Over the past three weeks, I’ve explored how virtual reality (VR) and gamification can enhance engagement and improve knowledge retention in distributed and online learning environments.
Over the past decade, we’ve seen a rapid shift from traditional lecture-based learning to distributed, tech-integrated approaches that allow students to learn on-demand, at their own pace, and often in more interactive ways. This shift is more than cosmetic. Educational technology has evolved from static video lectures to engaging, dynamic tools that include instant feedback, simulation, and interactivity.
Game-based learning has a longer history than many realize. It dates back to the 1960s with the development of The Sumerian Game, one of the earliest known educational simulations designed to teach students about economics and resource management. This marked the beginning of digital game-based learning, integrating educational content with interactive gameplay (Paper, 2023). Over the following decades, educational games evolved alongside technology, leading to the development of modern platforms like Duolingo, Kahoot, and Quizizz, which bring those early principles into classrooms today in highly engaging, gamified formats. A standout example is Minecraft: Education Edition, which has been used globally to teach subjects ranging from math and coding to history and digital citizenship through open-ended, creative problem-solving in a game environment.

Virtual reality also began its journey in the 1960s, when Morton Heilig developed the Sensorama, a multi-sensory simulator that aimed to immerse users in 3D environments using visuals, sound, vibration, and even scent. Although it was more of an arcade experience than a learning tool, it set the foundation for immersive technology (VirtualSpeech, 2023). Throughout the 1980s and 1990s, VR remained mostly experimental or entertainment-focused, but by the 2010s, it entered the educational space more seriously. Today, VR systems like the Meta Quest and ClassVR are used for everything from virtual field trips to surgical simulations, showing just how far the technology has come.


Researching through academic research, open educational resources, and online learning tools I found Makransky and Lilleholt’s (2018) work on the emotional value of immersive virtual reality. They found that learners in VR environments were not only more engaged, but also retained information better than those using traditional media. This was an important reminder that how we feel while learning matters just as much as what we’re learning. Gamification added another layer to this. Dichev and Dicheva (2017) explained that while gamification doesn’t always guarantee better outcomes, it reliably improves motivation and engagement when used thoughtfully. Platforms like Duolingo and Kahoot demonstrate this well, using simple elements like streaks, levels, and rewards to make learning feel dynamic and goal-oriented. When gamification is done right, it builds a loop of feedback that keeps learners coming back. A meta-analysis by Liu et al. (2022), which looked at learning experiences that combine both VR and gamification. The results were compelling. Learners using these environments consistently performed better, stayed more engaged, and reported higher satisfaction with their learning experiences. It became clear to me that immersive technology isn’t just a novelty, it can be a serious educational tool.

To better understand these ideas in practice, I experimented briefly with IB Cricket, a VR-based sports simulator. While it wasn’t academic in nature, it helped me experience the core principles of gamified VR learning. Over the course of my gaming experience, I have noticed clear improvements in my footwork. My shot selection also improved, with the game helping me recognize deliveries more quickly and make faster decisions — something that typically develops slowly in real-world net sessions. Most importantly, it significantly boosted my confidence. Practicing in a risk-free, immersive environment allowed me to experiment and fail safely, which accelerated my learning curve in a way traditional practice hadn’t. Although IB Cricket was just a small part of my inquiry, it grounded what I was reading in something physical and reminded me that learning doesn’t have to be confined to classrooms or textbooks.
IB cricket gameplay. Source: Janit Puri
This project also made me reflect on how distributed and open learning technologies — from online courses to virtual communities — make these experiences more accessible. I didn’t need a classroom or a formal instructor. I learned from articles, communities, apps, and platforms, all on my own time. That’s the power of distributed learning, it meets you where you are.
Thank you for reading and following along on this journey. If you’ve explored VR or gamified learning in your own life, I’d love to hear how it’s shaped the way you learn, teach, or think. Share your thoughts in the comments.
References
- Dichev, C., & Dicheva, D. (2017). Gamifying education: What is known, what is believed and what remains uncertain. International Journal of Educational Technology in Higher Education, 14(1), 9. https://doi.org/10.1186/s41239-017-0042-5
- Liu, D., Bhagat, K. K., Gao, Y., Chang, T.-W., & Huang, R. (2022). The effects of VR-based gamification learning on learners’ performance and engagement: A meta-analysis. Computers in Human Behavior, 128, 107206. https://doi.org/10.1016/j.chb.2022.107206
- Makransky, G., & Lilleholt, L. (2018). A structural equation modeling investigation of the emotional value of immersive virtual reality in education. Computers in Human Behavior, 80, 735–743. https://doi.org/10.1016/j.chb.2017.11.020
- Paper. (2023, September 19). Game-based learning in education: A quick history. https://paper.co/blog/game-based-learning-in-education-a-quick-history
- VirtualSpeech. (2023, May 2). The history of virtual reality (VR).https://virtualspeech.com/blog/history-of-vr
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