Claims

Higher education was the educational level that most widely adopted virtual reality and gamification

Claim · All claims
Evidence · 1 study · review r2 · q2
Currency · newest study 2024 · not yet checked against its sources · not reviewed by a person

Subclaims

Reading the evidence codes

q is the design tier, i the impact, n the sample, and the kind with its r the rigour judged within that kind: what each code means.

This claim: no standardized effect is recorded in observations/ for it yet, so no benchmark reading is possible.

q2 i? Higher education (71.21%) was by far the educational level that most studies focused on, followed by secondary education (10.61%). → Lampropoulos 2024

Evidence

Lampropoulos 2024

Lampropoulos, G., & Kinshuk. (2024). Virtual reality and gamification in education: a systematic review. Education Tech Research Dev. https://doi.org/10.1007/s11423-024-10351-3

q2 · i? · review · r2

The review's analysis of the educational level of the 112 included studies found that "Higher education (71.21%) was by far the educational level that most studies focused on".

"Higher education (71.21%) was by far the educational level that most studies focused on, followed by secondary education (10.61%)."

Discussion

Page metadata
Field Value
type claim
id higher-education-most-widely-adopted-vr-and-gamification
title Higher education was the educational level that most widely adopted virtual reality and gamification
description Higher education was the educational level that most widely adopted virtual reality and gamification
status review
evidence_strength moderate
newest_evidence 2024
generated by process:wiki-ingest on 2026-10-28
trust unverified — no one has confirmed this page's content
sources 1 — lampropoulos-2024

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