Immersive Virtual Reality in Higher Science Education: A Systematic Review of Pedagogical Design, Science Engagement, and Digital Competence

Authors

  • Riswanto Riswanto
  • Hartono Hartono
  • Woro Sumarni
  • Bambang Subali
  • Ani Rusilowati
  • Wahyu Hardyanto

Keywords:

: IVR; higher science education; science engagement; digital competence; pedagogical design

Abstract

Immersive virtual reality (IVR) supports the teaching of abstract, spatial, and microscopic concepts in higher education, although previous research has focused primarily on devices, access, and technical constraints. This systematic review examined IVR from the perspective of pedagogical design, science engagement, and students’ digital competence. Following PRISMA 2020 guidelines, 2,177 Scopus-indexed articles were screened through identification, duplicate removal, title and abstract screening, and eligibility assessment, resulting in 39 articles for bibliometric and thematic analysis. The findings revealed that IVR research in higher education was dominated by life sciences, quasi-experimental designs, and small samples of approximately 30 participants, with head-mounted displays (HMD) to cover the user’s field of view and create the sensation of being inside a three-dimensional environment, used in 23 of the 39 studies. The most common pedagogical patterns were simulation-based learning and virtual laboratories. Among the four engagement dimensions, emotional engagement was most consistently enhanced by IVR. Digital competence was rarely defined or measured explicitly and was more often represented implicitly through learners’ interaction behaviors in VR environments, with explicit measurements largely limited to pre-service teacher education studies. These findings indicate that IVR effectiveness does not result automatically from device quality but is mediated by pedagogical design, content alignment, formative debriefing, and users’ digital readiness. Future research should adopt longitudinal designs, multimodal measurements of engagement and digital competence, and discipline-specific pedagogical frameworks to realize the transformative potential of IVR in higher science education.

https://doi.org/10.26803/ijlter.25.8.35

References

Acevedo, P., Magana, A. J., Benes, B., & Mousas, C. (2024). A systematic review of immersive virtual reality in STEM education: Advantages and disadvantages on learning and user experience. IEEE Access, 12, 189359–189386. https://doi.org/10.1109/ACCESS.2024.3489233

Acevedo, P., Magana, A. J., Walsh, Y., Will, H., Benes, B., & Mousas, C. (2024). Embodied immersive virtual reality to enhance dy. Computers and Education: X Reality, 5. https://doi.org/10.1016/j.cexr.2024.100075

Adnan, S., Benson, A. C., & Xiao, J. (2025). How virtual reality is being adopted in anatomy education in health sciences and allied health: A systematic review. Anatomical Sciences Education, 18(5), 496. https://doi.org/10.1002/ASE.70027

Akdag, M. A., Botev, J., & Rothkugel, S. (2025). Enhancing learning and knowledge retention of abstract physics concepts with virtual reality. IEEE Transactions on Visualization and Computer Graphics, 31(11), 9964–9973. https://doi.org/10.1109/TVCG.2025.3616826

Amirbekova, E., Shertayeva, N., & Mironova, E. (2023). Teaching chemistry in the metaverse: the effectiveness of using virtual and augmented reality for visualization. Frontiers in Education, 8. https://doi.org/10.3389/feduc.2023.1184768

Azzam, I., El Breidi, K., Breidi, F., & Mousas, C. (2024). Virtual reality in fluid power education: Impact on students’ perceived learning experience and engagement. Education Sciences, 14(7). https://doi.org/10.3390/educsci14070764

Bhatt, M. W., Veeramanickam, M. R. M., Ruffner, J. R., Navarro, C., Mia, M. S., Kaur, G., & Soni, M. (2025). Enhancing engineering student engagement and learning outcomes through WebVR and wearable sensor integration with immersive learning. Discover Sustainability, 6(1). https://doi.org/10.1007/s43621-025-01436-x

Delaney, B., & Biocca, F. (1995). Immersive virtual reality technology. Communication in the age of virtual reality, (pp.57-124). Lawrence Erlbaum.

Cabero-Almenara, J., Miravete-Gracia, M., & Palacios-Rodríguez, A. (2025). Virtual reality learning: impact on cognitive load and student performance. Revista de Educacion a Distancia, 25(82). https://doi.org/10.6018/red.644621

Chen, C. H., & Chu, Y. R. (2024). VR-assisted inquiry-based learning to promote students’ science learning achievements, sense of presence, and global perspectives. Education and Information Technologies 2024 29:15, 29(15), 19421–19441. https://doi.org/10.1007/S10639-024-12620-3

Chen, G., Wang, H., Liang, A., Oubibi, M., & Zhou, Y. (2025). From detached observer to immersive participant: An augmented reality-based experiential learning approach to promote academic performance and learning behaviors in science education. Computers in Human Behavior Reports, 19, 100756. https://doi.org/10.1016/J.CHBR.2025.100756

Chen, K. F., Hwang, G. J., & Chen, M. R. A. (2025). Precision diagnosis in virtual learning contexts: a predict-observe-explain-diagnose-based approach to scientific inquiry. Educational Technology Research and Development, 73(6), 3569–3596. https://doi.org/10.1007/s11423-025-10527-5

Chen, S. Y., Salcedo, D., Hsiao, B. Y., Huang, W. C., Su, B. C., & Horng, J. L. (2025). Comparison of cooperative learning through use of an immersive virtual reality anatomy model and a 3D plastic anatomical model. BMC Medical Education, 25(1). https://doi.org/10.1186/s12909-025-07397-z

Chirico, A., Ferrise, F., Cordella, L., & Gaggioli, A. (2018). Designing awe in virtual reality: An experimental study. Frontiers in Psychology, 8(JAN), 293522. https://doi.org/10.3389/FPSYG.2017.02351/TEXT

Compeau, D. R., & Higgins, C. A. (1995). Computer self-efficacy: Development of a measure and initial test. MIS Quarterly: Management Information Systems, 19(2), 189–210. https://doi.org/10.2307/249688

Costabile, M., Caruso, C., Vedova, C. Della, Bailey, S., & Mahdi, L. (2025). Leveraging computer-based simulations and immersive software technologies for enhanced student learning in laboratory medicine. Advances in Physiology Education, 49(2), 338–351. https://doi.org/10.1152/advan.00128.2024

de Back, T. T., Tinga, A. M., & Louwerse, M. M. (2021). CAVE-based immersive learning in undergraduate courses: examining the effect of group size and time of application. International Journal of Educational Technology in Higher Education, 18(1). https://doi.org/10.1186/s41239-021-00288-5

de Back, T. T., Tinga, A. M., Nguyen, P., & Louwerse, M. M. (2020). Benefits of immersive collaborative learning in CAVE-based virtual reality. International Journal of Educational Technology in Higher Education, 17(1). https://doi.org/10.1186/s41239-020-00228-9

de Jong, T., Sotiriou, S., & Gillet, D. (2014). Innovations in STEM education: the Go-Lab federation of online labs. Smart Learning Environments 2014 1:1, 1(1), 3-. https://doi.org/10.1186/S40561-014-0003-6

Du, H. S., Ke, X., & Wagner, C. (2020). Inducing individuals to engage in a gamified platform for environmental conservation. Industrial Management and Data Systems, 120(4), 692–713. https://doi.org/10.1108/IMDS-09-2019-0517

Ferrari, A., Punie, Y., & Bre, B. N. (2013). DIGCOMP: A framework for developing and understanding digital competence in Europe. Publications Office of the European Union. https://doi.org/10.2788/52966

Fredricks, J. A., Blumenfeld, P. C., & Paris, A. H. (2004). School engagement: potential of the concept, state of the evidence. Review of Educational Research, 74(1), 59–109. https://doi.org/10.3102/00346543074001059

Fredricks, J. A., & McColskey, W. (2012). Measurement of student engagement: A comparative analysis of various methods and student self-report instruments. Handbook of Research on Student Engagement, 763–782. https://doi.org/10.1007/978-1-4614-2018-7_37

Fromm, J., Radianti, J., Wehking, C., Stieglitz, S., Majchrzak, T. A., & vom Brocke, J. (2021). More than experience? - On the unique opportunities of virtual reality to afford a holistic experiential learning cycle. The Internet and Higher Education, 50, 100804. https://doi.org/10.1016/J.IHEDUC.2021.100804

Giussani, R., Dozio, N., Becattini, N., Cascini, G., Ferrise, F., & Morosi, F. (2025). Study on the benefits of virtual reality as a support for STEM learning. Computer Applications in Engineering Education, 33(4). https://doi.org/10.1002/cae.70065

Guðmundsdóttir, G. B., & Hatlevik, O. E. (2013). Digital competence and students’ productive use of computers in school. New Voices in Norwegian Educational Research, 69–81. https://doi.org/10.1007/978-94-6209-464-2_6

Hernandez, S. S., Nicolas Hernandez, M., Camillo, B. Z., & Regina Rezende Padilha, F. (2025). A systematic review of virtual reality applications in engineering education: Methodologies, assessments, and outcomes. Proceedings - 27th Symposium on Virtual and Augmented Reality, SVR 2025, 358–367. https://doi.org/10.1109/SVR67689.2025.00055

Hmelo-Silver, C. E., Duncan, R. G., & Chinn, C. A. (2007). Scaffolding and Achievement in Problem-Based and Inquiry Learning: A Response to Kirschner, Sweller, and Clark (2006). EDUCATIONAL PSYCHOLOGIST, 42(2), 99–107. https://doi.org/10.1080/00461520701263368

Iqbal, M. Z., & Campbell, A. G. (2023). Real-time hand interaction and self-directed machine learning agents in immersive learning environments. Computers and Education: X Reality, 3. https://doi.org/10.1016/j.cexr.2023.100038

Kamrozzaman, N. A., Liew, A., Jie, X., Sahirah, N., & Nayan, M. (2025). Unlocking the potential of immersive technologies in higher education: A systematic review. International Journal of Innovative Research and Scientific Studies, 8(7), 216–226. https://doi.org/10.53894/IJIRSS.V8I7.10429

Kee, T., & Zhang, H. (2022). Digital experiential learning for sustainable horticulture and landscape management education. Sustainability (Switzerland), 14(15). https://doi.org/10.3390/su14159116

Kurbanbekov, B., Ramankulov, S., Nurizinova, M., & Asanbek, B. (2025). Impact of VR technology in physics teaching on students’ knowledge: a study on body acceleration. International Journal of Evaluation and Research in Education, 14(6), 5038–5053. https://doi.org/10.11591/ijere.v14i6.34942

Lee, V. W., Hodgson, P., Chan, C. S., Fong, A., & Cheung, S. W. (2020). Optimising the learning process with immersive virtual reality and non-immersive virtual reality in an educational environment. International Journal of Mobile Learning and Organisation, 14(1), 21-35. https://doi.org/10.1504/IJMLO.2020.103908

Li, F., Jiang, J., Qin, Q., Wang, X., Zeng, G., Gu, Y., & Guo, W. (2023). Application of sustainable development of teaching in engineering education: A case study of undergraduate course design of raman spectroscopy based on virtual reality (VR) technology. Sustainability (Switzerland), 15(3). https://doi.org/10.3390/su15031782

Lopez-Sanchez, R. C., Rodriguez-Mendoza, A. G., Nigenda-Alvarez, J. P., Hernandez-Cardenas, L. S., Villela-Martinez, L. M., & Hernandez-Hernandez, J. A. (2026). Learning metabolism with virtual reality to optimize biochemistry education in the Spanish-speaking region. Computers and Education Open, 10. https://doi.org/10.1016/j.caeo.2025.100326

Lui, A. L. C., Not, C., & Wong, G. K. W. (2023). Theory-based learning design with immersive virtual reality in science education: A systematic review. Journal of Science Education and Technology, 32(3), 390–432. https://doi.org/10.1007/S10956-023-10035-2

M. Bagher, M., Sajjadi, P., Wallgrün, J. O., LaFemina, P., & Klippel, A. (2023). Virtual reality for geospatial education: immersive technologies enhance sense of embodiment. Cartography and Geographic Information Science, 50(3), 233–248. https://doi.org/10.1080/15230406.2022.2122569

Majewska, A. A., & Vereen, E. (2023). Using immersive virtual reality in an online biology course. Journal for STEM Education Research, 6(3), 480–495. https://doi.org/10.1007/s41979-023-00095-9

Makransky, G., & Petersen, G. B. (2021). The cognitive affective model of immersive learning (CAMIL): A theoretical research-based model of learning in immersive virtual reality. Educational Psychology Review, 33(3), 937–958. https://doi.org/10.1007/S10648-020-09586-2

Mariscal, G., Jiménez, E., Vivas-Urias, M. D., Redondo-Duarte, S., & Moreno-Pérez, S. (2020). Virtual reality simulation-based learning. Education in the Knowledge Society, 21. https://doi.org/10.14201/eks.20809

Matovu, H., Ungu, D. A. K., Won, M., Tsai, C. C., Treagust, D. F., Mocerino, M., & Tasker, R. (2023). Immersive virtual reality for science learning: Design, implementation, and evaluation. Studies in Science Education, 59(2), 205–244. https://doi.org/10.1080/03057267.2022.2082680

Milgram, P., Takemura, H., Utsumi, A., & Kishino, F. (1995). Augmented reality: a class of displays on the reality-virtuality continuum. Proc. SPIE 2351, Telemanipulator and Telepresence Technologies, null (21 Dec 1995); https://doi.org/10.1117/12.197321

Mohd Saidi, A. E., Junaini, S. N., & Mustafa, W. A. (2025). Immersive experiences in virtual science labs: A systematic review and the VIRTAS framework. Proceedings of the International Conference on Electrical Engineering and Informatics. https://doi.org/10.1109/ICEEI68459.2025.11330708

Mohsen, M. A., & Alangari, T. S. (2024). Analyzing two decades of immersive technology research in education: Trends, clusters, and future directions. Education and Information Technologies, 29(3), 3571–3587. https://doi.org/10.1007/S10639-023-11968-2

Moro, C., Stromberga, Z., & Stirling, A. (2017). Virtualisation devices for student learning: Comparison between desktop-based (Oculus Rift) and mobile-based (Gear VR) virtual reality in medical and health science education. Australasian Journal of Educational Technology, 33(6), 1–10. https://doi.org/10.14742/AJET.3840

Neiroukh, N. M. I., & Ayyoub, A. (2025). Beyond traditional biology instruction: a mixed-methods comparative study on virtual reality’s impact on high school students’ minds. Frontiers in Education, 10. https://doi.org/10.3389/feduc.2025.1626181

Ou, K. L., Liu, Y. H., & Tarng, W. (2021). Development of a virtual ecological environment for learning the Taipei tree frog. Sustainability (Switzerland), 13(11). https://doi.org/10.3390/su13115911

Page, M. J., McKenzie, J. E., Bossuyt, P. M., Boutron, I., Hoffmann, T. C., Mulrow, C. D., Shamseer, L., Tetzlaff, J. M., Akl, E. A., Brennan, S. E., Chou, R., Glanville, J., Grimshaw, J. M., Hróbjartsson, A., Lalu, M. M., Li, T., Loder, E. W., Mayo-Wilson, E., McDonald, S., … Moher, D. (2021). The PRISMA 2020 statement: an updated guideline for reporting systematic reviews. BMJ, 372. https://doi.org/10.1136/BMJ.N71

Pande, P., & Jepsen, P. M. (2025). Science lab safety goes immersive: An ecological media-comparison study with gender analyses assessing iVR’s learning effectiveness. Research and Practice in Technology Enhanced Learning, 20, 001–001. https://doi.org/10.58459/RPTEL.2025.20001

Pande, P., Thit, A., Sørensen, A. E., Mojsoska, B., Moeller, M. E., & Jepsen, P. M. (2021). Long-term effectiveness of immersive vr simulations in undergraduate science learning: Lessons from a media-comparison study. Research in Learning Technology, 29, 1–24. https://doi.org/10.25304/rlt.v29.2482

Papachristos, N. M., Vrellis, I., & Mikropoulos, T. A. (2017). A comparison between Oculus Rift and a low-cost smartphone VR headset: Immersive user experience and learning. Proceedings - IEEE 17th International Conference on Advanced Learning Technologies, ICALT 2017, 477–481. https://doi.org/10.1109/ICALT.2017.145

Pedaste, M., Mäeots, M., Siiman, L. A., de Jong, T., van Riesen, S. A. N., Kamp, E. T., Manoli, C. C., Zacharia, Z. C., & Tsourlidaki, E. (2015). Phases of inquiry-based learning: Definitions and the inquiry cycle. Educational Research Review, 14, 47–61. https://doi.org/10.1016/J.EDUREV.2015.02.003

Pekrun, R. (2006). The control-value theory of achievement emotions: Assumptions, corollaries, and implications for educational research and practice. Educational Psychology Review, 18(4), 315–341. https://doi.org/10.1007/S10648-006-9029-9

Pekrun, R., Goetz, T., Frenzel, A. C., Barchfeld, P., & Perry, R. P. (2011). Measuring emotions in students’ learning and performance: The Achievement Emotions Questionnaire (AEQ). Contemporary Educational Psychology, 36(1), 36–48. https://doi.org/10.1016/j.cedpsych.2010.10.002

Pellas, N., Dengel, A., & Christopoulos, A. (2020). A scoping review of immersive virtual reality in STEM education. IEEE Transactions on Learning Technologies, 13(4), 748–761. https://doi.org/10.1109/TLT.2020.3019405

Pflieger, L. C. J., Baumann, T., Hartmann, M., Koch, L., Kern, F., Kullmann, P., Grafe, S., Latoschik, M. E., & Bannert, M. (2026). Exploring Scaffolding Mechanisms for Learning Regulation in Immersive Collaborative VR Environments. Technology, Knowledge and Learning. https://doi.org/10.1007/S10758-026-09959-6

Poupard, M., Larrue, F., Bertrand, M., Liguoro, D., Sauzéon, H., & Tricot, A. (2026). From movement to learning: Leveraging VR behavioral metrics to evaluate cognitive load and curiosity. International Journal of Human Computer Studies, 209. https://doi.org/10.1016/j.ijhcs.2026.103751

Qin, Y., Yan, J., & Chen, S. (2025). Immersive teaching practice of virtual reality (VR) in tax return practical training. Proceedings of the 2nd Guangdong-Hong Kong-Macao Greater Bay Area Education Digitalization and Computer Science International Conference, EDCS 2025, 353–358. https://doi.org/10.1145/3746469.3746527

Radianti, J., Majchrzak, T. A., Fromm, J., & Wohlgenannt, I. (2020). A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda. Computers & Education, 147, 103778. https://doi.org/10.1016/J.COMPEDU.2019.103778

Reen, F. J., Jump, O., McEvoy, G., McSharry, B. P., Morgan, J., Murphy, D., ... & Supple, B. (2022). Developing student codesigned immersive virtual reality simulations for teaching challenging concepts in molecular and cellular biology. FEMS Microbiology Letters, 369(1), fnac051.

Reeve, J. (2013). How students create motivationally supportive learning environments for themselves: The concept of agentic engagement. Journal of Educational Psychology, 105(3), 579–595. https://doi.org/10.1037/A0032690

Reeve, J., & Tseng, C. M. (2011). Agency as a fourth aspect of students’ engagement during learning activities. Contemporary Educational Psychology, 36(4), 257–267. https://doi.org/10.1016/J.CEDPSYCH.2011.05.002

Rico, H., De La Puente, M., De Oro, C., Navarro, D., Lambis, J., & Londoño, G. (2024). Assessing the outcomes of digital soil science curricula for agricultural undergraduates in the Global South. Open Education Studies, 6(1). https://doi.org/10.1515/edu-2024-0021

Rodríguez, J. L., & García López, M. del M. (2026). Integrating STEAM via virtual reality: A TPACK-focused training model for pre-service secondary mathematics teachers using NeoTrie VR. Frontiers in Education, 11. https://doi.org/10.3389/feduc.2026.1725968

Rodríguez-García, A. M., Trujillo Torres, J. M., & Sánchez Rodríguez, J. (2019). Impact of scientific productivity on digital competence of future teachers: Bibliometric approach on Scopus and Web of Science. Revista Complutense de Educacion, 30(2), 623–646. https://doi.org/10.5209/RCED.58862

Samsudin, A., Zahran, M., Nugraha, E., Nasbey, H., Sozbilir, M., Rahman, N. F. A., & Irie, T. (2026). Immersion is not enough: Design quality as the key determinant of perceived effectiveness and usage intention in educational virtual reality. Computers and Education: X Reality, 8. https://doi.org/10.1016/j.cexr.2026.100152

Sánchez-López, A. L., Jáuregui-Jáuregui, J. A., García-Carrera, N. A., & Perfecto-Avalos, Y. (2024). Evaluating effectiveness of immersive virtual reality in promoting students’ learning and engagement: a case study of analytical biotechnology engineering course. Frontiers in Education, 9. https://doi.org/10.3389/feduc.2024.1287615

Shine, S., Warznie, J., Zhou, G., & Zubek, J. (2025). From virtual to reality: evaluating student attitudes through VR dissection preparations: a use case. Advances in Physiology Education, 49(3), 611–620. https://doi.org/10.1152/advan.00170.2024

Silva-Díaz, F., Carrillo-Rosúa, J., & Fernández-Plaza, J. A. (2021). Use of immersive technologies and their impact on the scientific-mathematical attitudes of Secondary Education students in the context of risk of social exclusion. In Educar (Vol. 57, Number 1, pp. 119–138). Universitat Autonoma de Barcelona. https://doi.org/10.5565/REV/EDUCAR.1136

Slater, M., & Wilbur, S. (1997). A framework for immersive virtual environments (FIVE): Speculations on the role of presence in virtual environments. Presence: Teleoperators and Virtual Environments, 6(6), 603–616. https://doi.org/10.1162/PRES.1997.6.6.603

Stracke, C. M., Bothe, P., Adler, S., Heller, E. S., Deuchler, J., Pomino, J., & Wölfel, M. (2025). Immersive virtual reality in higher education: a systematic review of scientific literature. Virtual Reality 2025 29:2, 29(2), 64-. https://doi.org/10.1007/S10055-025-01136-X

Sumardani, D., & Lin, C. H. (2024). Investigating the factors that influence the implementation of virtual reality in science learning. Jurnal Pendidikan IPA Indonesia, 13(1), 76–89. https://doi.org/10.15294/jpii.v13i1.44018

Sunday, K., Oyelere, S. S., Agbo, F. J., Aliyu, M. B., Balogun, O. S., & Bouali, N. (2023). Usability evaluation of Imikode virtual reality game to facilitate learning of object-oriented programming. Technology, Knowledge and Learning, 28(4), 1871–1902. https://doi.org/10.1007/s10758-022-09634-6

Supurwoko, S., Gunawan, K. D. H., & Hudha, M. N. (2025). Validity analysis of VR-based particle dynamics module development using the Rasch model. Online Learning in Educational Research (OLER), 5(2), 441–455. https://doi.org/10.58524/oler.v5i2.803

Tene, T., Guevara, M., Moreano, G., Vera, J., & Gomez, C. V. (2024). The role of immersive virtual realities: Enhancing science learning in higher education. Emerging Science Journal, 8(Special Issue), 88–102. https://doi.org/10.28991/ESJ-2024-SIED1-06

Thadani, A., Deschamps, I., Doran, J., Forlani, C., Theriault, R., & Madorin, S. (2025). Student motivation using virtual reality in human anatomy and physiology courses. Canadian Journal of Learning and Technology, 51(2), 1–21. https://doi.org/10.21432/CJLT28609

Thiele, G., Mirica, K. A., & Habig, S. (2025). VeRidium: A fully immersive and interactive virtual reality educational environment. Journal of Chemical Education, 102(6), 2364–2371. https://doi.org/10.1021/acs.jchemed.4c01256

van Deursen, A., & van Dijk, J. (2011). Internet skills and digital divide. New Media and Society, 13(6), 893–911. https://doi.org/10.1177/1461444810386774

Wagner, R., Pardi, G., Müller, J., Brucker, B., Schwarzer, S., & Gerjets, P. (2025). Listening to scientists in immersive videos: How levels of immersion and points of view influence learning experiences. Computers and Education, 234. https://doi.org/10.1016/j.compedu.2025.105326

Xian, J., Wu, J. G., & Wei, W. (2025). From static to fantastic: Exploring the impact of virtual reality in biological science instruction-A scoping review. TALE 2025 - 2025 IEEE International Conference on Teaching, Assessment, and Learning for Engineering, Proceedings. https://doi.org/10.1109/TALE66047.2025.11346724

Yu, C. P., & Tarng, W. (2025). Effects of a VR mountaineering education system on learning, motivation, and cognitive load in compass and map skills. ISPRS International Journal of Geo-Information, 14(12). https://doi.org/10.3390/ijgi14120499

Zaatar, M. T., Masri, N., Alfahel, M., Antar, G., Dayal, A., Khamis, H., Kuruvani, M., & Kachaamy, G. (2024). Exploring the virtual frontier: The impact of virtual reality on undergraduate biology education at the American University in Dubai. International Journal of Information and Education Technology, 14(5), 675–680. https://doi.org/10.18178/ijiet.2024.14.5.2092

Zamli, Z., Ramli, R., Sulaiman, H., Azemin, M. Z. C., Salleh, W. M. S. W., Yusof, N. A., Mahalil, I., & Yusof, A. M. (2025). Head-mounted display-based (HMD) vs desktop-based (DB) virtual reality anatomy: A preliminary usability study. Asia Pacific Scholar, 10(3), 80–83. https://doi.org/10.29060/TAPS.2025-10-3/SC3470

Zhao, Y., Pinto Llorente, A. M., & Sánchez Gómez, M. C. (2021). Digital competence in higher education research: A systematic literature review. Computers & Education, 168, 104212. https://doi.org/10.1016/J.COMPEDU.2021.104212

Downloads

Published

2026-08-30

How to Cite

Riswanto , R. ., Hartono, H., Sumarni, W. ., Subali, B. ., Rusilowati, A. ., & Hardyanto, W. (2026). Immersive Virtual Reality in Higher Science Education: A Systematic Review of Pedagogical Design, Science Engagement, and Digital Competence. International Journal of Learning, Teaching and Educational Research, 25(8), 880–908. Retrieved from https://ijlter.net/index.php/ijlter/article/view/3024