The Use of Multimedia in the Teaching and Learning Process of Higher Education: A Systematic Review
Abstract
1. Introduction
2. Theoretical Background
3. Materials and Methods
3.1. Data Sources
3.2. Search Criteria
- Google Scholar: Filters were applied to include only items published in scholarly journals and within a defined publication year range of 2019–2024, omitting books, conference proceedings, and non-English language materials.
- Springer: The search was restricted to articles published in English, focusing on peer-reviewed journal articles from selected years 2019–2024.
- Taylor & Francis: The results were filtered to include only scholarly articles and review articles published in the defined year range of 2019–2024.
- Web of Science: The search was refined to retrieve only journal articles and review articles, within the selected years 2019–2024.
- IEEE Xplore: Due to differences in search functionality, the following adapted string was used to align with the general structure of the main search:
- (“All Metadata”:”Multimedia tools”) OR (“All Metadata”:”multimedia technology”) OR (“All Metadata”:”Multimedia application”) OR (“All Metadata”:”multimedia component”) AND (“All Metadata”:Learning) OR (“All Metadata”:Teaching) AND (“All Metadata”:”higher education”).
- The search was limited to articles published within the specified time frame of 2019–2024.
- ScienceDirect: The criteria included publication year, article type, and review articles to ensure academic precision.
- Wiley Online Library: The scope was limited to journal publications published in 2019–2024, omitting books, conference proceedings, and other non-journal materials.
3.3. Selection Criteria
3.4. Exclusion Process from Pooled Articles
4. Results
5. Discussion
6. Conclusions
Supplementary Materials
Author Contributions
Funding
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Inclusion Criteria | Exclusion Criteria |
---|---|
Articles published in English | Articles not published in English |
Published from 2019 to 2024 | Published before 2019 |
Empirical research | Non-empirical research |
Focus on higher education level | Focus on non-higher education level |
Studies address the use of multimedia tools, technologies, applications, or components for learning or teaching in higher education | Studies did not explicitly include multimedia use |
Database | Initial Set of Results | Excluded Records | Final Set | |||
---|---|---|---|---|---|---|
Duplicates | Title | Abstract | Full Text | |||
ScienceDirect | 163 | 0 | 122 | 26 | 7 | 8 |
Web of Science | 447 | 179 | 228 | 20 | 14 | 6 |
IEEE Xplore | 586 | 0 | 549 | 18 | 12 | 7 |
Wiley Online Library | 127 | 1 | 105 | 13 | 7 | 1 |
SPRINGER | 719 | 0 | 682 | 18 | 10 | 9 |
Taylor & Francis | 80 | 0 | 67 | 8 | 4 | 1 |
Google SCHOLAR | 710 | 94 | 494 | 50 | 56 | 16 |
Total | 2832 | 274 | 2247 | 153 | 110 | 48 |
Authors | Learning Outcomes | Engagement |
---|---|---|
Abu-Eisheh and Ghanim, 2022 [50] | Multimedia use improved performance by 14–30% and ABET outcomes by 10–25%. | Multimedia increased student satisfaction and engagement. |
Alhulail and Singh, 2023 [62] | Multimedia technology enhances learning agility and creativity. | Multimedia technology increases student engagement. |
Ali and Ramlie, 2021 [47] | Positive UX, increased interest, and motivation. | Increased excitement and motivation. |
Alsswey et al.,2024 [35] | Kahoot! reduces anxiety, enhances learning experience, and promotes retention. | Kahoot! enhances engagement and encourages active participation. |
Azad, 2024 [27] | MMCs are more effective than traditional classes. | Students are more attentive and interactive in multimedia-based classes. |
Boude et al., 2023 [58] | 48% improved vocabulary acquisition. | Increased by competitive component, decreased with repetition, and reengaged with dynamic changes. |
Bykonia et al., 2019 [51] | Improved educational gains compared to traditional methods. | Increased engagement through independent computer-assisted work and motivation. |
Cao et al., 2022 [48] | The virtual simulation teaching method, resources, and learner experience all contribute to improved learning. | Multimedia use increased learning motivation and interactivity. |
Carrión Candel and Colmenero, 2022 [39] | Multimedia tools improved learning outcomes. | Multimedia tools increased student engagement through immersive and interactive learning experiences. |
Cheraghi and Motaharinejad, 2023 [63] | Video boosts motivation and understanding. | Video materials increase student engagement. |
Dubovi, 2019 [29] | Agent-based visualizations resulted in higher learning gains. | Agent-based visualizations enhance cognitive engagement through interactivity. |
Elfeky and Elbyaly, 2021 [45] | Higher success and acceptance in all aspects. | Augmented reality motivated and excited students, creating an engaging environment. |
Elmabaredy et al., 2020 [33] | Multimedia use significantly improved achievement and performance. | N/A |
Halabi, 2020 [42] | VR improved the grade of the project and course outcomes related to the project design. | Increased enthusiasm and interest by 13.3% and 23.5%, respectively. |
Han, 2023 [57] | Higher scores with multimedia use. | Increased engagement due to flexibility and interest. |
Hasan et al., 2019 [40] | N/A | Gamification improved engagement through structured objectives and rewards. |
Yusof, 2019 [64] | Gamified assessment improved achievement. | Gamified assessment increased engagement; the multimedia application was less engaging due to a lack of interactivity. |
Khalilia et al., 2022 [43] | VR supports the learning process and improves forensic science knowledge | VR enhances interactive learning engagement. |
Liu et al., 2021 [44] | No significant differences in learning outcomes. | No significant difference in engagement between groups. |
López-Fernández et al., 2021 [30] | Similar effectiveness in knowledge acquisition | Game-based learning increased student motivation and engagement. |
López-Fernández et.al., 2023 [65] | Similar effectiveness in knowledge acquisition and motivation in both formats. | The face-to-face format enhances participation and fosters a more positive overall opinion. |
Malak, 2024 [66] | Reduced stress and anxiety; improved self-efficacy and academic achievement. | N/A |
Meinawati et. al., 2021 [26] | Significant increase in English essay writing test scores. | Online learning activities made the virtual environment more enjoyable. |
Meirbekov et al., 2024 [61] | N/A | Boosted motivation and interest in learning English. |
Mimouni, 2022 [67] | Gamified quizzing with reflective class feedback increases achievement scores. | Gamified quizzes with reflective class feedback enhance participation. |
Neffati et al., 2021 [56] | Improved understanding by using visual data. | Multimedia use increased engagement through interactive and collaborative features. |
Nuci et al., 2021 [36] | 73% vs. 57.5% correct answers with quizzes. | Systematic in-lecture quizzes increase engagement. |
Nyirahabimana et al., 2024 [28] | Multimedia use significantly increased conceptual understanding of quantum physics. | N/A |
Pan and Mow, 2023 [59] | Gamified teaching significantly improved test scores. | Significant increase in engagement (behavioral, cognitive, emotional). |
Panmei and Waluyo 2022 [41] | No significant difference in overall vocabulary scores. | Gamification adds interest and intrigue, fostering autonomy and positive perceptions. |
Park et al., 2019 [23] | N/A | Multimedia technology encourages active learning engagement. |
Praheto et al., 2020 [24] | Interactive multimedia improves learning outcomes. | Increased engagement through an interactive, dynamic, and fun learning environment. |
Rajae and Idrissi 2021 [52] | Students using animation performed significantly better in understanding synaptic transmission. | Multimedia captures attention longer and makes learning more engaging. |
Rincon-Flores and Santos-Guevara, 2021 [37] | Gamification improved academic performance. | Gamification increased engagement through rewards and interactions. |
Rogti, 2024 [47] | Engagement and cooperation increased. Positive attitudes towards multimedia use. | Increased engagement through active participation and interaction. |
Sautière et al., 2019 [25] | The learning feedback on animal anatomy was slightly increased. | High engagement is achieved through the utilization and appreciation of multimedia tools. |
Tepe and Tüzün, 2023 [68] | VR increased the academic achievement of the students. | Increased motivation and satisfaction with 3D resources. |
Triviño-Tarradas et al., 2022 [49] | Motivation improved significantly, especially in terms of relevance (M = 4.01). | Increased motivation and satisfaction with 3D resources. |
Urbina Coronado et al., 2022 [55] | Improved understanding of mechanical components | AR increased engagement by increasing the amount of time spent on exercises and attention. |
Vagg et al., 2020 [69] | Multimedia enhances the understanding of the topics covered in the class. | 71.05% of students find the multimedia engaging. |
Valencia et al., 2023 [34] | Improved student performance and understanding of the sequence and modularity. | Videos enhance engagement by fostering collaboration, alleviating boredom, and promoting active intervention. |
Wang et al., 2020 [31] | Cues improved retention and transfer test scores. | Cues increased focus on engagement. |
Xiao, 2022 [70] | N/A | 72.2% of classmates found the digital multimedia VR art courses effective |
Zainuddin, 2024 [38] | Gamification-based quizzes significantly improved learning outcomes. | Gamification increased engagement with interactive quizzes and leaderboards. |
Zhao et al., 2019 [32] | Multimedia-based teaching increased scores by 6.9% and 9.2%. | N/A |
Zhao et al., 2022 [60] | Games improved understanding and results. Significant differences in knowledge acquisition by location. | Games increased engagement with active elements and multimedia. |
Subject/Field | Multimedia Components |
---|---|
Engineering | Interactive learning media [42,48,49]; VR/AR/hologram [42,55]; web-based and mobile-based delivery tools [55]; video [34]; communication platforms [34] |
English as a foreign language (EFL) | Games [58]; communication platforms [61]; gamification [41]; interactive learning media [47]; audio [32]; video [32]; text [32]; images/other non-interactive visuals [32] |
English special purpose (ESP) | Text [51]; video [26,63] |
Various disciplines | Gamification [35] |
Healthcare | Animation [29]; video [29]; VR/AR/hologram [68] |
Biology | Animation [52]; interactive learning media [25]; video [25] |
Pedagogy | Images/other non-interactive visuals [31,33]; text [31,33]; video [31,33] |
Music | Web-based and mobile-based delivery tools [57] |
Crime scene investigation (Law) | VR/AR/hologram [43] |
Quantum Physics | Interactive learning media [28]; animation [28]; video [28] |
Fashion design | VR/AR/hologram [45]; video [45] |
Design | VR/AR/hologram [42]; interactive learning media [42] |
Research | Teaching | Learning | Challenges | Opportunities |
---|---|---|---|---|
Abu-Eisheh and Ghanim, 2022 [50] | + | N/A | Civil engineering departments are encouraged to include a multimedia-enhanced course as an elective for senior year and urban planning students to improve their learning experience. | |
Alhulail and Singh, 2023 [62] | + | + | N/A | The availability and use of multimedia technologies are crucial in promoting innovation, learning agility, and creativity. |
Ali and Ramlie, 2021 [46] | + | Long lessons and limited interaction with the hologram teacher reduced students’ concentration and self-confidence, making them passive observers rather than active learners. | The hologram teacher offers a potential alternative to using real human figures in teacher design. | |
Alsswey et al.,2024 [35] | + | N/A | Integrating Kahoot! into higher education improves learning outcomes, enhances material retention, and fosters a positive, engaging classroom environment. | |
Azad, 2024 [27] | + | + | Large class sizes, lack of proper equipment in classrooms, insufficient training, and time constraints. | N/A |
Boude et al., 2023 [58] | + | After a few sessions of the game, the students lost interest, which could be addressed by adjusting the integration of the material into the lesson. | N/A | |
Bykonia et al., 2019 [51] | + | + | 21% of the students reported difficulties due to complex content, procrastination, or a dislike of the teaching method. | N/A |
Cao et al., 2022 [48] | + | + | Frequent use of virtual devices can lead to fatigue and a diminished sense of novelty. | Virtual simulations encourage interaction, innovation, and critical thinking, and also allow teachers to use virtual experiments and multimedia tools effectively. |
Carrión Candel and Colmenero, 2022 [39] | + | + | N/A | ICT and gamification can enhance music teaching and support traditional methods. |
Cheraghi and Motaharinejad, 2023 [63] | + | Lack of trained lecturers, insufficient teacher training, and adequate resources. | N/A | |
Dubovi, 2019 [29] | + | N/A | Extending the use of visualizations to broader healthcare scenarios. | |
Elfeky and Elbyaly, 2021 [45] | + | N/A | AR provided learners with a creative learning space, leading to effective and visibly better design results. | |
Elmabaredy et al., 2020 [33] | + | + | N/A | Improving student learning in higher education through the development of effective methods for designing and presenting educational courses. |
Halabi, 2020 [42] | + | N/A | VR can be effectively integrated into STEM education, especially with the advent of affordable standalone headsets. | |
Hasan et al., 2019 [40] | + | N/A | The future system can help identify which game elements impact the most student engagement and improve learning outcomes. | |
Khalilia et al., 2022 [43] | + | N/A | Modern technologies are essential for inclusive learning, but they should be combined with traditional teaching methods. | |
Liu et al., 2021 [44] | + | + | Complex light and shadow generation in AR scenes and collision detection in interactive virtual environments. | AR technology effectively enhances education and teaching activities. |
López-Fernández et.al., 2023 [65] | + | N/A | Most of the students (97.2% face-to-face, 94.2% online) preferred game-based learning over traditional videos or presentations. | |
Meinawati et. al., 2021 [26] | + | + | N/A | Innovative writing lessons utilize digital media and technology while strengthening teachers’ ability to integrate multimedia tools into their teaching process. |
Meirbekov et al., 2024 [61] | + | N/A | Most of the participants expressed a desire to use blogs as an additional English learning strategy outside of class. | |
Mimouni, 2022 [67] | + | N/A | Game-based quizzes are more effective when combined with reflective class feedback, which improves student achievement by encouraging reflection, peer-tutor interaction, and detailed feedback. | |
Neffati et al., 2021 [56] | + | N/A | Students viewed the Mobile e-Learning application as an effective teaching platform and recommended its use in all courses. | |
Nuci et al., 2021 [36] | N/A | The results of the in-lecture quiz were used to adjust the rest of the lecture. | ||
Park et al., 2019 [23] | + | Gender differences affect the ease of adoption and use of multimedia technologies. | N/A | |
Praheto et al., 2020 [24] | + | Monotonous learning, an unattractive classroom atmosphere, and a lack of student involvement. | N/A | |
Rajae and Idrissi, 2021 [52] | + | + | The use of multimedia in education remains limited due to insufficient digital resources, a lack of teacher training, and inadequate teaching materials. | Animations reflect reality better than a purely oral explanation. |
Rincon-Flores and Santos-Guevara, 2021 [37] | + | + | Calculus class required greater content adaptation during academic confinement due to the complexity compared to face-to-face teaching. | Gamification is a versatile teaching strategy suitable for various disciplines and learning contexts. |
Romero-Rodríguez et.al., 2020 [54] | + | The limited use of mobile devices is largely due to a lack of training, resistance to change, and concerns about distraction and usefulness. | Knowledge of the benefits of mobile devices and belief in their value now and in the future helped teachers develop good mobile teaching practices. | |
Sautière et al., 2019 [25] | + | Distance learning tools cannot replace face-to-face inductive teaching or hands-on experimental activities that are essential for learning in biology and other STEM fields. | The tools can be extended to broader contexts—51.2% of respondents support their use in all practical life science modules, including physics and chemistry. | |
Shin and Park, 2019 [53] | + | N/A | A hybrid of dynamic and static visualizations can be widely applied in learning contexts such as VR storytelling, AR games, and various game development services. | |
Tepe and Tüzün, 2023 [68] | + | Prolonged use of head-mounted displays can cause fatigue and nausea, and should be limited in use. | Students noted that learning environments using virtual reality offer various benefits and consider it necessary for future lessons. | |
Vagg et al., 2020 [69] | + | N/A | Students preferred simulators for their future studies (64.07%). | |
Valencia et al., 2023 [34] | + | + | Videos sometimes do not fully cover the topics discussed in class, presenting only partial segments. Lack of widespread structured, ordered, and sequential design of technological platforms. | Incorporation of elements that enable digital learning and teaching style. Potential to utilize artificial intelligence in creating digital scientific discourses. |
Wang et al., 2020 [31] | + | A short video of the training material (5 min 27 s) was used to avoid student fatigue; future studies should consider longer videos to obtain more reliable data. | The study showed that visual and combined text-visual cues effectively support cognitive processes in video-based learning by helping to select, organize, and integrate information. | |
Xiao, 2022 [70] | + | Limited resources, need for curriculum update, poor teacher experience in digital multimedia, and regional inequality. | 30.8% of music teachers believe that virtual reality activities could be integrated into regular teaching practices. | |
Yusof, 2019 [64] | + | N/A | The results encourage educators to use game elements to improve participation in classrooms and make learning more enjoyable. | |
Zainuddin, 2024 [38] | + | N/A | Quizizz encouraged independent work during synchronous assessments by presenting different questions at the same time and limiting opportunities for unwanted collaboration. | |
Zhao et al., 2019 [32] | + | Only 5.7% of the students were aware of multimedia-based learning, and most blamed outdated materials and a weak language environment for their poor listening skills. | Multimedia technologies have a greater positive impact on listening than traditional teaching methods. |
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Staneviciene, E.; Žekienė, G. The Use of Multimedia in the Teaching and Learning Process of Higher Education: A Systematic Review. Sustainability 2025, 17, 8859. https://doi.org/10.3390/su17198859
Staneviciene E, Žekienė G. The Use of Multimedia in the Teaching and Learning Process of Higher Education: A Systematic Review. Sustainability. 2025; 17(19):8859. https://doi.org/10.3390/su17198859
Chicago/Turabian StyleStaneviciene, Evelina, and Gintarė Žekienė. 2025. "The Use of Multimedia in the Teaching and Learning Process of Higher Education: A Systematic Review" Sustainability 17, no. 19: 8859. https://doi.org/10.3390/su17198859
APA StyleStaneviciene, E., & Žekienė, G. (2025). The Use of Multimedia in the Teaching and Learning Process of Higher Education: A Systematic Review. Sustainability, 17(19), 8859. https://doi.org/10.3390/su17198859