1. Introduction
The field of engineering education is continuously evolving (
Kamp, 2023). This is due to the technological advancements, such as artificial intelligence, (
Qadir, 2023) as well as due to changes to the industrial sector (
Gürdür Broo et al., 2022). In Education 4.0, information and communication technologies, infrastructure, competencies, and learning methods arose as key components in engineering education (
Miranda et al., 2021). Simultaneously, to prepare engineering students to tackle sustainable development goals (SDGs) and improve sustainable development and industrial sustainability (
Salah et al., 2019), it is important for strategic, normative, and systems thinking competences to be emphasized (
Beagon et al., 2023) and for engineering students to understand technological, societal, and sustainable implications (
Hadgraft & Kolmos, 2020).
Therefore, motivating students to participate actively in the learning process and integrate suitable approaches, such as flipped learning, which can positively affect their learning, are vital for engineering education (
Hernández-de-Menéndez et al., 2019b;
Karabulut-Ilgu et al., 2018). Additionally, promoting experiential learning (
Tembrevilla et al., 2024), improving their critical thinking (
Ahern et al., 2019), enhancing their soft skills (
Caeiro-Rodríguez et al., 2021), and providing students with hands on activities (
Feisel & Rosa, 2005) are becoming increasingly important in the technologically driven society.
However, due to its complexity, teaching and learning approaches significantly influence students’ engagement and learning outcomes (
Wankat et al., 2023); hence, adopting the most effective teaching methods is becoming increasingly important (
Häfner et al., 2013). This fact is further highlighted when we consider that engineering students report having increased levels of stress and anxiety (
Jensen & Cross, 2021). Although students’ anxiety and stress can be attributed to several factors, their having to practice their skills in real environments with using physical equipment can also be a contributory factor. However, it is important for engineering students to participate in practice-based and problem-based hands-on learning activities (
Mann et al., 2021). Hence, having learning environments in which students could freely and safely practice their skills and develop their knowledge is imperative for engineering students to succeed.
Virtual laboratories have not only shown great potential to improve engineering education (
Potkonjak et al., 2016) but can also be used in conjunction with physical laboratories to further improve students’ learning gains (
de Jong et al., 2013). Hence, they are being more widely used to support engineering education (
Kapilan et al., 2021). Immersive technologies and virtual reality in particular have shown great potential to enhance engineering education (
Muzata et al., 2024) as they can positively affect various aspects of engineering education (
Wang et al., 2018) and offer personalized data-driven learning experiences (
Lampropoulos & Evangelidis, 2025). Therefore, virtual reality technology is increasingly being used in engineering education (
Soliman et al., 2021). Virtual reality has arisen as a meaningful educational means which enhances teaching and learning across educational subjects and levels (
Lampropoulos & Kinshuk, 2024) and can influence students’ cognitive and social-emotional skills (
Lampropoulos & Chen, 2025, #26). Virtual reality refers to virtual environments that simulate real or imaginary spaces which actively engage users, perceptually surround them, and fully immerse them by simulating their physical presence in virtual environments (
Anthes et al., 2016;
Burdea & Coiffet, 2003;
Lampropoulos, 2025a;
Sherman & Craig, 2003,
2018). Virtual reality environments provide “all-inclusive, sensory illusion of being present in another environment” (
Biocca & Delaney, 1995) and offer immersive experiences with high interactivity, involvement, and immediacy, which users perceive as real (
Blascovich & Bailenson, 2011;
Lampropoulos, 2025b;
Psotka, 1995;
Ryan, 2015;
Sherman & Craig, 2003).
Virtual reality offers highly realistic, secure, and interactive simulations (
Khlaif et al., 2024;
Negahban, 2024), influences students’ affective states (
Lampropoulos et al., 2024), and can be used in engineering education to improve students’ cognitive and skill-based learning outcomes (
di Lanzo et al., 2020). Specifically, by integrating suitable pedagogical principles and interactive multimedia design approaches, virtual reality can enrich the educational process of engineering education (
Oje et al., 2023) and effectively support project-based learning (
Halabi, 2020), which, in turn, can improve students’ practical skills (
Yang et al., 2024), learning experience (
Singh et al., 2021), and learning achievements (
Alhalabi, 2016). However, designing and creating virtual reality experiences that target engineering education and aid in the development of interdisciplinary skills demands sound pedagogical approaches and principles to be followed to provide students with authentic ways of learning within virtual learning environments (
Van den Beemt et al., 2020).
Consequently, virtual reality constitutes a promising technology which could enrich engineering education. Recent studies explored the role of virtual reality in engineering education (
di Lanzo et al., 2020;
Soliman et al., 2021;
Yuan et al., 2025;
Zontou et al., 2024). However, as the field advances, it is important to have an overview of the current state of the art. As far as we know, there has not been any study that maps the existing literature. Therefore, this study aims to provide an overview regarding the use of virtual reality in engineering education via a systematic bibliometric review. Specifically, it contributes to the existing literature as it presents the state of the art, it examines the main characteristics of the documents that focus on the use of virtual reality in engineering education, and identifies key studies within the literature. Additionally, the study reveals the main topics of the documents examined, identifies existing issues, and provides future research suggestions.
2. Materials and Methods
Due to this study striving to present an overview of virtual reality in engineering education, it was important to examine the related literature following a transparent, valid, and reproducible approach. Due to the relatively broad and general scope of the study, examining the literature through a systematic bibliometric analysis was selected as the most suitable approach (
Ellegaard & Wallin, 2015). The PRISMA framework was adopted as it is commonly used in similar studies since it provides a transparent and robust approach in presenting each of the steps taken during the identification, processing, and creation of the document collection (
Page et al., 2021). Additionally, to further ensure a valid analysis, the guidelines of
Donthu et al. (
2021) were adopted.
Bibliometrix was used (
Aria & Cuccurullo, 2017) to analyze the document collection and the main databases to identify relevant documents were Scopus and Web of Science. These databases contain high-quality and relevant manuscripts, are highly regarded, and are commonly used to conduct similar studies (
Mongeon & Paul-Hus, 2015;
Zhu & Liu, 2020). Another reason for opting to use them was that the data they generate can be used by Bibliometrix without requiring manual modifications, which further improves reproducibility.
Furthermore, the PRISMA flowchart presents the steps taken in detail (
Figure 1). Specifically, the query used was purposefully kept basic to avoid shifting the outcomes to specific fields of engineering education through the use of specific keywords. The query which was used was (“virtual reality” OR “vr”) AND (“engineering education”). The query was used to search on the document title, abstract, and keywords on Scopus and Web of Science and looked for documents that were written in English and published from 2010 onwards. Hence, the use of only two databases (Scopus and WoS), the focus on documents written in English, the examination of documents published in the specific time period, and a relatively broad scope can be regarded as the main limitations of this study.
In total, 3847 potentially relevant documents (Scopus: 3505 and Web of Science: 342) were identified out of which 294 were duplicates and were removed and two were published prior to 2010 and were also excluded. To determine their relevancy, the 3551 documents were screened for eligibility according to their title and abstract. During this stage, 33 records were omitted for being conference proceedings or edited book collections and not separate documents, seven were identified as errata or retracted publications, and two were removed due to being written in languages other than English. Furthermore, 3123 documents were excluded as they fell outside the study scope. The remaining 386 documents were then subjected to a full-text assessment for eligibility. Given the broad scope of the study, the inclusion criterion set required each document to focus on engineering education and the use of virtual reality. As a result, studies concentrating on other extended reality technologies or studies that did not primarily focus on engineering education were removed. A total of 38 documents were excluded as they did not satisfy the inclusion criterion, four were excluded as they were published prior to 2010, and two were work-in-progress documents and were also omitted. Hence, 342 documents are examined in this study.
3. Result Analysis
The 342 relevant documents were analyzed according to the bibliometric data of the two databases. The average age of the documents, which were published from 2010 to June 2025, was 3.97 years. On average, the documents received 10.95 citations and were published in 207 sources with the majority being published as “conference/proceedings” papers (n = 208, 60.8%), followed by “journal” articles (n = 102, 29.8%). In comparison, only a few studies were published as “book chapters” (n = 19, 5.6%) and 13 were classified as “reviews” (3.8%). The 342 studies examined were created by 1053 authors from 58 countries. Each document had on average 3.7 co-authors. Additionally, there were 28 single authored documents (8.2%) written by 27 different authors. Following Lotka’s law (see
Table 1), which examines the frequency distribution of scientific productivity (
Lotka, 1926), most authors participated in a single document (87.1%) while only a limited number of authors took part in four or more documents (1.9%). The international co-authorship rate was relevantly low at 8.77% highlighting the need for more international collaborations to materialize. The annual growth rate was examined both from 2010 to 2024 as well as from 2010 to June 2025. In the first case, an annual growth rate of 20.54% was observed while for the second case, in which data from half of 2025 is being considered, the annual growth rate was 10.27%. In both cases, the positive growth rate points out the importance of the field and it being actively examined. The related outcomes are summarized in
Table 2.
When examining the publication year of the documents (see
Figure 2), three main time periods arise. The first period is from 2010 to 2016 (n = 35, 10.2%) and relates to the initial interest in the topic. The second period is from 2017 to 2022 (n = 143, 41.8%) and relates to the materialization of the topic. The third time period is from 2023 onwards (n = 164, 48.0%) and relates to the breakthrough of the research concerning virtual reality in engineering education. Most of the documents were published in 2024 (n = 82, 24.0%), followed by those published in 2023 (n = 3, 16.4%). This outcome further indicates the topic recency. In
Table 3, the year (Year), mean total citations per document (MeanTCperDoc), the number of documents (N), the mean total citations pear year (MeanTCperYear), and the citable years (CitableYears) are presented. The documents published in 2018 (MeanTCperYear = 5.25), 2016 (MeanTCperYear = 4.67), and 2011 (MeanTCperYear = 3.08) had the most total citations per year. Although the significance of the published documents throughout the years cannot be evaluated based on this metric alone, it can be inferred that prior studies that were published during the first two time periods have laid strong foundations for this field. Nonetheless, when considering the continuous advancements, the document average age, the number of annual published documents, and the citable years, it is anticipated that these results will shift in the coming years.
To understand the sources used better, Bradford’s law that “estimates the exponentially diminishing returns of searching for references in science journals” (
Bradford, 1934) was applied. The 207 sources were categorized into three main clusters (Cluster 1, 2, and 3), with Cluster 1 having the most relevant sources, that is those with the highest number of published documents. Specifically, Cluster 1 comprised of 115 documents published in 16 sources (7.7%), Cluster 2 comprised of 115 documents published in 79 sources (38.2%), and Cluster 3 comprised of 112 documents published in 112 sources (54.1%). As can be seen from the outcomes, Cluster 1 has the least number of sources but more related documents were published in these sources. Additionally, it should be mentioned that these clusters solely reflect the sources and not the related documents. Following this analysis, the specific sources that published the most documents on the field were identified as can be seen in
Table 4 where the source, rank, number of published documents (Freq.), cumulative published documents (cumFreq.), and the cluster are depicted. “ASEE Annual Conference and Exposition, Conference Proceedings” (n = 30 documents), “IEEE Global Engineering Education Conference (EDUCON)” (n = 12 documents), “Computer Applications in Engineering Education” (n = 10 documents), “Frontiers in Education (FIE)” (n = 10 documents), and “SEFI Annual Conference” (n = 10 documents) were the sources with most published documents regarding virtual reality in engineering education.
Table 5 presents the sources that have an h-index of 3 or greater on the topic and also display their g-index, m-index, total citations, number of published documents (NP), and the publication year in which the first related document was published (PY-start). The existence of both conferences and journals among the top sources indicates the existence of active research communities that pursue the advancement of this field.
Furthermore, the country of the corresponding author or the country of the first author, if no correspondence was defined, was examined to determine which countries mostly published on this topic. Based on
Table 6, the United States (n = 67), China (n = 36), Germany (n = 26), and India (n = 22) were the countries with the most published documents from the 58 countries identified. Additionally, the United Kingdom, Mexico, Portugal, and Spain each contributed at least 10 documents, followed by Bulgaria and Austria that contributed nine and eight documents, respectively.
When considering the intra-country (SCP) collaboration, the highest SCP was attributed to the United States (SCP = 67) and China (SCP = 32) while when looking at the inter-country (MCP) collaboration, China (MCP = 4) and Spain (MCP = 3) had the highest MCP within the document collection. The relatively low number of MCP noticed indicates that there is a need to promote international collaborations as it has already been highlighted earlier with the international co-authorships rate being 8.77%. A preference for working with colleagues within the same country was observed. The few collaborations that arose among the countries are showcased in
Figure 3 where five clusters of collaborators are depicted.
Finally,
Table 7 showcases the countries with the most citations. Australia (TC = 512), the United Kingdom (TC = 452), the United States (TC = 338), Saudi Arabia (TC = 284), China (TC = 282), Portugal (TC = 275), and Spain (TC = 222) were the countries that received over 200 citations. However, when examining the average document citations (ADC), Australia (ADC = 102.4), Saudi Arabia (ADC = 56.80), and Hungary (ADC = 48.7) arose as the three countries whose documents on average received more than 40 citations.
Finally, the total citations received were also used to determine the most cited documents. Accordingly,
Table 8 presents the 10 documents that received the most citations within the document collection as reported by the two databases used. These documents are further explored in the Discussion section.
4. Discussion
As a field, engineering education is constantly evolving as it is closely related to technological, societal, and industrial advancements (
Gürdür Broo et al., 2022;
Kamp, 2023;
Qadir, 2023). Engineering education is complex in nature and requires students’ active involvement in experiential learning focusing on hands-on and problem-based activities (
Feisel & Rosa, 2005;
Mann et al., 2021;
Tembrevilla et al., 2024). Therefore, it is vital to adopt suitable learning and teaching approaches and methods to promote students’ learning (
Häfner et al., 2013;
Jensen & Cross, 2021) and enhance their learning motivation and engagement (
Hernández-de-Menéndez et al., 2019b;
Karabulut-Ilgu et al., 2018). Besides understanding the basic concepts of engineering, engineering students should also comprehend the technological, societal, and sustainable implications (
Hadgraft & Kolmos, 2020); hence, cultivating their reasoning, strategic, and critical thinking skills is imperative (
Ahern et al., 2019;
Beagon et al., 2023).
However, given the nature of engineering education and the requirement of having specific equipment, areas, and settings available, it is increasingly important to provide students with opportunities to enhance their knowledge and practice their skills. As a result, virtual learning environments, such as virtual laboratories, are increasingly being used to enrich the existing practices and improve students’ learning outcomes in engineering education (
de Jong et al., 2013;
Kapilan et al., 2021;
Potkonjak et al., 2016). In this context, virtual reality is more widely integrated into engineering education as it can positively impact several aspects of engineering education (
Muzata et al., 2024;
Soliman et al., 2021;
Wang et al., 2018). Specifically, the highly immersive, realistic, interactive, social, and secure learning environments that can be created through virtual reality have shown great potential to effectively support and enrich engineering education (
Khlaif et al., 2024;
Lampropoulos & Kinshuk, 2024;
Negahban, 2024;
Oje et al., 2023). However, it is important to consider students’ affective states, characteristics, and learning needs (
Lampropoulos et al., 2024;
López-Belmonte et al., 2022). Recent studies have revealed the educational benefits that virtual reality can bring when applied in engineering education (
di Lanzo et al., 2020;
Lampropoulos & Kinshuk, 2024;
Yuan et al., 2025;
Zontou et al., 2024), which further highlights its potential to constitute an effective educational means.
In this study, besides the analysis of the bibliometric data, focus was also put on identifying the topics and themes contained within the collection of documents examined. The keywords (both keywords plus and author keywords), the title, and abstract of the documents were used to carry out the thematic analysis. Specifically, the most commonly used keywords plus were “engineering education”, “virtual reality”, “students”, “e-learning”, “teaching”, “augmented reality”, “curricula”, “design”, “learning systems”, and “computing education” (see
Figure 4). “Virtual reality”, “engineering education”, “education”, “augmented reality”, “engineering”, “higher education”, “immersive learning”, “learning”, “educational innovation”, “mixed reality”, and “simulation” were the most commonly used author keywords (see
Figure 5).
Furthermore, the keyword co-occurrence network was created to identify the relationship among them. In total, five main clusters arose as is depicted in
Figure 6. The related keywords of each cluster are presented below:
Blue cluster: 3d modeling, 3d models, artificial intelligence, computer aided instruction, computing education, curricula, distance education, educational innovations, educational technology, e-learning, engineering education, engineering research, higher education, immersive, immersive learning, immersive technologies, learning environments, learning experiences, learning outcomes, learning systems, motivation, personnel training, students, sustainable development, teaching, teaching and learning, teaching methods, virtual environments, virtual laboratories, virtual reality, virtual reality environments, and virtualization.
Orange cluster: augmented reality, laboratories, mixed reality, and visualization.
Green cluster: education, engineering, science, and technology.
Red cluster: design, performance, and simulation.
Purple cluster: environments and system.
When considering the text of the title and abstract of the document and the keywords used and their clustering, six topics emerged from the topic modeling. These were related to the following:
Virtual laboratories;
Immersive and realistic simulations;
Hands-on activities and practical skills development;
Engineering drawing, design, and visualization;
Social and collaborative learning.
Furthermore, the studies presented in
Table 8, which received the most citations, were further examined. Particularly,
Wang et al. (
2018) carried out a critical review regarding virtual reality use within construction engineering education. The study focuses on the transition from desktop-based virtual reality applications to mobile-based ones and comments that such applications can have increased interactivity and immersion. Additionally, the study reveals that virtual reality can be used in various domains of engineering education. Finally, the study highlights that immersive virtual reality experiences can enhance students’ learning motivation, interaction, and involvement.
Abulrub et al. (
2011) examined the role and utilization of virtual reality in engineering education. Their outcomes reveal the multiple ways in which virtual reality can be used in educational activities to support engineering education. It is revealed that students who learn through this approach can become accustomed to using innovative technologies and showcase additional benefits when applying their knowledge in industrial settings. The cost related to the development of virtual reality content and to the required equipment arose as the main challenge.
Alhalabi (
2016) examined the impact of virtual reality on students’ academic performance in engineering education. Based on the outcomes, virtual reality arose as an educational means that can increase students’ academic performance. However, the degree to which students’ performance is increased can vary based on the virtual reality system used.
Vergara et al. (
2017) focused on the design aspects associated with virtual reality learning environments in engineering education. The study focused on different design and development aspects of virtual reality learning applications and provided guidelines to effectively design virtual reality applications and interventions. Ease of use, usefulness, realism, immersion, interactivity, and motivation arose as the main aspects to be considered. Finally, the study comments that when appropriately designed, virtual reality experiences can support students’ learning.
Hernández-de-Menéndez et al. (
2019a) focused on examining the use of virtual reality in hands-on, virtual, and remote laboratories in engineering education. Their results revealed that virtual reality-based virtual laboratories can effectively complement existing practices or even replace hands-on laboratories. Their low maintenance costs and initial investment as well as the ease of modification and replication were highly regarded. Additionally, virtual reality can meet students’ needs and encourage them to be actively involved in the learning process. Via virtual challenges and experiences engineering students can safely practice their skills which, in turn, can influence their learning outcomes. Nonetheless, the study points out that it is important to consider aspects, such as collaboration, communication, beliefs, immersion, and presence.
Soliman et al. (
2021) analyzed the application of virtual reality in engineering education. Their results revealed that virtual reality can effectively support teaching and learning activities in engineering education. Virtual reality has the potential to improve students’ learning experience, performance, and understanding. Additionally, when compared to physical laboratories, virtual reality-based laboratories are characterized by reduced liability, maintenance, costs, and infrastructure requirements, which brings new opportunities to educational institutions to provide meaningful learning and equal access to education.
Sampaio et al. (
2010) examined the use of virtual reality 3D models in civil engineering education. Their study highlighted that 3D models can improve students’ visual analytic skills and decision making. Additionally, they can effectively simulate the physical progression of processes and tasks and facilitate the familiarization of students with specific equipment. Finally, virtual reality and 3D models arose as a suitable educational approach that can enhance students’ skills and can prepare them to consider these technologies in their future professional practice.
With the aim of improving manufacturing sustainability,
Salah et al. (
2019) explored how engineering education can be affected by using virtual reality. According to their outcomes, students expressed positive attitudes toward the use of virtual reality and those who learnt using it presented increased understanding, satisfaction, and performance as well as decreased task completion time and number of errors when compared to those who learnt using traditional methods. Finally, the study highlighted the importance of integrating emerging technologies in education to uphold students’ interest and to familiarize them with these technologies. In turn, students could effectively adopt and use them in their future professional practice to increase sustainability.
Häfner et al. (
2013) presented a teaching methodology for using virtual reality in practical courses within engineering education. Using virtual reality, students can engage in collaborative learning activities and cultivate their practical skills within digital and secure learning environments. Enabling students to freely practice and develop their skills without risks was highly regarded. As a result, involving students in undertaking challenging and complex tasks not only improves their skills but also their learning motivation and engagement. As virtual reality can reduce both development cost and time and improve students’ creativity and motivation,
Halabi (
2020) examined the use of virtual reality in engineering education. Emphasis was placed on integrating problem-based learning activities into virtual reality environments. Based on the outcomes, learning through virtual reality can improve students’ performance, problem solving skills, and communication capabilities. Additionally, it was revealed that students’ engineering design and planning skills and their implementation skills can also be positively affected when learning in virtual reality environments.
Virtual reality can positively affect engineering education; hence, the research surrounding its adoption and use has been gaining ground globally. As other immersive technologies, virtual reality can also be integrated into various domains of engineering education in different ways. However, there is an increasing focus on using virtual reality to create effective, immersive virtual laboratories and in its use to provide realistic and immersive simulations that reflect lifelike settings. Additionally, virtual reality learning environments enable students to engage in hands-on learning activities and to develop their practical skills within safe and low-risk settings. As a result, emphasis is put on supplementing engineering drawing, design, and visualization with virtual reality applications. Finally, the nature of virtual reality enables it to effectively support collaborative and social learning by allowing students to interact and pursue common learning goals within shared virtual learning environments.
Virtual reality can be used in various engineering education domains and in multiple ways to support teaching and learning (
Abulrub et al., 2011;
Soliman et al., 2021;
Wang et al., 2018). Virtual reality can effectively support engineering education, complement existing practices, meet students’ needs and requirements, and improve educational accessibility and equity (
Hernández-de-Menéndez et al., 2019a;
Soliman et al., 2021;
Vergara et al., 2017). Therefore, students have positive attitudes toward the use of virtual reality in education and express high levels of satisfaction when learning through it (
Salah et al., 2019).
Virtual reality supports problem-based learning, hands-on activities, and experiential learning (
Halabi, 2020) and allows students to be engaged in collaborative and social learning experiences and develop their knowledge and practical skills within low-risk, safe, and secure virtual environments (
Häfner et al., 2013;
Sampaio et al., 2010) with high immersion and interactivity (
Wang et al., 2018). Using virtual reality in engineering education can enhance students’ engagement, interaction, and motivation (
Häfner et al., 2013;
Halabi, 2020;
Hernández-de-Menéndez et al., 2019a;
Wang et al., 2018) and increase their academic performance and learning outcomes (
Alhalabi, 2016;
Halabi, 2020;
Hernández-de-Menéndez et al., 2019a;
Salah et al., 2019;
Soliman et al., 2021). Additionally, it can improve students’ communication skills (
Halabi, 2020), their learning experience and understanding (
Salah et al., 2019;
Soliman et al., 2021), their creativity, design, planning, and implementation skills (
Halabi, 2020), as well as their decision making, problem-solving skills, and visual analytic skills (
Halabi, 2020;
Sampaio et al., 2010).
According to the virtual reality system and the design of the virtual environment or experience, students’ learning experiences and outcomes can be affected (
Alhalabi, 2016;
Vergara et al., 2017). Hence, there are several aspects that should be considered when designing, developing, and integrating virtual reality applications, such as realism, immersion, presence, usefulness, ease of use, beliefs, communication, collaboration, motivation, and interactivity (
Hernández-de-Menéndez et al., 2019a;
Vergara et al., 2017).
When compared to physical laboratories, virtual reality learning environments can reduce development cost and time (
Halabi, 2020), have lower initial investment and fewer infrastructure requirements, have reduced maintenance, liability, and cost (
Hernández-de-Menéndez et al., 2019a;
Soliman et al., 2021), and can easily be replicated, modified, and extended (
Hernández-de-Menéndez et al., 2019a). Finally, by integrating new virtual reality and other emerging technologies in education, students’ interest in their use increases, they become more accustomed to using these technologies and the related equipment and devices, and have higher chances to integrate them in their future professional practice (
Abulrub et al., 2011;
Salah et al., 2019;
Sampaio et al., 2010;
Vergara et al., 2022). As a result, the findings suggest that virtual reality can positively affect and support engineering education.
5. Conclusions
With the aim of examining the role and use of virtual reality in engineering education, this study explored 342 documents published from 2010 to June 2025 following a scoping review approach and focusing on bibliometric analysis. The study highlighted the increasing interest in this field and virtual reality being globally examined as an educational tool that can assist engineering education. Most documents were published in the last few years, showcasing the recency of the field while the citation distribution over the years reveals strong theoretical foundations in the field. It is also important to note that both conferences and journals arose as the most commonly selected sources to publish related studies in the field. Although there is a global interest in the field, the United States, China, Germany, and India contributed the most studies while studies from Australia, the United Kingdom, and the United States received the most citations.
Through topic modeling, six main topics arose. These topics focused on the integration of immersive technologies in engineering education, on the creation of virtual laboratories as well as on the development of immersive and realistic simulations for students to apply their theoretical knowledge and practice their skills within lifelike settings. Another key topic arisen was the need to develop students’ practical skills by engaging them in hands-on activities. The use of virtual reality in improving engineering drawing, design, and visualization is also actively examined. Finally, increased attention is being paid to the creation of social learning and collaborative learning experiences within virtual reality learning environments.
Furthermore, many institutions are actively seeking solutions to limited lab access, unequal digital readiness, and to bridge the gap between theoretical instruction and practical application. Virtual labs can extend access to complex engineering tools, reduce safety risks, and promote individualized learning, especially in blended or remote settings. Through its immersive visualization tools, it can also help students understand spatially complex subjects. Hence, the adoption of virtual reality has the potential to offer practical and scalable solutions to existing issues. As a result, virtual reality is no longer just an experimental tool in engineering education, but is increasingly seen as a valuable and strategic resource for teaching and learning.
The outcomes of this study and the current developments in the field further highlight the potential of virtual reality to effectively support and enrich engineering education. Well-designed virtual reality experiences can foster meaningful, experiential learning and aid students in cultivating their engineering competencies. Hence, virtual reality has the potential to play a key role in modern engineering education.
Emphasis should be placed on improving institutional readiness, integrating virtual reality into existing pedagogical structures, and addressing existing challenges, creating virtual reality-based educational material, and developing suitable training and development programs for educators. Further actions should focus on the development of coherent pedagogical models and frameworks that align with the unique affordances of virtual reality, for the establishment of robust evaluation methods that can assess learning effectiveness over time, and for the development of policies that promote equitable access to technology-enhanced learning opportunities.
However, for virtual reality to move from a promising innovation to a standard practice, long-term efforts must focus on its pedagogical integration. Hence, education stakeholders, developers, and researchers should collaborate to ensure that the integration of virtual reality is both pedagogically sound and aligned with the evolving needs of engineering education. As the field matures, the role of virtual reality is likely to expand from a supplemental tool to a transformative force in engineering education, reshaping not only how content is delivered, but also how students conceptualize, design, and engage with complex systems in their future professions.
More specifically, the results highlight the role of virtual reality as an effective educational means within engineering education as it can complement and enrich existing teaching methods and practices while also being well perceived by education stakeholders. Virtual reality supports problem-based, experiential, and collaborative learning, creates dynamic and active learning environments, and enables students to develop their knowledge and practical skills within immersive, interactive, secure, and low-risk virtual settings.
When applied in engineering education, virtual reality can yield several educational benefits, including improvements on students’ engagement, motivation, and overall academic performance. Additionally, virtual reality enables students to develop their professional competencies, including creativity, decision-making, problem-solving, and communication skills. Additionally, by familiarizing students with emerging technologies, it better prepares them to integrate them into their careers, ensuring that they are well equipped for the evolving demands of the engineering field. Finally, from a logistical standpoint, the adoption of virtual reality offers advantages over physical laboratories, including reduced costs, enhanced scalability, and greater flexibility for modification and replication.
Therefore, it can be inferred that virtual reality can positively impact and effectively support engineering education and increase students’ learning outcomes. Its integration into engineering curricula promotes a shift from passive instruction to active, experiential learning. However, there are several factors that should be considered, including equitable access, technical readiness, user acceptance, ethical considerations, hardware limitations, as well as a lack of standardized pedagogical frameworks, training, and educational material and resources. For virtual reality applications and environments to be effective, there is a need to focus on their design as factors, such as interactivity, usefulness, ease of use, realism, presence, immersion, beliefs, collaboration, communication, engagement, and motivation, which can influence students’ involvement and learning outcomes. Future studies should focus on longitudinal studies to assess the long-term impact of virtual reality on engineering students and on developing suitable pedagogical frameworks and guidelines to designing, developing, introducing, and using virtual reality in educational settings. As immersive technologies have shown great potential to enrich engineering education, future studies should examine how the use of virtual reality compares with other extended reality technologies. It is also important to examine how the different types of virtual reality experiences and the devices used influence students’ experiences and learning outcomes. Finally, future studies should also focus on examining the socio-economic factors related to the adoption of virtual reality in engineering education.