
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 …
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 …
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?
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 …
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 …
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 …
+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, …
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 …
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 …
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.