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  1. The aim of this study is to draw statistical inferences regarding the effectiveness of VR in elementary school learning. By synthesizing results across studies, we seek to obtain a …

  2. Virtual reality and gamification in education: a systematic review

    Mar 19, 2024 · When using learning environments that integrate both virtual reality and gamification, students’ learning outcomes, motivation, engagement, and self-efficacy were …

  3. Results Research Question 1: What is the mean rank difference between the engagement scores of pupils taught Mathematics using GLTs and those taught using conventional method?

  4. Game-Based Learning experiences in primary mathematics

    Mar 8, 2024 · In this paper, we conduct a quasi-experiment using games developed for this purpose. Our aim is to investigate whether non-digital games vs. digital games yield different …

  5. Exploring the impact of virtual reality-based mathematics learning

    Apr 25, 2025 · The findings of this study aim to elucidate the advantages and potential drawbacks associated with the adoption of virtual reality in mathematics education, as well as identify the …

  6. The effect of educational virtual reality game on primary school ...

    In this study, the effect of an virtual reality; elementary educational virtual reality game, named “Keşfet Kurtul”, on fourth-grade education; interactive students’ academic achievement in …

  7. +21 Gamification in Education Statistics [2025] Gamification Trends

    May 29, 2025 · Students using gamified learning show a 34% boost in test scores compared to traditional methods. 67% of U.S. students prefer gamified learning over traditional courses, …

  8. Unlocking Student Engagement: Integrating Gamification into …

    Jun 5, 2025 · Discover how integrating gamification into standard curricula transforms student engagement and boosts learning outcomes.Explore best practices, benefits, case studies, and …

  9. Virtual reality for learning mathematics: A systematics literature ...

    Oct 8, 2024 · The results of this systematic literature review are expected to help develop further research by paying attention to important things that need to be improved when using VR …

  10. 2025 EdTech Report: The Rise of Gamified, Research-Backed Math ...

    Apr 13, 2025 · Students using gamified math platforms regularly improved test scores by 12–22% over 9 months. Girls’ engagement rates rose by 30% compared to traditional math instruction.