Claims

Immersive technologies are rarely adopted in robotics GBL/gamification but studies using them report heightened engagement, improved spatial reasoning, and enhanced perceived realism

Claim · All claims
Evidence · 1 study (2 entries) · quant-synthesis r2 · q2
Currency · newest study 2026 · checked against its sources 2026-10-20 (automated, 2 of 2 entries) · 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? Immersion use was similar across approaches (about 20–24% of studies) and rarely included haptics, despite studies reporting positive engagement and performance outcomes. → Syed Tanzim Mubarrat 2026 q2 i? Studies incorporating immersive technologies consistently reported positive outcomes, including high ratings for VR-based assembly instruction and performance gains for VR and AR conditions. → Syed Tanzim Mubarrat 2026 (2)

Evidence

Syed Tanzim Mubarrat 2026

Syed Tanzim Mubarrat, Byung-Cheol Min, Tianyu Shao, E. Cho Smith, Bedrich Benes, Alejandra J. Magana, Christos Mousas, and Dominic Kao. (2026). Game-Based and Gamified Robotics Education: A Comparative Systematic Review and Design Guidelines. Proceedings of the 2026 CHI Conference on Human Factors in Computing Systems (CHI '26). https://doi.org/10.1145/3772318.3791338

q2 · i? · quant-synthesis · r2

2×2 comparison of any-immersion use by approach across the 95 studies, reported in Results §4.1.4 with "𝜒 2(1)= 0.20, 𝑝= 0.658"; the review calls the OR ≈ 1.26 tendency small and non-significant.

"Immersion was similar across approaches ( 𝜒 2(1)= 0.20, 𝑝= 0.658; Cramér’s 𝑉≈ 0.00). In gamified studies, 23.53% used immersive technology (VR/haptics/both; 95% CI [12.44%, 40.00%]) versus 19.67% in GBL"

Syed Tanzim Mubarrat 2026 (2)

Syed Tanzim Mubarrat, Byung-Cheol Min, Tianyu Shao, E. Cho Smith, Bedrich Benes, Alejandra J. Magana, Christos Mousas, and Dominic Kao. (2026). Game-Based and Gamified Robotics Education: A Comparative Systematic Review and Design Guidelines. Proceedings of the 2026 CHI Conference on Human Factors in Computing Systems (CHI '26). https://doi.org/10.1145/3772318.3791338

q2 · i? · quant-synthesis · r2

Narrative synthesis of immersive-technology studies in Results §4.2.6, including a first-year robotic assembly course where "85.00% of students" rated head-mounted VR effective; VR groups also completed tasks with fewer trajectory errors and an AR course achieved higher skill-completion rates.

"head-mounted VR provided novices with “hands-on” assembly experiences rated as effective by 85.00% of students, engaging by 90.00%, and motivating by 80.00% [ 134]"

Discussion

Learner Variables

Page metadata
Field Value
type claim
id immersive-tech-underused-positive-outcomes-robotics
title Immersive technologies are rarely adopted in robotics GBL/gamification but studies using them report heightened engagement, improved spatial reasoning, and enhanced perceived realism
description Immersive technologies are rarely adopted in robotics GBL/gamification but studies using them report heightened engagement, improved spatial reasoning, and enhanced perceived realism
status review
evidence_strength weak
newest_evidence 2026
source_checked 2026-10-20
generated by process:wiki-ingest on 2026-10-12
trust unverified — no one has confirmed this page's content
sources 2 — syed-tanzim-mubarrat-2026, syed-tanzim-mubarrat-2026-2

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