Virtual Reality in Higher Education: A Systematic Review Aligned with the Sustainable Development Goals
Abstract
1. Introduction
- To identify the context of VR in higher education and define the research methodology used in this study.
- To examine the main characteristics of VR and its implementation in a higher education context.
- To identify the skills and competencies developed by students using VR in different educational areas and disciplines in higher education.
- To determine and analyze the educational benefits achieved by implementing VR in the higher education context in terms of meaningful learning, motivation, and student participation/engagement.
- To study the intrinsic relationship between the use of VR in higher education and SDGs.
- To identify and define the SDGs pursued and implemented in the classroom during VR in the context of higher education.
2. Methodology
2.1. Guidelines and Research Process
2.2. Selection and Eligibility Criteria
2.3. Mapping and Research Question Selection
- In which years have there been a greater production of research related to VR in higher education?
- Which journals have published research articles, and what is their scientific impact according to their Journal Impact Factor (JIF) or other indicators?
- What is the geographical distribution of VR studies (region, country, etc.) in higher education?
3. Analysis
Data Extraction and Coding
4. Results
4.1. Mapping Questions Results
4.2. Reasearch Questions Results
4.2.1. Research Methodology and Data Collection/Analysis Instrument Used
4.2.2. Study Object and Research Sample
4.2.3. Academic Areas and Disciplines of Application and Influence of VR in Higher Education
4.2.4. Innovation (Device and Software) and Complementary VR Technologies
4.2.5. Sustainable Development Goals Related to the Application of VR in the Higher Education Context, Methodology for Classroom Application and VR Benefits
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4.2.6. Research and VR Limitations in the Higher Education Context
4.2.7. Recommendations for Future VR Research
4.2.8. Overall Results
5. Discussion
5.1. Expansion and Multidisciplinary Integration of VR in Higher Education
5.2. Methodological Approaches
5.3. Educational Impact and Contribution to Competence Development
5.4. VR Technology Innovation (Device and Software) and Complementary VR Technologies
5.5. Alignment with the United Nations’ Sustainable Development Goals
5.6. Benefits and VR Implementation Challenges in Higher Education
5.7. Literature Limitations and Future Research in VR and SDGs
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- Increasing the sample size and improving generalizability are recommended.
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- Explore diverse educational stages (primary and secondary) and disciplines beyond STEM to broaden inclusivity and equity.
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6. Conclusions
7. Limitations of Study and Future Research
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Abbreviations
XR | Extended Reality |
VR | Virtual Reality |
AR | Augmented Reality |
SDGs | Sustainable Development Goals |
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N | Inclusion Criteria (IC) |
---|---|
1 | Language: Written in English or Spanish, justified by the research team’s linguistic competence and the predominance of scholarly output in these languages within the topic area. |
2 | Access: Open-access availability to ensure full-text retrieval for in-depth analysis and methodological evaluation. |
3 | Stage of publication: Fully published articles (excluding in-press, preprints, or early-access versions without final peer review). |
4 | Study design: Quantitative, qualitative, or mixed-methods research providing sufficient methodological detail to assess quality using the predefined quality criteria (QC) checklist. |
5 | Study orientation: Empirical studies with a clear pedagogical dimension (teaching strategies, learning outcomes, skills development, assessment practices) rather than purely technical or engineering-focused research. |
6 | Educational context: Studies conducted specifically in the higher education/university context, involving undergraduate, postgraduate, or doctoral students, and/or higher education faculty. |
7 | Focus on VR: Research focuses on immersive and non-immersive VR technologies in higher education classrooms and blended learning contexts. |
8 | Link to SDGs: Explicit mention of SDGs in the title, abstract, or keywords, and/or integration of SDG-related content, indicators, or targets into the pedagogical intervention. |
9 | Type of publication: Research articles excluding systematic review of the literature. |
N | Quality Criterion (QC) | Question/Response (Yes = 1.0, Partially = 0.5, No = 0.0) |
---|---|---|
1 | Sample typology | Is the sample adequate in quantity and quality according to the study objectives and research questions? |
2 | Methodological design | Is the design well-founded and consistent with the objectives? |
3 | Clarity of objectives | Are the research objectives/questions clearly defined? |
4 | Techniques and instruments | Are the techniques or instruments used adequately described? |
5 | Measurement of variables | Have the variables been measured and assessed rigorously? |
6 | Research methods | Are the methods clearly defined and justified? |
7 | Study timeframe | Is the timeframe appropriate for the study typology? |
8 | Response to objectives/hypotheses | Is there an adequate response to the stated objectives or hypotheses? |
9 | Publication quality | Is the publication indexed in JCR and peer-reviewed? |
N | Research Question |
---|---|
RQ1 | What research methodology (quantitative, qualitative, or mixed) is being used and what types of data collection and analysis instruments/tools are used in higher education VR research? |
RQ2 | What is the subject matter of study for the VR implementation as a learning methodology and what sample has been analyzed in higher education VR implementation research? |
RQ3 | What are the main areas of application of VR and which academic disciplines contribute to/influence VR research in higher education? |
RQ4 | What are the latest innovations in VR devices, software, and applications, and what complementary technologies/methodologies are integrated in conjunction with VR for application in higher education classrooms? |
RQ5 | Which SDGs are addressed and what methodology has been carried out by the application of VR in higher education classrooms? What are the educational benefits? |
RQ6 | What are perceived limitations and drawbacks regarding the implementation of SDG-linked classroom VR in the higher education context and what research limitations are mentioned/detected in the studies conducted? |
RQ7 | What is the direction of research on VR in higher education and what recommendations are expressed for future research linked to the SDGs? |
N | Registration Indicator | ||
---|---|---|---|
RQ | V | Description | Categories/Values |
RQ1 | V1 | Research methodology | Quantitative methodology |
Qualitative methodology | |||
Mixed methodology | |||
V2 | Data collection instrument | Quantitative instruments | |
Qualitative instruments | |||
V3 | Analysis instrument both quantitative and qualitative data | ||
RQ2 | V4 | Themes addressed in higher education context for the implementation of VR | Description of the research for the implementation of VR |
Discipline and subject area where VR-based learning is implemented in the classroom | |||
V5 | Research sample (students and/or teachers of higher education) | Age range/average age/gender | |
Source | |||
Academic/professional type and/or university degree/master’s/doctorate course. | |||
RQ3 | V6 | Academic areas related to the implementation of VR in higher education | Areas of application of VR in higher education |
Academic disciplines that have contributed to/influenced research on VR in higher education | |||
RQ4 | V7 | Recent innovations in VR devices, software, and applications in higher education | |
V8 | Complementary technologies and/or methodologies that integrate with VR in higher education | ||
RQ5 | V9 | SDGs that are put into practice when implementing VR in the higher education context | SDG 1: End Poverty; SDG 2: Zero Hunger; SDG 3: Health and Well-Being; SDG 4: Quality Education; SDG 5: Gender Equality; SDG 6: Clean Water and Sanitation; SDG 7: Affordable and Clean Energy; SDG 8: Decent Work and Economic Growth; SDG 9: Industry, Innovation, and Infrastructure; SDG 10: Reducing Inequalities; SDG 11: Sustainable Cities and Communities; SDG 12: Responsible Production and Consumption; SDG 13: Climate Action; SDG 14: Life Below Water; SDG 15: Life on Land; SDG 16: Peace, Justice, and Strong Institutions, and/or SDG 17: Partnerships for Goals |
V10 | Educational benefits of using VR in the higher education context and in achieving the SDGs | Favorable educational effects of VR implementation in higher education: motivation, satisfaction, and learning generated (needs covered by students) | |
SDGs put into practice during the implementation of VR in the classroom: SDG implementation methodology in higher education | |||
RQ6 | V11 | Limitations and drawbacks of VR in the context of higher education and/or its linkage to the SDGs | Limitations of the research study when implementing VR in the higher education classroom |
Drawbacks and/or limitations of practical implementation of VR in higher education classrooms and its linkage to the SDGs | |||
RQ7 | V12 | Future direction of VR research and linkage to SDGs. | Recommendations for future research on VR and SDGs |
N | Article Title | Authors | Year | Authors Institution/Country | Publication Journal |
---|---|---|---|---|---|
1 | The continuum of simulator-based maritime training and education [73] | Kim, T., Sharma, A., Bustgaard, M., Gyldensten, W.C., Nymoen, O.K., Tusher, H.M., & Nazir, S. | 2021 | Faculty of Technology, Natural and Marine Sciences/Norway. | WMU Journal of Maritime Affairs, 20(2). SPRINGER NATURE. |
2 | Technological Solutions for Sustainable Development: Effects of a Visual Prompt Scaffolding-Based Virtual Reality Approach on EFL Learners’ Reading Comprehension, Learning Attitude, Motivation, and Anxiety [60] | Wang, Z., Guo, Y., Wang, Y., Tu, Y.-F., & Liu, C. | 2021 | University of Wenzhou/China & Fu Jen Catholic University/Taiwan. | Sustainability, 13(24). MDPI |
3 | How Prior Knowledge Affects Visual Attention of Japanese Mimicry and Onomatopoeia and Learning Outcomes: Evidence from Virtual Reality Eye Tracking [74] | Wang, C.-C., Hung, J.C., & Chen, H.-C. | 2021 | Christian University and National Chang Jung University of Science and Technology/ Taiwan. | Sustainability, 13(19). MDPI |
4 | Virtual Field Trips in Binational Collaborative Teacher Training: Opportunities and Challenges in the Context of Education for Sustainable Development [75] | Leininger-Frézal, C. & Sprenger, S. | 2022 | Université Paris Cité/France & University of Hamburg/ Germany. | Sustainability, 14(19). MDPI |
5 | Innovative Practice of Sustainable Landscape Architecture Education—Parametric-Aided Design and Application [76] | Hsu, C.-Y., & Ou, S.-J. | 2022 | Chaoyang University of Technology/ Taiwan. | Sustainability, 14(8). MDPI |
6 | The virtual reality: a sustainable technology [77] | Vergara-Rodríguez, D., Fernández-Arias, P., Santos-Iglesia, C., & Antón-Sancho, A. | 2022 | Catholic University of Avila/Spain. | DYNA. Ingeniería e Industria, 97(5) |
7 | Boosting urban community resilience to multi-hazard scenarios in open spaces: A virtual reality-serious game training prototype for heat wave protection and earthquake response [78] | De Fino, M., Tavolare, R., Bernardini, G., Quagliarini, E. & Fatiguso, F. | 2023 | Politecnico di Bari, Bari/Italy & Università Politecnica delle Marche, Ancona/Italy. | Sustainable Cities and Society, 99. ELSEVIER |
8 | Exploring the Use of Avatars in the Sustainable Edu-Metaverse for an Alternative Assessment: Impact on Tolerance [79] | Zaky, Y.A.M. & Gameil, A.A. | 2024 | Ain Shams University/Egypt. King Faisal University/Saudi Arabia. | Sustainability, 16(15). MDPI |
9 | Horizons architecture with virtual reality for complexity: Mixed methods [80] | Montoya, M.S.R., Perez, S.M., & Orantes, L.P.Z. | 2024 | Tecnológico de Monterrey/Mexico. & University of Seville/Spain. | Journal of Technology and Science Education, 14(1). JOTSE |
10 | Comparing cognitive load in learning spatial ability: immersive learning environment vs. digital learning media [11] | Jian, Y., & Abu Bakar, J.A. | 2024 | University of Utara/Malaysia & Faculty of Electronic Engineering, Chongqing/China | Discover Sustainability, 5(1). SPRINGER |
11 | Empathy, Education, and Awareness: A VR Hackathon’s Approach to Tackling Climate Change [58] | AlQallaf, N., Elnagar, D.W., Aly, S.G., Elkhodary, K.I., & Ghannam, R. | 2024 | University of Glasgow/United Kingdom & American University of Cairo/Egypt. | Sustainability, 16(6). MDPI |
12 | Harnessing the Power of Virtual Reality Experiences as Social Situation of Development to Enrich the Professional Experiences of Early Childhood Pre-Service Teachers [81] | Lee, Q., Devi, A., & Cutri, J. | 2025 | Swinburne University of Technology, Hawthorn/Australia | Education Sciences, 15(5). MDPI |
N | Quality Criterion (QC) | Formulated Question | Research Papers Reviewed | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 [73] | 2 [60] | 3 [74] | 4 [75] | 5 [76] | 6 [77] | 7 [78] | 8 [79] | 9 [80] | 10 [11] | 11 [58] | 12 [81] | |||
1 | Sample typology | Is the sample adequate in quantity and quality according to the study objectives and research questions? | 0.5 | 1 | 0.5 | 0.5 | 0.5 | 0.5 | 0.5 | 1 | 0.5 | 1 | 0.5 | 0.5 |
2 | Methodological design | Is the design well and consistent with the objectives? | 1 | 1 | 1 | 1 | 1 | 0.5 | 1 | 1 | 1 | 1 | 1 | 1 |
3 | Clarity of objectives | Are the research objectives/questions clearly defined? | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
4 | Techniques and instruments | Are the techniques or instruments used adequately described? | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
5 | Measurement of variables | Have the variables been measured and assessed rigorously? | 0.5 | 1 | 1 | 0.5 | 1 | 1 | 0.5 | 1 | 1 | 1 | 0.5 | 0.5 |
6 | Research methods | Are the methods clearly defined and justified? | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
7 | Study timeframe | Is the timeframe appropriate for the study typology? | 1 | 1 | 1 | 0.5 | 1 | 0.5 | 0.5 | 1 | 1 | 0.5 | 1 | 1 |
8 | Response to objectives/hypotheses | Is there an adequate response to the stated objectives or hypotheses? | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
9 | Publication quality | Is the publication indexed in a JCR quality publication and peer-reviewed? | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
Total score of the article out of 9 * | 8 | 9 | 8.5 | 7.5 | 8.5 | 7.5 | 7.5 | 9 | 8.5 | 8.5 | 8 | 8 |
N | Authors and Year | Methodology (Research Method) | Data Collection Instrument Used | Analysis Data Instrument Used | |
---|---|---|---|---|---|
Quantitative | Qualitative | ||||
1 | Kim et al. (2021) [73] | Qualitative | Quantitative instruments are not used. | SWOT analysis (identification and evaluation of strengths, weaknesses, opportunities, and threats). Group discussion workshops with experts. | Focus group discussions and review of documents and related research results. |
2 | Z. Wang. et al. (2021) [60] | Mixed | Pre- and post-tests of reading comprehension in English. Motivation, attitude, and learning anxiety questionnaires (5-point Likert scale). | Semi-structured interviews (nine questions to collect student perceptions: experience, performance, and acceptance of technology). The interviews were recorded audio. | Analysis of covariance (ANOVA) was used to compare the group results and control pre-test scores. Post hoc analysis was used to identify specific differences between the groups. |
3 | C. Wang et al. (2021) [74] | Mixed | Tests to measure participants’ understanding of onomatopoeias before and after the VR experience: pre-test (cognition, comprehension, and application of onomatopoeia types (15 min) and post-test (similar to pre-test), but conducted after the experience. Eye movement tracking with “HTC VIVE Pro Eye”. | Observation and analysis of the distribution of visual attention. | One-way ANOVA was used to examine correlations. Modified analysis tools from EyeNTNU-120p, software group analysis of eye movement data. |
4 | Leininger-Frézal & Sprenger (2022) [75] | Mixed | Online questionnaire (four closed-ended questions: 5-point Likert satisfaction scale from “strongly disagree” to “strongly agree”). | Online questionnaire with three free-response questions. | Descriptive analysis of the data obtained from the closed questions. |
5 | Hsu & Ou (2022) [76] | Mixed | Pre-test and post-test to assess students’ knowledge through mobile learning platforms and flipped classrooms (learning capability by reviewing learning history and providing feedback). Questionnaires: 13 Likert scale questions (5 points) to assess awareness/cognition of learning (7 questions) and satisfaction with learning (6 questions). | Interviews at the end of the semester to collect feedback from students about their experiences on the course (open-ended questions about learning and their recommendations) | -Mean pre-test and post-test scores for each thematic unit. Analysis of the difference between these scores: a paired samples t-test was used to determine the statistical significance of the difference between pre-test and post-test scores. Qualitative analysis of interview responses to identify relevant themes and patterns: teacher observation to assess the effectiveness of teaching strategies. |
6 | Vergara-Rodríguez et al. (2022) [77] | Mixed | Likert scale questionn-aires from 1 to 10 were used to evaluate variables: usability, ease of use, interaction experience, and motivation. | Teachers’ opinions and direct observation: Phase I and II (areas of influence of VR in the three dimensions of sustainable development (economic, social, and environmental through the analysis of other research); Phase III (perspective of teachers responsible for the activity through direct observation to explain students’ opinions). | Comparative analysis of two technical variants of Virtual Reality (IVR and NIVR). Descriptive statistical analysis of means and standard deviations and Student’s t-test were used to compare the means of the variable. |
7 | De Fino et al., 2023 [78] | Mixed | Likert-scale questionnaires (engagement, usefulness, ease of use, simplicity/effectiveness, realism); in-game data (play/response time, wrong answers, completion rate). | Open-ended questions (mitigating elements for heat waves, hazards during earthquakes, safe areas); demographic information (age, gender, occupation, education level, VR/training experience). | Mean and standard deviation (Likert items); content analysis of correct responses (open-ended questions); automatic in-game data storage and analysis (time, errors, completion rate); knowledge retention evaluation through repeated post-tests. |
8 | Zaky & Gameil (2024) [79] | Mixed (Quasi-experimental design) | Pre-test and post-test questionnaires with modified IPTS scale (4-point Likert scale): interpersonal tolerance and respect for others survey (34 closed-ended items). Product design quality sheet: 20-item rubric (4-point Likert scale) assessing interaction and participation, educational suitability, ease of use and interface, sustainability, and scalability (novice = 1; emerging = 2; developing = 3; proficient = 4). | Discussion tools on the metaverse platform: frame VR—compilation of student comments and opinions. | Mann–Whitney U test (significant differences between groups at the beginning of the study). Wilcoxon test: differences between students and teachers’ evaluations of product quality. Calculation of arithmetic means and standard deviations to compare group results. Peer evaluation of the design of sustainable educational environments: students evaluated their peers’ work using avatars. Quality analysis of the product design: evaluation of card criteria. |
9 | Montoya et al. (2024) [80] | Mixed (Concurrent triangulation design) | Questionnaire: Likert scale to assess student perceptions: 28 Likert scale indicators (5 points). It is structured in two parts: innovation (change/novelty and added value) and types of educational innovation (incremental, systematic, disruptive, and open). | Semi-structured questionnaires: open-ended questions to collect demographic data, SDG interests, and perceptions of students (11 questions), and innovative projects that were generated. Mozilla Hubs platform for interaction and feedback (virtual interaction space “NISA”, where student teams collaborated and received feedback on their projects). | Quantitative analysis was performed using Microsoft Office Excel, pivot tables, filters, statistical functions, and graphs: frequencies and percentages, comparisons with the existing literature, and measurement of the reliability of the Likert scale instrument using Cronbach’s alpha coefficient. Qualitative content analysis: Voyant Tools automatically extract themes from the text, thematic categories, and the frequency of ideas in each category. Responses related to the VR environment were categorized (positive and negative comments) and triangulated with sociodemographic data of the participants. |
10 | Jian & Abu Bakar (2024) [11] | Mixed (Experimental Design) | Experimental design with two groups: a control group (using digital learning media (DLM) based on slides) and an experimental group (in an immersive learning environment (ILE) based on VR technology. Cognitive load scale. Expert-assessed three-view test (TVT): students’ ability to perform 3D to 2D model conversions (drawing front, top and side views from 3D model) and 2D to 3D conversions (drawing the 3D shape from front, top and side views). | Observation of student behavior: ILE (how they interact with 3D virtual objects, as opposed to the more passive experience in the DLM environment). | Learning performance using a three-view test (TVT): conversion from 3D to 2D models and vice versa. Paired samples t-tests to compare learning performance and cognitive load between DLM and ILE groups; one-way ANOVA to analyze the influence of gender on learning performance and cognitive load in different learning environments; Shapiro–Wilk test to verify normality of data. |
11 | AlQallaf et al. (2024) [58] | Mixed | Online survey with a 5-point Likert scale to assess understanding of the SDGs, awareness of climate change issues, and hackathon experience (23 questions): rating skills developed, evaluation, experience, and teamwork. | Students’ comments on how their understanding of SDGs improved. 10 min group presentation (with evaluation criteria: clarity and organization, understanding and application of the SDGs, and use of VR/AR technology). | Calculation of percentages of responses on Likert scales to measure participants’ level of agreement with each question; mean (µ) and standard deviation (σ) of responses: scale from 1 to 5 to measure the level of mastery of the VR skills acquired during the hackathon (quantitative) and student comments (qualitative). |
12 | Lee et al. (2025) [81] | Qualitative | Quantitative instruments are not used. | VR simulations via Mursion© (virtual EC classroom with avatar children); online collaborative teaching sessions (Zoom); online reflections via Padlet; open-ended guiding questions on strategies, challenges, and observations. | Dramatic Events–Social Situation of Development (D-SSD) framework; three levels of interpretation (common sense, situated practice, thematic analysis); color-coding of patterns; reflective vignettes and direct participant quotes. |
N | Authors and Year | Subject/Study Object | Research Sample |
---|---|---|---|
1 | Kim et al. (2021) [73] | Simulator-based maritime training and education (MET). Role of simulators in post-COVID-19 education and their contribution to SDG 4; highlights the importance of instructors in distance learning environments. | Seven maritime researchers with expertise in simulator-based maritime training and education |
2 | Z. Wang. et al. (2021) [60] | The paper examines technological solutions for sustainable development, focusing on the effects of a Virtual Reality (VR) approach based on visual prompt scaffolding (VPS) on the reading comprehension, learning attitude, motivation, and anxiety of English as a Foreign Language (EFL) learners. | 98 university students from China, with an average age of 19 years. The participants were divided into three groups: Experimental group A (N = 31): learning with the VPS-VR2 approach; Experimental group B (N = 32): learning with the VR2 approach; Control group (N = 35). All students with previous digital reading experience; however, none of them used VR in their English courses. |
3 | C. Wang et al. (2021) [74] | Influence of prior knowledge on Japanese students’ visual attention when learning Japanese onomatopoeia and mimicry (MIO) using VR eye tracking. Exploring differences in the distribution of their visual attention and learning six mimicry and onomatopoeia topics, including weather change, speed, mood, rotation, animal sounds, and food temperature. | 20 students from the Department of Applied Japanese at a university in Taiwan. The average age was 20.6 years (range, 20–22 years). They were divided into two groups according to their Japanese Language Proficiency Test (JLPT) certification level—high prior knowledge group (levels N1-N3): 7 participants; low prior knowledge group (level N4 or below): 13 participants. |
4 | Leininger-Frézal & Sprenger (2022) [75] | Virtual field trips (VFT) in binational collaborative teacher training in the context of education for sustainable development (ESD). The main objective is to develop a didactical approach for the use of virtual fieldwork in ESD with geography teachers in the initial and continuing education in two universities (Hamburg and Paris). Geography in the context of education for sustainability development (ESD). | 22 university students (11 from Germany and 11 from France) of Master’s in Geographic Education and Master’s in Didactics (19 women and 3 men) participated in this study. Teacher training: initial training in Germany (Bachelor of Education program (Master’s in Geographical Education) and continuous training in France (Master’s program to improve their didactic skills, Master’s in Didactics). |
5 | Hsu & Ou (2022) [76] | Innovative practice of sustainable landscape architecture education using parameter-aided design and its application: innovate teaching design by combining BOPPPS teaching structure and a design-based learning model to build a knowledge chain of landscape architecture design modeling and inspired logical thinking. | 24 students (11 males and 13 females) from the Taiwan University of Science and Technology (final year of undergraduate study) participated in this study. Students’ familiarity with 3D modeling was considered. The students were divided into high-, medium-, and low-performing groups according to their scores in the first semester of the initial course. |
6 | Vergara-Rodríguez et al. (2022) [77] | Use of VR as a sustainable technology, comparing immersive VR (IVR) and non-immersive VR (NIRVR): advantages and limitations in sustainable development (economic, social, and environmental). | 11 students of the Materials Engineering course of the Mechanical Engineering degree at the Catholic University of Avila during the 2020–2021 academic year and two professors responsible for the training action, who provided their qualitative observations on the use of RVI and RVNI in higher education. |
7 | De Fino et al., 2023 [78] | Development of a VR-serious game (VR-SG) prototype for urban community resilience training in multi-hazard outdoor scenarios. Focus on heat wave protection and earthquake response, aiming to enhance adaptive human–urban–building interactions and promote safety and sustainability. The literature review highlights VR applications in Architecture, Engineering, and Construction (AEC) for design education, worker safety preparation, operational instruction, and emergency training. | No participants analyzed yet, as the study focuses on prototype development. Future validation is planned with a representative Italian population sample segmented by age groups (18–35, 35–50, 50–60 years). Participants will test different training modalities (non-interactive visualization, non-immersive game, immersive VR headset game). |
8 | Zaky & Gameil (2024) [79] | Use of avatars in the sustainable Edu-Metaverse (the cause) as an alternative assessment method and its impact on the development of tolerance and respect for others: cause and effect relationships in the metaverse as a virtual world that simulates the real environment using 3Deducational graphics. | 36 (100% female) undergraduate students (22–35 years old) from the Master’s program in Educational Technology at King Faisal University (Saudi Arabia). The participants had no prior experience using the metaverse. They were randomly divided into two groups of 18 students each. |
9 | Montoya et al. (2024) [80] | Innovations that graduate students perceive in environments that use horizontal architecture to integrate VR. This study focuses on how this combination fosters complex reasoning and the search for new solutions in undergraduate education (through individual and collaborative activities). | 99 graduate students from Spain, China, the United States, and Latin America: (20–55 years old, predominantly 35–39 years old). Enrolled in Humanities and Education programs: Educational Entrepreneurship (MTO), Digital Humanities (MHD), and Management for Educational Leadership and Innovation (EHE) at Tecnológico de Monterrey. Most of the students worked in the field of education (faculty members or administrative positions in educational institutions). The group included students from various graduate programs (a multidisciplinary approach). |
10 | Jian & Abu Bakar (2024) [11] | Comparison of cognitive load in spatial skill learning using an immersive learning environment (ILE) based on Virtual Reality (VR) vs. slide-based digital learning media (DLM). Learning performance and cognitive load were also assessed. (Theoretical knowledge by playing videos, handling 3D virtual objects with Virtual Reality devices, etc. | 28 first-year undergraduate students (14 males and 14 females), average age 19.96 years old, from the art degree program at Chongqing University (China). Group control (DLM) and experimental group (ILE) based on their admission qualifications and gender, ensuring equal distribution in both groups. Almost 90% of the students had not previously used VR. |
11 | AlQallaf et al. (2024) [58] | Three-day VR hackathons represent a novel approach to climate change education. Objective: To foster empathy, education, and awareness regarding four SDGs: Quality Education, Affordable and Clean Energy, Sustainable Cities and Communities, and Climate Action. Use of VR technology to design immersive environments that will demonstrate their understanding of the SDGs: collaborative nature, development of teamwork skills, and problem solving. | 14 students from interdisciplinary backgrounds were selected from 22 shortlisted disciplines (and from the 36 initially interested): computer science, computer engineering, information and computer systems, mechanical engineering, and renewable energy. They were selected based on their technical skills in VR development and commitment. They were divided into five practical groups. |
12 | Lee et al. (2025) [81] | Professional preparation and development of pre-service teachers (PSTs) in Early Childhood (EC) education through Virtual Reality (VR) experiences using the Mursion© program. Focus on placement preparation, classroom management, behavioral guidance, adaptation to diverse children, application of theoretical knowledge, and development of professional and procedural competencies. | 66 post-graduate PSTs enrolled in an Australian Initial Teacher Education (ITE) program (EC specialization). Mainly international students with diverse cultural/linguistic backgrounds. Data collected during Quarters 2–4 of 2024. |
N | Authors and Year | Academic Areas and Disciplines of Application and Influence of VR in Higher Education |
---|---|---|
1 | Kim et al. (2021) [73] | Support learner motivation and engagement and promote higher-order learning. VR simulators can be used in different environments because of their compactness and high mobility, resulting in a higher return on training investment. |
2 | Z. Wang. et al. (2021) [60] | VR has been applied in a variety of educational contexts, including STEM-related disciplines, such as physics, chemistry, medical courses, art, and history. |
3 | C. Wang et al. (2021) [74] | VR has applications in a variety of educational contexts: STEM, medicine, computer engineering, industrial engineering design and environmental education. |
4 | Leininger-Frézal & Sprenger (2022) [75] | VR focuses on the use of virtual field trips (VFT) in teacher education, specifically in the context of education for sustainable development (ESD). |
5 | Hsu & Ou (2022) [76] | VR has an influence on areas such as landscape architecture and industrial design. VR has gained presence and influence on the entertainment and film industries. |
6 | Vergara-Rodríguez et al. (2022) [77] | VR impacts academic areas, such as engineering (materials and mechanical), education, mathematics, and experimental science. The sustainability of VR in economic (development costs, maintenance costs, facilities, transportation, economic activity, energy cost, and reusability), social (human safety, education and knowledge transfer, health and quality of life), and environmental (biodiversity conservation, pollution (noise, air, and environmental), reusability, and resource scarcity) areas. |
7 | De Fino et al., 2023 [78] | Main VR application: development of a VR-serious-game prototype for multi-hazard urban resilience training (heat wave and earthquake response). Literature review also highlights VR in AEC education, emergency training, and single-hazard simulations (fire, earthquake, flood, terrorist attack). Disciplines involved: Civil, Environmental, and Architectural Engineering (urban planning, risk reduction); Computer Science and Game Development (game engines, 3D modeling, serious games); Behavioral Science/Psychology (responsive behaviors, user experience); Urban Planning and Disaster Management (community resilience, sustainable cities); Data Science and Simulation (CFD, hydraulic and agent-based models); Ethics (autonomy, privacy, motion sickness, realism implications). |
8 | Zaky & Gameil (2024) [79] | Use of avatars in sustainable educational metaverse, but the academic areas and disciplines of VR applications were not explicitly stated. |
9 | Montoya et al. (2024) [80] | Explore the integration of architecture with VR in complex environments: distance learning modalities and project presentations. |
10 | Jian & Abu Bakar (2024) [11] | VR is used to design an immersive learning environment (ILE) in the context of art (art education, audiovisual communication design, and architectural design). |
11 | AlQallaf et al. (2024) [58] | Implementation of VR with four SDGs (Quality Education, Affordable and Clean Energy, Sustainable Cities and Communities, and Climate Action) in academic areas and disciplines such as computer engineering, mechanical engineering, renewable energy engineering, and computer science. |
12 | Lee et al. (2025) [81] | Teacher education (Initial Teacher Education—Early Childhood). VR bridges theory–practice gaps, supports professional (child development, assessment, professionalism) and procedural competencies (classroom management, health/safety, curriculum, reflective practice), and builds confidence/readiness, especially for international students. VR was also applied in elementary, special needs, and secondary education (though less common in EC), with established precedents in medicine and aviation as benchmarks. Disciplines contributing/influencing: Education Sciences and Teacher Education (esp. Early Childhood, Special Education); Psychology/Cultural–Historical Theory (Vygotsky’s SSD and Dramatic Events framework); Social Sciences (interpretation of social interactions); Computer Science and Technology (VR platforms like Mursion©, Padlet, Zoom, mixed-reality/immersive technologies). |
N | Authors and Year | Devices, Software and/or Applications Used | Complementary VR Technologies/Methodologies |
---|---|---|---|
1 | Kim et al. (2021) [73] | VR simulators: head-mounted displays (HMD) to immerse users in a realistic work environment. Cloud-based S-simulators, which allow instructors and learners to run the simulation online: web browser with their own devices (PCs, laptops, tablets or mobiles). |
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2 | Z. Wang. et al. (2021) [60] | DPVR HMD M2 Pro (Shanghai Lexiang Information Technology Co. Ltd), M-Polaris compatible device that allows free movement within the VR scene and accurately captures the user’s position and movement: a portable and easy-to-operate device with a touch panel and physical buttons, including an object distance adjustment button for students with myopia. Software: Adobe Premiere Pro, as an editing tool for teachers to create learning environments with VPS- VR: to edit 3D videos and provide visual cues to students during VR reading activities. |
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3 | C. Wang et al. (2021) [74] | HTC VIVE Pro Eye (HTC Corporation City, Taoyuan Country, Taiwan): Head-Mounted Display (HMD) device used for eye tracking while viewing VR content. It has two AMOLED displays with a resolution of 2880 × 1600 pixels, a refresh rate of 90 Hz, and a field of view of 110°. EyeNTNU-120p: Integrated analysis software for collecting eye movement data with a sampling rate of 120 Hz and an accuracy of 0.5°. It is used to capture pupil movements and serves as a VR eye tracker. Unreal Engine 4 (UE4): Development tool used to design a virtual 3D theme park called “MIO Land” (Mimicry and Onomatopoeia). |
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4 | Leininger-Frézal & Sprenger (2022) [75] | The type of VR device used is not specified. Esri Story Maps: Offers a way to explore the world from home. It allows one to mark locations on a map and link them with text, images, or videos to create a tour. The National Aeronautics and Space Administration (NASA) website contains images and animations useful for exploring places. |
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5 | Hsu & Ou (2022) [76] | Use of VR visualization devices such as the following: Parametric VR modeling: Develop models and provide optimal designs under different conditions and constraints. |
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6 | Vergara-Rodríguez et al. (2022) [77] | The type of VR device used was not specified, although an HMD was used. Use of educational VR applications, both IVR and NIVR. In this context, it is described that the IVR application used by the students is an adaptation of the NIVR application: Non-Immersive VR (NIVR): The user is not immersed in a virtual world, and his senses (except sight and hearing) receive sensations from the real world and Immersive VR (IVR). The user’s senses receive more virtual sensations, increasing the degree of immersion and interaction in a virtual world. | There has been no mention of complementary technologies/methodologies that integrate VR. |
7 | De Fino et al., 2023 [78] | Meta Quest 2 (Meta Platforms Technologies Ireland Limited, Merrion Road, Dublin 4, D04 X2K5, Irlanda) headset for immersive mode; gyroscopic sensors for visual orientation; Oculus Touch controllers for gesture interaction; mouse/keyboard for non-immersive mode. VR Software: Epic Unreal Engine 4.6® (simulation engine); MAXON Cinema4D® (3D modeling, NPC rigging, debris simulation); microclimate toolkit for UTCI mapping; damage matrix for falling debris; agent-based simulations for crowd behavior. VR Applications: Development of a modular VR-serious game prototype for multi-hazard urban training (heat wave, earthquake, post-earthquake). Broader VR applications in AEC. | VR is the central technology, applied through a VR-serious game (VR-SG) prototype for multi-hazard resilience training in urban open spaces. The system integrates phenomenological and behavioral analyses, Built Environment Typologies (BETs), and simulation-based data (UTCI maps, debris damage matrices, and agent-based crowd simulations). Developed with Unreal Engine 4.6® and MAXON Cinema4D®, the prototype features animated NPCs with AI-based pathfinding, modular learning units, and dual immersive/non-immersive modes. |
8 | Zaky & Gameil (2024) [79] | The type of VR device used is not specified, although HMD is used. Edu-Metaverse Platforms: Immersive virtual spaces (3D) and avatars—virtual representations of users collaborating to explore and implement sustainable practices. Frame VR: Metaverse platform used for practical applications in this study. It allows virtual classes to enhance the learning experience. |
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9 | Montoya et al. (2024) [80] | Does not specify the type of VR device but indicates that users are immersed in virtual environments using HMDs. The Mozilla Hubs platform is used to create a virtual interaction space called NISA Space Center, where student teams interact to learn about their projects, and provide and receive feedback. |
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10 | Jian & Abu Bakar (2024) [11] | Use of HMD allows students to enter the immersive 3D virtual space to view, explore, and participate in the interactive process as an active element of the environment. The type of VR device used is not specified. Teacher’s avatar: Students in the experimental group learned theoretical knowledge. | The focus is not on complementary technologies/methodologies, but on the impact of the VR learning environment. |
11 | AlQallaf et al. (2024) [58] | HMD: HTC Vive (HTC Corporation City, Taoyuan Country, Taiwan) and Meta Quest 2 (Meta Platforms Technologies Ireland Limited, Merrion Road, Dublin 4, D04 X2K5, Irlanda) VR headsets. VR/AR software and platforms for acquiring skills. Game graphics engines such as Unity and Unreal are used to develop and create VR applications. An app was developed to increase empathy, education, and awareness of SDGs. |
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12 | Lee et al. (2025) [81] | Mursion© simulation software creates realistic Australian Early Childhood classrooms with avatar children (3–5 years) to practice teaching skills, classroom management, behavioral guidance, and adaptation to diverse learners. |
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Sustainable Development Goals (SDGs) | Article | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
1 [73] | 2 [60] | 3 [74] | 4 [75] | 5 [76] | 6 [77] | 7 [78] | 8 [79] | 9 [80] | 10 [11] | 11 [58] | 12 [81] | |
SDG 1: No Poverty | ||||||||||||
SDG 2: Zero Hunger | ||||||||||||
SDG 3: Good Health and Well-Being | X | X | ||||||||||
SDG 4: Quality Education | X | X | X | X | X | X | X | X | X | X | X | X |
SDG 5: Gender Equality | ||||||||||||
SDG 6: Clean Water and Sanitation | ||||||||||||
SDG 7: Affordable and Clean Energy | X | X | ||||||||||
SDG 8: Decent Work and Economic Growth | X | X | X | |||||||||
SDG 9: Industry, Innovation, and Infrastructure | X | |||||||||||
SDG 10: Reducing Inequalities | X | X | X | |||||||||
SDG 11: Sustainable Cities and Communities | X | X | X | X | X | X | ||||||
SDG 12: Responsible Production and Consumption | ||||||||||||
SDG 13: Climate Action | X | X | X | |||||||||
SDG 14: Life Below Water | ||||||||||||
SDG 15: Life on Land | X | X | ||||||||||
SDG 16: Peace, Justice, and Strong Institutions | ||||||||||||
SDG 17: Partnerships for Goals |
N | Authors and Year | Educational Benefits of the Use of Virtual Reality in the Higher Education Context | Methodology for Application and Implementation of the SDGs in the Classroom. |
---|---|---|---|
1 | Kim et al. (2021) [73] | Accessibility to destinations and geographic work methods. Immersion and interactivity allow for the manipulation of tools and exploration of space. Facilitates international cooperation and develops digital skills. Safe environment for high-risk tasks. Improved feedback and adaptability. Improved understanding when interacting with virtual objects. | Maritime training through simulators to acquire vocational and technical skills. Digital and remote learning opportunities through cloud-based simulators and VR for post-COVID-19 maritime training. Related to SDGs 4, 8, and 10. |
2 | Z. Wang. et al. (2021) [60] | Learning with the VPS-VR approach: Their reading comprehension, information location, and text comprehension skills significantly improved. Students’ motivation and attitude towards learning is improved. Provides reading confidence. Reduces anxiety when learning English compared to traditional approaches. Students enjoy VR learning environments. | It is linked to SDG 4 and SDG 10: it is applied in practice through a VR approach based on visual cues to improve the reading comprehension skills of English as a Foreign Language (EFL) learners. |
3 | C. Wang et al. (2021) [74] | Extends the applications of visual behaviors immersed in real-time VR. Engages learners. Enables understanding of the fundamental principles of sustainable development skills through foreign language learning. | Integration of sustainable development into the sociocultural aspects of education through Japanese language learning and VR eye-movement analysis to develop students’ competence. Relates to SDG 4. The VR Dynamic ROI Tool helps operators define regions of interest (ROIs), while the Fixation Calculator Tool automatically processes ROIs according to priority. |
4 | Leininger-Frézal & Sprenger (2022) [75] | Accessibility to destinations that cannot be visited due to distance, economic, health, or time restrictions. Increases motivation. Encourages inclusion. Easily integrated into lessons. Promotes the development of competencies in the use of digital media. It is a more effective tool. | Transnational geography teacher training approach: Participants collaborate to explore space and sustainability issues using virtual field trips (VFT) with students. Focus on SDG 1 and 4: The project is based on the 4Is approach (Immersion, Interaction, Open Spaces). |
5 | Hsu & Ou (2022) [76] | Improving learning effectiveness by integrating thematic issues related to SDGs into the design-based teaching and learning model. Promotes cooperative group-learning experiences. Reduces the learning effectiveness gap between high-, middle-, and low-achieving students. Allow various useful teaching strategies. Learning is faster and clearer. Stimulates students’ interest and curiosity regarding sustainable land use. Better understanding of the needs of the landscape profession, development of practical skills for the workplace, and quick understanding of key points. | Design and application of parametric models by students based on different design requirements, providing optimal designs under various conditions and constraints, using 3D printing in the context of sustainable landscape architecture (SDG 4). SDG 11 “Make cities and human settlements inclusive, safe, resilient, and sustainable”, 13 “Take urgent action to combat climate change and its impacts” and 15 “Protect, restore, and promote sustainable use of terrestrial ecosystems, sustainably manage forests, combat desertification, and halt and reverse land degradation and halt biodiversity loss” are implemented. |
6 | Vergara-Rodríguez et al. (2022) [77] | Advantages for three areas of sustainable development: economy, society, and the environment. Promotes emerging technological activity with a high economic impact; Reduces pollution and resource consumption and ions, and favors the reuse of software and hardware, which contributes to the conservation of biodiversity; Allows the design of dynamic and interactive learning environments. It reduces energy costs, which promotes economic activity with a low environmental impact; it favors the design of dynamic and interactive learning environments, which facilitates the manipulation of certain objects. | It does not specify which SDGs are prioritized or directly addressed in the practice of the study, but it does mention how VR, in its FTI and NIVR variants, can be advantageous for three areas of sustainable development: economy, society, and environment. It promotes SDG 4, SDG 8, and SDG 11. |
7 | De Fino et al., 2023 [78] | Development of responsive behaviors; enhanced preparedness and risk awareness; improved cognitive learning, knowledge retention, and physiological engagement compared to traditional methods; higher engagement, satisfaction, immersion, and sense of presence; embodiment effects via first-person perspective; flexibility/scalability through dual immersive/non-immersive modes; reinforcement of learning through error-based feedback; promotion of participatory decision-making and communication of mitigation strategies; support for behavioral analysis and guideline improvement; and wide educational transferability across disciplines (AEC for design, safety training, operations, and emergency response). | Its educational design aligns with SDGs related to sustainable cities (SDG 11), climate action (SDG 13), and safety/resilience (SDG 3, SDG 4). It applies a multi-hazard approach, integrating phenomenological/behavioral analyses, Built Environment Typologies (BETs), and quantitative hazard simulations (UTCI maps, debris matrices, agent-based crowd models). Structured in modular training phases with dual immersive/non-immersive access, it aims to foster preparedness, awareness, and sustainable disaster risk reduction through experiential learning. |
8 | Zaky & Gameil (2024) [79] | This helps to overcome the limitations of traditional education. Develop an understanding of SDGs and climate change issues. Improve digital literacy and interpersonal skills, such as teamwork. They help interact with student avatars in an enjoyable manner, improve the learner’s experience, and increase engagement (which can lead to higher grades). Safe educational environment for students: impact on equal values of tolerance. Helps spread ideas about sustainability by overcoming spatial and temporal barriers, enabling the exchange of sustainable ideas and practices through Edu-Metaverse platforms. | The metaverse offers opportunities to achieve sustainability: students do not have to travel to school, thus reducing the consumption of fossil fuels. SDG 3 (preserving and protecting the natural environment and its resources), SDGs 7 and 8 (sustaining a strong and resilient economy over the long term, fostering economic growth, and creating employment opportunities), and SDG 11 (promoting the well-being and quality of life of people and communities) are implemented. The principles of computational science are applied to address climate change issues, and SDGs to enhance the ability to design practical solutions to complex environmental challenges. |
9 | Montoya et al. (2024) [80] | Provides different types of innovation in complex learning environments. Facilitates changes and solutions in the learning process. Provides opportunities to generate creative scenarios that promote educational innovation for improvement. Facilitator of changes and solutions in learning processes. Support for distance education and motivating scenarios. Provide knowledge about new tools. Develop a greater understanding of SDGs and climate change issues. Improve the ability to design practical solutions to complex environmental challenges. Encourages complex reasoning and invites the search for new solutions, training citizens with critical, scientific, systemic, innovative and entrepreneurial thinking (SDG 9), empathetic, cooperative, and committed to sustainable development (SDG 11). | LMS courses with visual elements for space missions, including logos for each “spacecraft” (APOLLO, SATURN, ATLAS) representing different project approaches. In the “Entrepreneurship and Innovation” course, students must select an SDG to focus on in their project and carry it out. Projects are classified by the element and type of innovation determined by the scope, objective, context, and expected innovation outcomes, seeking solutions to the challenges described by the SDGs. Related to SDG 4, SDG 9, and SDG 11. |
10 | Jian & Abu Bakar (2024) [11] | Increases intrinsic user motivation, which optimizes learning and performance by transferring skills from the virtual environment to the real world. Promotes a more stimulating learning experience (active participants, not mere spectators). Facilitates the visualization of information and future scenarios. Improves technical skills in coding, problem solving, and 3D model design with emphasis on user experience design (UX). Incentivizes participation in new experiences that are impossible, costly, or dangerous in other contexts. Creates a need for students to develop an understanding of the SDGs and climate change issues. | Supports efforts towards sustainable development by promoting innovative educational approaches aligned with SDG4 and SDG 13. |
11 | AlQallaf et al. (2024) [58] | Facilitate team collaboration by removing barriers. Students were motivated to use VR and build applications. Allows interaction with ODS in a more tangible and meaningful way. Satisfaction with aspects such as understanding VR hardware, game engine mastery, and collaborative testing/debugging. Ability to integrate into curricula to enhance learning outcomes by creating interactive environments and encouraging experiential learning and active participation. More training in VR development and more time to develop projects could further enhance the experience: use of technology to solve real problems. | Engineering students used VR technology and game design software to design immersive environments that demonstrated their understanding of these SDGs (preferably climate change, SDG 13). For example, a multiplayer VR game raised awareness of SDG 4 and 7: Affordable and Clean Energy: players were given a budget to invest in different types of energy (fossil fuels, solar energy, wind energy, etc.) and had to maximize energy production while minimizing environmental damage. |
12 | Lee et al. (2025) [81] | VR supports professional preparation of pre-service teachers (PSTs) in Early Childhood education by achieving the following: Bridging the gap between theory and practice before first placements. Developing professional competencies (child development, assessment, professionalism) and procedural competencies (classroom management, health and safety, curriculum application, reflective practice). Enhancing confidence, readiness, and cultural competence of PSTs (particularly international students). Allowing safe practice of teaching techniques, behavior guidance, and adaptation to diverse learners. Encouraging reflective practice through cycles of practice, feedback, and reflection. | Methodology aligns with SDG 4 (Quality Education) by improving teacher training and learning outcomes, and indirectly with SDG 10 (Reduced Inequalities) by supporting international students and diverse learning needs. VR sessions employed the Mursion© program with avatar children, structured around curriculum-aligned lesson plans. Complementary platforms (Zoom, Padlet) fostered collaboration and reflection. The analysis followed the Dramatic Events–Social Situation of Development (D-SSD) framework and Hedegaard’s levels of interpretation, enabling researchers to trace developmental moments linked to competence building and sustainable professional preparation. |
N | Authors and Year | Limitations of the Research Study | Limitations in the Application of VR in Higher Education |
---|---|---|---|
1 | Kim et al. (2021) [73] | No limitations of the research study are mentioned. | Initial learning curve, possible dizziness, visual fatigue, and lack of direct feedback. VR simulators in the early stage of technological maturity. Lack of fidelity, team cooperation, and immersion in desktop simulators. Costs and need for competent instructors in full-mission simulators. Depth perception issues, student–instructor interaction, limited cooperation, and questionable learning effects in VR simulators. Lack of social interaction, formative assessment, limited transfer of learning, and team-based training in cloud-based simulators. |
2 | Z. Wang. et al. (2021) [60] | The duration of the study was three weeks; this may be an insufficient period to significantly improve EFL reading comprehension. English as a Foreign Language (EFL) learning resources based on 3D VR videos were limited. The study adopted 3D videos to train students in EFL reading comprehension skills, which did not provide opportunities to interact with virtual learning environments. VPS strategies only improved the lower level of reading comprehension skills—information location and comprehension of unfamiliar vocabulary—rather than evaluation and reflection. | Students can easily feel dizziness or discomfort when using VR devices. It is costly to implement VR in terms of the preparation of learning materials and design of learning activities. Learning behaviors and interactions with others are difficult to record. |
3 | C. Wang et al. (2021) [74] | Small sample size: 20 participants. However, it is argued that the amount of eye movement data collected is sufficiently large for an exploratory study: each participant experienced six MIO expression situations with 24 ROIs. | There are no limitations to the use and implementation of VR in higher education. |
4 | Leininger-Frézal & Sprenger (2022) [75] | Scarcity of empirical findings regarding TFVs. | Lack of direct confrontation with reality: Students cannot fully experience space. Little self-determination: VFTs do not encourage student self-determination; inadequate technical equipment: There is concern about the lack of digital devices at school or at home, as well as insufficient internet connection. Information overload: Students may feel overwhelmed by it. |
5 | Hsu & Ou (2022) [76] | No limitations are mentioned. | No limitations are mentioned. |
6 | Vergara-Rodríguez et al. (2022) [77] | No limitations are mentioned. | Although students stated that the user experience was better when using IVR (Immersive VR), this perception does not imply that IVR has educational advantages over NIVR (Non-Immersive VR). According to the teachers’ perspective, IVR could generate a fascinating effect on students that divert their attention from the learning objective. From an economic point of view, the greater amount of infrastructure and support required by the FTI compared to the NIVR makes its use more expensive, and the negative impact on its implementation in different sectors could be potentially useful. |
7 | De Fino et al., 2023 [78] | Pending validation: The VR-SG prototype still requires comprehensive testing with diverse age groups beyond previous studies’ narrow participant samples. Ethical and social issues: Risks of reduced autonomy, motion sickness, privacy concerns, and desensitization to disasters require future management. Realism vs. effectiveness: Excessive realism may increase cognitive load and hinder knowledge transfer. Technical compromises: Simplified environments/avatars balance computational load but limit realism. Typological setting: Designed as a generic typological model rather than photorealistic replicas, reducing fidelity but avoiding superrealism. | The VR-serious game prototype highlights multiple ethical, social, and technical limitations: Ethical issues: Reduced learner autonomy, motion sickness/fatigue, privacy risks from data collection, potential “superrealism”, risk of desensitization or biased stereotypes, and cognitive overload affecting knowledge transfer. Technical/operational trade-offs: High computational load requiring simplified environments and avatars; disorientation and motion sickness mitigated by teleporting but still present; cost/benefit constraints making Non-Immersive VR preferable in some cases. |
8 | Zaky & Gameil (2024) [79] | Sample size: (n = 36). Pre-existing familiarity between participants could have influenced their interaction and tolerance-related outcomes. The teacher’s supervision and monitoring of the environment to provide a safe educational environment may have had an impact on the equality of tolerance values between the two groups in the intervention. The study was conducted in a specific virtual environment (Frame VR), and the results may vary in other metaverse platforms. The duration of the experiment was approximately four weeks, which may be a limited period to observe significant changes in tolerance and respect. | The open and unrestricted nature of the metaverse, with freedom of action without limitations: the likelihood that students will not be fully engaged in learning and will be prone to distraction and inattention. Competitiveness among student avatars and differences in their perspectives on the design of the environment, as well as the virtual interaction of student avatars, which was not observed naturally, but rather as a virtual representation of their personalities, could have affected tolerance levels. No other potential limitations of using VR in education are addressed. |
9 | Montoya et al. (2024) [80] | The VR environment was used at a specific point in the course to present the students’ final projects. The sample size and the Horizons Architecture methodology were limited, as the open-ended questions to collect comments on these aspects were not mandatory, and the results were based solely on the perceptions of the students who responded. The study did not include a control group; therefore, a causal relationship between the use of the VR environment and the results could not be established. | Students questioned the technical requirements and felt that they could limit their beneficial experiences. They felt that the time spent on their use was detracted from the tangible learning outcome and its potential added value to the learning experience. Usability problems, such as lack of interaction, language adaptations, and hardware and network problems. |
10 | Jian & Abu Bakar (2024) [11] | The study focused exclusively on first-year art students. Participants were selected using purposive sampling. The study examines the cognitive load and learning performance of students in different learning environments using the same didactic content. | Students in immersive learning environments may experience cognitive load because of the large amount of information they must process. Spatial ability involves transforming 2D and 3D relationships, which consume more cognitive resources. DLM operation is limited by time, place, and materials. |
11 | AlQallaf et al. (2024) [58] | Limitations related to the availability and accessibility of VR viewers, which affected and limited participation. Evaluation of the effectiveness of VR applications is subjective, and it is difficult to develop standardized criteria for various projects within a hackathon. | Implementing VR/AR technologies in education can require expensive devices and software and the need for ongoing maintenance. The development of high-quality VR applications for renewable energy systems requires specialized skills and resources. The acquisition of technical skills in “3D Modeling and Animation” was challenging within the timeframe of the event, demonstrating the need for prolonged exposure, like traditional educational environments. |
12 | Lee et al. (2025) [81] | Limited scope: Data from a single postgraduate course, restricting generalizability. Subjectivity/selectivity: Reliance on self-reported reflections, which may omit key experiences. Absence of video data: Lack of deeper analysis of interactions within VR sessions; suggested for future research. Need for longitudinal studies: Current findings show immediate gains but not long-term impact. Under-researched area: Few studies focus on VR in Early Childhood teacher education compared to medicine/aviation or other education levels. | Lack of adaptive learning content: Many VR tools cannot tailor to learner needs, limiting effectiveness. Technological constraints: Inability to use physical aids (e.g., cards) within VR; required workarounds seen as monotonous. Gap in theoretical frameworks: VR studies sometimes lack robust frameworks to maximize learning/development. Emerging use in Early Childhood education: Less explored than in elementary, special needs, secondary, or other sectors, making applications less mature. |
N | Authors and Year | Recommendations for Future Research |
---|---|---|
1 | Kim et al. (2021) [73] | Conduct quantitative and qualitative research to evaluate and validate the effectiveness of VR and cloud-based (CB) simulators in different operational contexts, comparing their impact on the acquisition of technical and nontechnical skills. Design and analyze collaborative and self-directed training scenarios in virtual environments to optimize learning in maritime contexts. |
2 | Z. Wang. et al. (2021) [60] | Research learning strategies embedded in VR learning environments to enhance higher-order thinking skills. Longer duration of studies: A longer intervention is needed to improve students’ reflection and assessment of reading comprehension skills. Explore more English language learning resources. Design of interactive VR learning environments. |
3 | C. Wang et al. (2021) [74] | Use larger sample sizes. Acquire more empirical eye-movement data to reveal a meaningful index for learning effectiveness. To investigate how to raise awareness and positive perceptions of students in applying foreign language knowledge in quality education and discover the prevailing trends in the field of higher education for ESD (Education for Sustainable Development). |
4 | Leininger-Frézal & Sprenger (2022) [75] | Experimental or quasi-experimental studies examining individual aspects of virtual excursions. Comparisons at different stages of education or differences between real and virtual field trips. Efficacy analyses should ideally be conducted through group comparisons. To discuss the conditions for successful approaches in an educational environment characterized by differences between digital and real formats. |
5 | Hsu & Ou (2022) [76] | Implementation of educational models other than VR or 3D printing technologies for later comparison. How to more effectively integrate the SDGs into landscape architecture curricula and other design-related disciplines. |
6 | Vergara-Rodríguez et al. (2022) [77] | To perform a quantitative analysis of the impact of VR technologies on different dimensions of sustainability. |
7 | De Fino et al., 2023 [78] | To validate the VR-SG prototype with diverse age groups, address ethical/social issues (autonomy, motion sickness, privacy), and refine the balance between realism, fidelity, and cognitive load. Further work should apply the prototype to real urban contexts, support participatory decision-making, enable behavioral analyses for policy insights, and test photorealistic environments to enhance knowledge transfer, linked to SDG 11 and SDG 13. |
8 | Zaky & Gameil (2024) [79] | To investigate the impact of avatars on sustainable educational Edu-Metaverse platforms in terms of gender on educational assessment. To conduct studies examining the effects of different ethical values on Edu-Metaverses, such as fairness, privacy, and ethical artificial intelligence. To conduct studies on different metaverse platforms and educational stages to clarify their impact on students: quality of life, educational flexibility, and digital well-being. |
9 | Montoya et al. (2024) [80] | Expand the sample and profile of participants, specifically for students’ perceptions of the VR environment. Analyze the use of VR environments predominantly throughout the learning experience. Consider an experimental design that includes a control group to establish a causal relationship between the use of the VR environment and the results generated. |
10 | Jian & Abu Bakar (2024) [11] | Consider gender variables in cognitive load theory, visualization research, and learning outcomes between static and dynamic learning resources. Build relevant immersive learning environments to reduce the cognitive load of students or those with low spatial ability and provide them with a good learning environment. Efficacy analyses should be conducted, ideally with group comparisons. |
11 | AlQallaf et al. (2024) [58] | Explore long-term retention of knowledge and skills. Examine the scalability and accessibility of this approach in various educational environments. Examine the adaptability of VR-based learning to other renewable energy educational subjects. |
12 | Lee et al. (2025) [81] | Expand data collection to include PSTs from multiple institutions to improve generalizability. Include diverse stakeholder perspectives, especially placement mentors, to enrich analysis of professional preparation. Incorporate video data to deepen analysis of interactions and enhance application of the D-SSD framework. Conduct longitudinal studies to assess lasting impacts of VR on professional competencies and teaching skills. Address technological limitations, such as lack of adaptive learning content in VR applications. Strengthen theoretical frameworks to guide VR studies with greater rigor and depth. Analyze VR teaching data beyond reflections for a more complete picture of PSTs’ development. Focus further on Early Childhood education, an under-researched area compared to other fields. |
N | Author(s) and Year | Context/Discipline (Country) | Type of VR | SDGs Addressed | Method | Key Findings |
---|---|---|---|---|---|---|
1 | Kim et al. (2021) [73] | Maritime training (Norway) | Immersive and cloud-based simulators | SDG 4, 8, 10 | Qualitative (SWOT, focus groups) | Improved technical skills in safe environments; international cooperation; remote learning post-COVID. |
2 | Z. Wang. et al. (2021) [60] | English language teaching (China/Taiwan) | VR with visual scaffolding (VPS-VR) | SDG 4, 10 | Mixed (pre-/post-test, Likert, interviews) | Enhanced reading comprehension, motivation, and attitude; reduced anxiety in EFL learning. |
3 | C. Wang et al. (2021) [74] | Japanese language and onomatopoeia (Taiwan) | VR with eye-tracking | SDG 4 | Mixed (eye-tracking, ANOVA) | Improved visual attention; strengthened sociocultural understanding linked to sustainable development. |
4 | Leininger-Frézal & Sprenger (2022) [75] | Teacher training in geography (France/Germany) | Virtual field trips (VFT) | SDG 1, 4 | Mixed (questionnaires, descriptive analysis) | Increased motivation and inclusion; accessibility to remote destinations; development of digital competencies. |
5 | Hsu & Ou (2022) [76] | Landscape architecture (Taiwan) | Parametric modeling and 3D VR | SDG 4, 11, 13, 15 | Mixed (t-test, interviews, observation) | Enhanced sustainable design learning; curricular integration of sustainability. |
6 | Vergara-Rodríguez et al. (2022) [77] | Engineering (Spain) | Immersive vs. non-immersive VR (IVR/NIVR) | SDG 4, 8, 11 | Mixed. Comparative (t-test, descriptive analysis) | IVR improved performance and comprehension; VR viewed as a sustainable technology. |
7 | De Fino et al., 2023 [78] | Civil, Environmental and Architectural Engineering; Urban Planning; Disaster Risk Reduction (Italy) | Immersive and Non-immersive VR-serious game (heatwave and earthquake multi-hazard training) | SDG 3, 4, 11 | Mixed. VR-SG prototype integrating simulation data (UTCI maps, damage matrix, agent-based models); modular storyline training; tested with Meta Quest 2 and desktop mode | VR-SG improves disaster preparedness, awareness, engagement, embodiment, and knowledge retention; scalable and adaptable for multi-hazard urban resilience training. |
8 | Zaky & Gameil (2024) [79] | Edu-Metaverse, alternative assessment (Egypt) | Avatars and immersive environments | SDG 3, 4, 7, 8, 11 | Mixed (Mann–Whitney U, Wilcoxon, peer review) | Avatars foster tolerance, respect, and inclusion; strong ethical and social potential. |
9 | Montoya et al. (2024) [80] | Higher education (Mexico, Latin America) | Immersive VR environments | SDG 4, 9, 11 | Mixed (Likert surveys, qualitative analysis) | High student acceptance; VR improved attitudes and performance; need for larger samples. |
10 | Jian & Abu Bakar (2024) [11] | Arts education (China) | Immersive VR (ILE) vs. digital learning materials (DLM) | SDG 4, 13 | Mixed. Quasi-experimental (control/experimental, t-test) | ILE reduced cognitive load and enhanced spatial performance, especially for students with low spatial ability. |
11 | AlQallaf et al. (2024) [58] | Interdisciplinary hackathon (Saudi Arabia) | Collaborative VR and AR | SDG 4, 7, 13 | Mixed (surveys, presentations, focus groups) | VR hackathons fostered climate awareness, teamwork, and digital competencies linked to SDGs. |
12 | Lee et al. (2025) [81] | Initial Teacher Education (Early Childhood Education), Australia | Mixed-reality VR simulations using Mursion© software with avatar children (3–5 years); non-immersive collaborative sessions supported by Zoom and Padlet | SDG 4, 10 | Qualitative study. Reflections collected via Padlet; analyzed through Hedegaard’s (2008) three levels of interpretation and the Dramatic Events–Social Situation of Development (D-SSD) framework | Fosters reflective practice, cultural competence, and confidence; effective in preparing “classroom-ready” graduates, particularly benefiting international PSTs (child development). |
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Llanos-Ruiz, D.; Abella-García, V.; Ausín-Villaverde, V. Virtual Reality in Higher Education: A Systematic Review Aligned with the Sustainable Development Goals. Societies 2025, 15, 251. https://doi.org/10.3390/soc15090251
Llanos-Ruiz D, Abella-García V, Ausín-Villaverde V. Virtual Reality in Higher Education: A Systematic Review Aligned with the Sustainable Development Goals. Societies. 2025; 15(9):251. https://doi.org/10.3390/soc15090251
Chicago/Turabian StyleLlanos-Ruiz, David, Víctor Abella-García, and Vanesa Ausín-Villaverde. 2025. "Virtual Reality in Higher Education: A Systematic Review Aligned with the Sustainable Development Goals" Societies 15, no. 9: 251. https://doi.org/10.3390/soc15090251
APA StyleLlanos-Ruiz, D., Abella-García, V., & Ausín-Villaverde, V. (2025). Virtual Reality in Higher Education: A Systematic Review Aligned with the Sustainable Development Goals. Societies, 15(9), 251. https://doi.org/10.3390/soc15090251