AI and VR integration for enhancing ethical decision-making skills and competency of learners in higher education

Ethical decision-making is at the core of higher education, yet case-based ethics training often lacks depth and practical judgment. This study investigates whether integrating Artificial Intelligence (AI) and Virtual Reality (VR) enhances ethical reasoning compared with conventional training. Sixty undergraduates in business and engineering were randomly assigned to a control group (traditional case-based role-play) or an experimental group (immersive training with Meta Quest 3 head-mounted displays using the VirtualSpeech platform). The research methodology was grounded on the Descriptive Decision Theory and Learning-Oriented Assessment (LOA) framework, emphasizing formative, feedback-rich learning aligned with Cognitive Load Theory, Experiential and Constructivist Learning, Dual-Process Theory, and AI-driven adaptive guidance. Ethical competence was assessed pre- and post-intervention across seven dimensions: dilemma recognition, evaluation of alternatives, justification, consequence analysis, contextualization, application of principles, and stakeholder/social impact. Both groups improved significantly, but the AI/VR group showed consistently larger gains and improvement. Paired and Independent t-tests, with effect-size estimates (Cohen’s d and Hedges’ g), revealed large effects favoring immersive learning. The highest post-test advantages for the AI/VR group were observed in consequence analysis (t = −96.90, Δ = 23.30, p < 0.001), evaluation of alternatives (t = −90.03, Δ = 20.20, p < 0.001), and application of ethical principles (t = −80.57, Δ = 20.83, p < .001). Minor within-group dispersion and sample homogeneity supported internal consistency and robustness of the outcomes under immersive conditions. Immersive, feedback-rich AI/VR training significantly outperformed traditional methods in strengthening ethical reasoning. The findings support integrating AI- and VR-based simulations into ethics curricula to enhance consequence analysis, principled reasoning, and stakeholder awareness. Future research should explore long-term effects, hybrid delivery, and broader applicability across disciplines and professional settings.

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Publication Details

Journal
International Journal of STEM Education
Published
2025-10-03
DOI
https://doi.org/10.1186/s40594-025-00575-x
Citations
3
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
5.81
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article

AI and VR integration for enhancing ethical decision-making skills and competency of learners in higher education

Giovanni Maria Baldini, María Belén Armas Torres, Kingsley Okoye, Jorge Álvarez et al.
3 citations
International Journal of STEM Education
Virtual Reality Applications and Impacts
5.81
article

AI and VR integration for enhancing ethical decision-making skills and competency of learners in higher education

Giovanni Maria Baldini, María Belén Armas Torres, Kingsley Okoye, Jorge Álvarez, Roberto Gómez Tobías, Juan Manuel Lozano
article en
3 citations

Abstract

Ethical decision-making is at the core of higher education, yet case-based ethics training often lacks depth and practical judgment. This study investigates whether integrating Artificial Intelligence (AI) and Virtual Reality (VR) enhances ethical reasoning compared with conventional training. Sixty undergraduates in business and engineering were randomly assigned to a control group (traditional case-based role-play) or an experimental group (immersive training with Meta Quest 3 head-mounted displays using the VirtualSpeech platform). The research methodology was grounded on the Descriptive Decision Theory and Learning-Oriented Assessment (LOA) framework, emphasizing formative, feedback-rich learning aligned with Cognitive Load Theory, Experiential and Constructivist Learning, Dual-Process Theory, and AI-driven adaptive guidance. Ethical competence was assessed pre- and post-intervention across seven dimensions: dilemma recognition, evaluation of alternatives, justification, consequence analysis, contextualization, application of principles, and stakeholder/social impact. Both groups improved significantly, but the AI/VR group showed consistently larger gains and improvement. Paired and Independent t-tests, with effect-size estimates (Cohen’s d and Hedges’ g), revealed large effects favoring immersive learning. The highest post-test advantages for the AI/VR group were observed in consequence analysis (t = −96.90, Δ = 23.30, p < 0.001), evaluation of alternatives (t = −90.03, Δ = 20.20, p < 0.001), and application of ethical principles (t = −80.57, Δ = 20.83, p < .001). Minor within-group dispersion and sample homogeneity supported internal consistency and robustness of the outcomes under immersive conditions. Immersive, feedback-rich AI/VR training significantly outperformed traditional methods in strengthening ethical reasoning. The findings support integrating AI- and VR-based simulations into ethics curricula to enhance consequence analysis, principled reasoning, and stakeholder awareness. Future research should explore long-term effects, hybrid delivery, and broader applicability across disciplines and professional settings.

International Journal of STEM EducationVol. 12(1)
Universidad Regiomontana (MX), Tecnológico de Monterrey (MX)
Openalex Percentile: Top 4%
Virtual Reality Applications and Impacts
5.81
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