The Metaverse in Higher Education: Development of a Framework for Gamification Learning

Immersion technologies like digital reality, simulated reality, and academic video poker have the potential to completely transform conventional teaching techniques. By establishing extremely interactive and engaging environments, instructors can employ these technologies to address significant issues like student disengagement and a lack of interest in traditional tasks. By employing VR's immersive features to gamify and enhance traditional learning experiences, teachers may significantly increase student motivation, engagement, and learning outcomes. This study proposes a revolutionary framework for gamified learning that enables instructors to transform regular assignments into interactive, entertaining games. When students are encouraged to actively participate in learning assignments, both their academic performance and level of engagement greatly improve. To make learning more dynamic and individualized for each learner, the framework combines gaming features, points, and levels. But assessing student learning in immersive learning settings like VR and AR presents unique challenges. Current assessment methods are sometimes inadequate to adequately capture the variety of practical and cognitive talents that are learned in these kinds of circumstances. The Gaming-Based Assessment Framework (GBAF), created especially for teachers who want to evaluate their students' learning in Metaverse, or digital gaming environments, serves as a solution to this problem. In short, when integrated with a robust assessment framework like the GBAF, immersive learning technologies offer educational potential never seen before. By gamifying learning experiences and providing educators with tools to measure learning in challenging circumstances, these technologies can enhance and augment current teaching methods. Educators and researchers can use the GBAF as a guide to create assessments that are more suitable for the dynamic nature of immersive learning platforms.

Authors

Publication Details

Published
2025-02-21
DOI
https://doi.org/10.1109/icitiit64777.2025.11041149
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00

Funders

Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

The Metaverse in Higher Education: Development of a Framework for Gamification Learning

R. Renugadevi, V. Gomathi, Karthikeyan Jothikumar, Janani Ratthna S G et al.
Educational Games and Gamification
article

The Metaverse in Higher Education: Development of a Framework for Gamification Learning

R. Renugadevi, V. Gomathi, Karthikeyan Jothikumar, Janani Ratthna S G, A Vidhyalaxmi, Amutha Priya K
article en

Abstract

Immersion technologies like digital reality, simulated reality, and academic video poker have the potential to completely transform conventional teaching techniques. By establishing extremely interactive and engaging environments, instructors can employ these technologies to address significant issues like student disengagement and a lack of interest in traditional tasks. By employing VR's immersive features to gamify and enhance traditional learning experiences, teachers may significantly increase student motivation, engagement, and learning outcomes. This study proposes a revolutionary framework for gamified learning that enables instructors to transform regular assignments into interactive, entertaining games. When students are encouraged to actively participate in learning assignments, both their academic performance and level of engagement greatly improve. To make learning more dynamic and individualized for each learner, the framework combines gaming features, points, and levels. But assessing student learning in immersive learning settings like VR and AR presents unique challenges. Current assessment methods are sometimes inadequate to adequately capture the variety of practical and cognitive talents that are learned in these kinds of circumstances. The Gaming-Based Assessment Framework (GBAF), created especially for teachers who want to evaluate their students' learning in Metaverse, or digital gaming environments, serves as a solution to this problem. In short, when integrated with a robust assessment framework like the GBAF, immersive learning technologies offer educational potential never seen before. By gamifying learning experiences and providing educators with tools to measure learning in challenging circumstances, these technologies can enhance and augment current teaching methods. Educators and researchers can use the GBAF as a guide to create assessments that are more suitable for the dynamic nature of immersive learning platforms.

National Engineering College
Quality Education
Openalex Percentile: Top 84%
Educational Games and Gamification
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.

The Metaverse in Higher Education: Development of a Framework for Gamification Learning — R. Renugadevi, V. Gomathi, et al. · (2025) | TGRS Research Map | TGRS