Higher education was the educational level that most widely adopted virtual reality and gamification¶
Claim · All claims
Evidence · 1 study · reviewr2·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¶
Related Claims¶
- Spain, the United Kingdom, Germany, Greece, and the United States conducted the most studies — related
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 |
Frontmatter is the page's machine-readable record — see the Schema & Guide.