journal article·2025-06-05Open access

Immersive Tools in Engineering Education—A Systematic Review

Vasco Reis, João Santos Baptista, Joana Duarte

Applied Sciences· Volume 15· Issue 11

Abstract

Immersive tools are being adopted as an alternative to traditional education methods, especially in engineering curricula, where it is common to integrate various disciplines such as science, technology, engineering, and mathematics (STEM). This systematic review aimed to evaluate the effectiveness of immersive tools and serious games in improving student engagement and knowledge retention in engineering education. This study follows the Preferred Reporting Items for Systematic Reviews and Meta-Analyses guidelines, analyzing 31 articles published between 2020 and 2025 across four databases (Scopus, Web of Science, Dimensions, and ScienceDirect). Articles were included if they complied with the following inclusion criteria: using (any) immersive tools, carrying out evaluation methods, and participation of students in STEM-related engineering courses. The data extracted encompassed sample characteristics, game attributes, evaluation methods, and results. The findings suggest that immersive tools positively impact students’ engagement and motivation. However, challenges such as potential motion sickness, complexity of serious games (SGs), and high implementation costs exist. SG design must balance engagement, immersion and pedagogical effectiveness to ensure viability. Future research should assess long-term impacts and promote methodological consistency across studies, particularly in subject areas and sample demographics, while determining a way to reduce motion sickness and alleviating SG complexity and difficulty.
Source: crossref · Quality: baseline

Research context

OpenAlex topics: Educational Games and Gamification · Biomedical and Engineering Education · Teaching and Learning Programming

SciVX discovery tags are terminology-based. OpenAlex topics are source-provided classifications.

Affiliations

Faculty of Engineering, University of Porto, 4200-465 Porto, Portugal

Associated Laboratory for Energy, Transports and Aeronautics (LAETA)—PROA, Faculty of Engineering, University of Porto, 4200-465 Porto, Portugal

Funding

EU Erasmus+ under STRIM (Safety Training with Real Immersivity for Mining)

References (53)

Show source-provided references
1. (2025, April 08). The “E” in STEM: Explicitly Teaching Engineering—Cognia—The Source 2015. Available online: https://source.cognia.org/issue-article/e-stem-explicitly-engineering/.
2. (2025, April 08). 5.4 Europe’s Got Talent—Science, Research and Innovation Performance of the EU 2020. Available online: https://ec.europa.eu/assets/rtd/srip/chapter5.4.html.
3. Student Attraction, Persistence and Retention in STEM Programs: Successes and Continuing Challenges10.5539/hes.v7n1p46 ↗
4. Casanova, J.R., Castro-López, A., Bernardo, A.B., and Almeida, L.S. (2023). The Dropout of First-Year STEM Students: Is It Worth Looking beyond Academic Achievement?. Sustainability, 15.10.3390/su15021253 ↗
5. Traditional vs Non-Traditional Teaching and Learning Strategies—The Case of E-Learning!10.4256/ijmtl.v19i1.21 ↗
6. Al-kfairy, M., Sendaba, O., and Alfandi, O. (2025). Understanding Trust In Educational Metaverse: The Role of Social Cognitive Theory Constructs And Perceived Risks. Kybernetes, ahead-of-print.10.1108/K-11-2024-3057 ↗
7. Immersive—Uses, Challenges and Opportunities
8. Active Personalized Construction Safety Training Using Run-Time Data Collection in Physical and Virtual Reality Work Environments10.1108/CI-06-2021-0113 ↗
9. (2025, April 08). What Are Serious Games: Types, Benefits, 10 Examples. Available online: https://piogroup.net/blog/what-are-serious-games-ultimate-guide.
10. Susi, T., Johannesson, M., and Backlund, P. (2007). Serious Games: An Overview, Institutionen för Kommunikation och Information DiVA.
11. Tene, T., Marcatoma Tixi, J.A., de Lourdes Palacios Robalino, M., Mendoza Salazar, M.J., Vacacela Gomez, C., and Bellucci, S. (2024). Integrating Immersive Technologies with STEM Education: A Systematic Review. Front. Educ., 9.10.3389/feduc.2024.1410163 ↗
12. (2025, May 13). Metaverse and Education: Identifying Key Themes and Future Research Trajectories. Available online: https://www.scilit.com/publications/634a33bba8ae89846710e4096ff5641b.
13. Improving Microbial Phylogeny with Citizen Science within a Mass-Market Video Game10.1038/s41587-024-02175-6 ↗
14. Introducing Foldit Education Mode10.1038/s41594-020-0485-6 ↗
15. How Do Players and Developers of Citizen Science Games Conceptualize Skill Chains?
16. Collaborative Augmented Reality in Higher Education: A Systematic Review of Effectiveness, Outcomes, and Challenges10.1016/j.apergo.2024.104360 ↗
17. The PRISMA 2020 Statement: An Updated Guideline for Reporting Systematic Reviews10.1136/bmj.n71 ↗
18. ROBINS-I: A Tool for Assessing Risk of Bias in Non-Randomised Studies of Interventions10.1136/bmj.i4919 ↗
19. RoB 2: A Revised Tool for Assessing Risk of Bias in Randomised Trials10.1136/bmj.l4898 ↗
20. Cyberspace Odyssey: A Competitive Team-Oriented Serious Game in Computer Networking10.1109/TLT.2020.3008607 ↗
21. Mixed Reality Environment for Learning Sensing Technology Applications in Construction: A Usability Study10.1016/j.aei.2022.101637 ↗
22. Transformational Play as a Curricular Scaffold: Using Videogames to Support Science Education10.1007/s10956-009-9171-5 ↗
23. Messner, J., Yerrapathruni, S., Baratta, A., and Whisker, V. (2003, January 22). Using Virtual Reality to Improve Construction Engineering Education. Proceedings of the 2003 Annual Conference, Nashville, TN, USA.
24. Designing a Virtual-Reality-Based, Gamelike Math Learning Environment10.1080/08923647.2016.1119621 ↗
25. A Serious Game for Teaching the Fundamentals of ISO/IEC/IEEE 29148 Systems and Software Engineering—Lifecycle Processes—Requirements Engineering at Undergraduate Level10.1016/j.csi.2019.103377 ↗
26. Teaching Three-Phase Half-Wave Power Electronic Rectifier with Gamified Augmented Reality Support10.1016/j.aej.2024.04.077 ↗
27. Handheld Augmented Reality System for Resistive Electric Circuits Understanding for Undergraduate Students10.1002/cae.21912 ↗
28. A Smartphone-Based Augmented Reality System for University Students for Learning Digital Electronics10.1002/cae.22102 ↗
29. Perceptions of the Use of Virtual Reality Games for Chemical Engineering Education and Professional Training10.1080/23752696.2021.1951615 ↗
30. Anagnostopoulou, E. (2023, January 5–6). Using RPG-Based Learning Environment to Increase Engagement and Motivation for Learning Higher Mathematics. Proceedings of the European Conference on Games Based Learning, Enschede, The Netherlands.10.34190/ecgbl.17.1.1912 ↗
31. Formative Evaluation of Immersive Virtual Reality Expedition Mini-Games to Facilitate Computational Thinking
32. Spreadsheet-Based Application Integrated with Virtual Reality for Teaching Economic and Environmental Assessment of Subsurface Gasification and Combustion for Hydrogen Production10.1016/j.ece.2024.03.001 ↗
33. Ammouriova, M., Bertolini, M., Castaneda, J., Juan, A.A., and Neroni, M. (2022). A Heuristic-Based Simulation for an Education Process to Learn about Optimization Applications in Logistics and Transportation. Mathematics, 10.10.3390/math10050830 ↗
34. Fatima, A., Shaheen, A., Ahmed, S., Fazal, B., Ahmad, F., Liew, T.W., and Ahmed, Z. (2024). Exploring the Use of Gamification in Human-Centered Agile-Based Requirements Engineering. Front. Comput. Sci., 6.10.3389/fcomp.2024.1442081 ↗
35. Implementing Universal Design through Augmented-Reality Game-Based Learning
36. Designing a Drinking Water Treatment Experiment as a Virtual Lab to Support Engineering Education during the COVID-19 Outbreak10.1080/23311916.2022.2132648 ↗
37. Design of Serious Games in Engineering Education: An Application to the Configuration and Analysis of Manufacturing Systems10.1016/j.cirpj.2021.11.006 ↗
38. Zubair, M.U., Khan, M.A., Hassan, M.U., Ahmed, K., and Aziz, T. (2024). Enhancing Student Active Engagement in Class through Game-Based Learning: A Case of Civil Engineering Education. Sustainability, 16.10.3390/su16146010 ↗
39. Gamification and Virtual Reality Immersion in the Education of Future Engineers in the AEC Sector
40. The Application of Virtual Reality Technology in Architectural Pedagogy for Building Constructions10.1016/j.aej.2019.06.002 ↗
41. Developing Engineering Students’ Capabilities through Game-Based Virtual Reality Technology for Building Utility Inspection10.1108/ECAM-02-2021-0174 ↗
42. Maragkou, V., Rangoussi, M., Kalogeras, I., and Melis, N.S. (2023). Educational Seismology through an Immersive Virtual Reality Game: Design, Development and Pilot Evaluation of User Experience. Educ. Sci., 13.10.3390/educsci13111088 ↗
43. A Modular Serious Game Development Framework for Virtual Laboratory Courses10.1109/TLT.2024.3349579 ↗
44. Alqahtani, H., and Kavakli-Thorne, M. (2020). Design and Evaluation of an Augmented Reality Game for Cybersecurity Awareness (CybAR). Information, 11.10.3390/info11020121 ↗
45. Virtual to Reality: Teaching Mathematics and Aerospace Concepts to Undergraduates Using Unmanned Aerial Systems and Flight Simulation Software
46. Design, Development, and Evaluation of a Virtual Reality Game-Based Application to Support Computational Thinking10.1007/s11423-022-10161-5 ↗
47. Lampropoulos, G., Keramopoulos, E., Diamantaras, K., and Evangelidis, G. (2023). Integrating Augmented Reality, Gamification, and Serious Games in Computer Science Education. Educ. Sci., 13.10.3390/educsci13060618 ↗
48. An Adaptive 3D Virtual Learning Environment for Training Software Developers in Scrum10.1080/10494820.2021.1999985 ↗
49. Applications of Virtual and Augmented Reality for Practical Application Learning with Gamification Elements
50. Boytchev, P., and Boytcheva, S. (2020). Gamified Evaluation in STEAM for Higher Education: A Case Study. Information, 11.10.3390/info11060316 ↗
51. Shrivastava, S.R., Shrivastava, P.S., and Mishra, V.H. (2024). Serious Games in Medical Education: What It Adds? How to Go about It?. J. Pharm. Bioallied Sci., 16.10.4103/jpbs.jpbs_1245_23 ↗
52. Bai, H., Zhang, R., Berg Marklund, B., and Wilhelmsson, U. (2022). Game Graphics and Effective Learning: A Review of Visual Communication Research in Serious Games, IADIS Press.
53. Melero, J., Hernández-Leo, D., and Blat, J. (2011, January 20–21). A Review of Scaffolding Approaches in Game-Based Learning Environments. Proceedings of the European Conference on Games Based Learning, Athens, Greece.