česká republika
This study analyses the use of gamification in teaching STEM subjects in a virtual reality environment. The methodology follows that of an integrative review study based on a sample of 35 articles from the Web of Science (WoS) database (2021–2025). Through a qualitative selection process, 12 of these articles were identified and analysed in detail using content analysis. The study shows that gamification in virtual reality promotes motivation, immersion, and understanding of complex phenomena, and leads to improved learning outcomes. On the other hand, it carries risks of cognitive overload, may not support students’ self-confidence, and may involve inappropriate design. A key task for learning designers is to harmonise game elements with educational goals, align task progression with those goals, minimise distractions, and reduce cognitive load unrelated to educational goals.
Keywords: gamification; STEM; virtual reality; review study; graded learning; cognitive load; game mechanics
Received: December 22, 2025; Revised: July 23, 2026; Accepted: December 22, 2025; Published: September 2, 2026 Show citation
References
- Acevedo, P., Magana, A. J., Benes, B., & Mousas, C. (2024). A Systematic Review of Immersive Virtual Reality in STEM Education: Advantages and Disadvantages on Learning and User Experience. IEEE Access, 12, 189359-189386. https://doi.org/10.1109/ACCESS.2024.3489233
Go to original source... - Akhunova, N. K. K. (2021). Possibilities of using virtual reality technologies in education. Asian Journal of Multidimensional Research (AJMR, 10(3), 549-555.
Go to original source... - AlGerafi, M. A. M., Zhou, Y., Oubibi, M., & Wijaya, T. T. (2023). Unlocking the Potential: A Comprehensive Evaluation of Augmented Reality and Virtual Reality in Education. Electronics, 12(18), 3953. https://doi.org/10.3390/electronics12183953.
Go to original source... - Allen, W. C. (2006). Overview and evolution of the ADDIE training system. Advances in Developing Human Resources, 8(4), 430-441. https://doi.org/10.1177/1523422306292942
Go to original source... - Araiza-Alba, P., Keane ,Therese, & and Kaufman, J. (2022). Are we ready for virtual reality in K-12 classrooms? Technology, Pedagogy and Education, 31(4), 471-491. https://doi.org/10.1080/ 1475939X.2022.2033307
Go to original source... - Băluţoiu, M. A., Morar, A., Moldoveanu, A., Grădinaru, A., Asavei, V., Anghel, M., & Lambru, C. (2025). TeachAR-An Interactive AR-Based Learning Platform. IEEE Access. https://doi.org/10.1109/ACCESS.2025.3604765.
Go to original source... - Beheshti, M., Shah, S. A., Zhang, H., Barnett, M., & Hira, A. (2024). Affordances of Technology for Sustainability-Oriented K-12 Informal Engineering Education. Sustainability, 16(16), 6719. https://doi.org/10.3390/su16166719.
Go to original source... - Buragohain, D., Chaudhary, S., Punpeng, G., Sharma, A., Am-In, N., & WuttisittikulKij, L. (2023). Analyzing the Impact and Prospects of Metaverse in Learning Environments Through Systematic and Case Study Research. IEEE Access. https://doi.org/10.1109/ACCESS.2023.3340734.
Go to original source... - Criollo-C, S., Cerezo Uzcátegui, J. E., Guerrero-Arias, A., Dwinggo Samala, A., Rawas, S., & Luján-Mora, S. (2024). Analysis of the Mental Workload Associated With the Use of Virtual Reality Technology as Support in the Higher Educational Model. IEEE Access. https://doi.org/10.1109/ACCESS.2024.3445301.
Go to original source... - Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining "gamification". Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, 9-15. https://doi.org/10.1145/2181037.2181040
Go to original source... - Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in Education: A Systematic Mapping Study. Journal of Educational Technology & Society, 18(3), 75-88. https://www.jstor.org/stable/jeductechsoci.18.3.75
- English, L. D. (2016). STEM education K-12: Perspectives on integration. International Journal of STEM Education, 3(1), 3. https://doi.org/10.1186/s40594-016-0036-1
Go to original source... - Fudholi, D. H., Kurniawan, R., Jalaputra, D. P. E., & Muhimmah, I. (2020). Development of virtual reality applications with the ADDIE model for prospective educators of children with autism. Jurnal RESTI (Rekayasa Sistem Dan Teknologi Informasi, 4(4), 672-681. https://doi.org/ 10.29207/resti.v4i4.2092
Go to original source... - Gonnermann-Müller, J., & Krüger, J. M. (2025). Unlocking Augmented Reality Learning Design Based on Evidence From Empirical Cognitive Load Studies-A Systematic Literature Review. Journal of Computer Assisted Learning, 41(1), e13095. https://doi.org/10.1111/jcal.13095
Go to original source... - Chandramouli, M., Zafar, A., & Williams, A. (2025). A Detailed Review of the Design and Evaluation of XR Applications in STEM Education and Training. Electronics, 14(19), 3818. https://doi.org/10.3390/electronics14193818.
Go to original source... - Johnson, M., Schuster, M., Le, Q. V., Krikun, M., Wu, Y., Chen, Z., & Hughes, M. (2017). Google's multilingual neural machine translation system: Enabling zero-shot translation. Transactions of the Association for Computational Linguistics, 5, 339-351. https://doi.org/ 10.1162/tacl_a_00065
Go to original source... - Johnson-Glenberg, M. C., Megowan-Romanowicz, C., Birchfield, D. A. a S.-R., & C. (2016). Effects of embodied learning and digital platform on the retention of physics content: Centripetal force. Frontiers in Psychology. https://doi.org/10.3389/fpsyg.2016.01819
Go to original source... - Kavashev, Z. (2025). Heutagogical Design Principles for Online Learning: A Scoping Review. American Journal of Distance Education, 39(1), 95-112. https://doi.org/10.1080/ 08923647.2024.2303355
Go to original source... - Kim, T., Planey, J., & Lindgren, R. (2023). Theory-driven design in metaverse virtual reality learning environments: Two illustrative cases. IEEE Transactions on Learning Technologies, 16(6), 1141-1153.
Go to original source... - Lampropoulos, G. & Kinshuk. (2024). Virtual reality and gamification in education: A systematic review. Educational Technology Research and Development, 72(3), 1691-1785. https://doi.org/10.1007/s11423-024-10351-3
Go to original source... - Latour, B. (1993). We have never been modern. Harvard University Press.
- Lindgren, R., Tscholl, M., Wang, S. a J., & E. (2016). Enhancing learning and engagement through embodied interaction within a mixed reality simulation. Computers & Education, 95, 174-187.
Go to original source... - Mallek, F., Mazhar, T., Shah, S. F. A., Ghadi, Y. Y., & Hamam, H. (2024). A review on cultivating effective learning: Synthesizing educational theories and virtual reality for enhanced educational experiences. PeerJ Computer Science, e2000. https://doi.org/10.7717/peerj-cs.2000.
Go to original source... - Mareš, J. (2013). Přehledové studie: Jejich typologie, funkce a způsob vytváření. Pedagogická orientace, 23(4), 427-454. https://doi.org/10.5817/PedOr2013-4-427
Go to original source... - Monk, E. F., Cantor, W., Antonucci, Y., & Park, E. E. (2025). Immersing students: The impact of virtual reality on student engagement and team dynamics in a business simulation. Journal of Information Technology Education: Innovations in Practice, 24(Article 17). https://doi.org/ 10.28945/5608.
Go to original source... - Palouš, R. (2008). Heretická škola: O filosofii výchovy ve světověku a Patočkově pedagogice čili filipika proti upadlé škole. Oikoymenh.
- Paulsen, L., Dau, S., & Davidsen, J. (2024). Designing for collaborative learning in immersive virtual reality: A systematic literature review. Virtual Reality, 28(1), 63. https://doi.org/10.1007/s10055-024-00975-4
Go to original source... - Pellas, N., Dengel, A., & Christopoulos, A. (2020). A Scoping Review of Immersive Virtual Reality in STEM Education. IEEE Transactions on Learning Technologies, 13(4), 748-761. https://doi.org/10.1109/TLT.2020.3019405
Go to original source... - Sayary, A. M. A. E., Forawi, S. A., & Mansour, N. (2015). STEM education and problem-based learning. In The Routledge International Handbook of Research on Teaching Thinking. Routledge.
- Scheer, A., Noweski, C., & Meinel, C. (2012). Transforming constructivist learning into action: Design thinking in education. Design and Technology Education: An International Journal, 17(3).
Go to original source... - Střechová, M., Černý, M., Šašinka, Č., Stachoň, Z., Šašinková, A., Holubec, F., & Švédová, H. (2025). Collaborative Immersive Virtual Environments in Geography Education on Climate Zones: A UX Case Study. ISPRS International Journal of Geo-Information, 14(12), 455. https://doi.org/ 10.3390/ijgi14120455
Go to original source... - Šašinka, Č., Černý, M., Šašinková, A., Fořtová, N. C., Rambousek, J., Stachoň, Z., Šašinková, A., Černý, M., Košatka, D., Košatková, M., Fořtová, N. C., Jochecová, K., Švedová, H., Stachoň, Z., Šašinka, Č., & Dohnálková, A. (2023). Learning and Teaching in Virtual Reality. In Munispace - čítárna Masarykovy univerzity. Masarykova univerzita. https://munispace.muni.cz/library/catalog/book/2317
Go to original source... - Toda, A. M., Klock, A. C. T., Oliveira, W., Palomino, P. T., Rodrigues, L., Shi, L., Bittencourt, I., Gasparini, I., Isotani, S., & Cristea, A. I. (2019). Analysing Gamification Elements in Educational Environments Using an Existing Gamification Taxonomy. Smart Learning Environments, 6(1). https://doi.org/10.1186/s40561-019-0106-1
Go to original source... - Tytler, R. (2020). STEM Education for the Twenty-First Century. In J. Anderson & Y. Li (Ed.), Integrated Approaches to STEM Education: An International Perspective (s. 21-43). Springer International Publishing. https://doi.org/10.1007/978-3-030-52229-2_3
Go to original source... - Wong, J. Y., Azam, A. B., Cao, Q., Huang, L., Xie, Y., Winkler, I., & Cai, Y. (2024). Evaluations of Virtual and Augmented Reality Technology-Enhanced Learning for Higher Education. Electronics, 13(8). https://doi.org/10.3390/electronics13081549.
Go to original source... - Yin, Z., & Tsai, S.-B. (2021). Research on Virtual Reality Interactive Teaching under the Environment of Big Data. Mathematical Problems in Engineering, Article 7980383. https://doi.org/10.1155/2021/7980383.
Go to original source... - Zeybek, N., & Saygi, E. (2024). Gamification in Education: Why, Where, When, and How?-A Systematic Review. Games and Culture, 19(2), 237-264. https://doi.org/ 10.1177/15554120231158625
Go to original source... - Zhang, Y., & Yu, Z. (2025). Turning Play into Progress: Unveiling the Effect of Gamified VR on Learning Through Meta-Analysis. International Journal of Serious Games, 12(3). https://doi.org/10.17083/9a0nx770.
Go to original source...


