Self-Directed Learning and Consensus Decision-Making in the Co-Creation of Virtual Worlds Promoting Student Mental Health Through Mobile Technology Use: A Scoping Review
Abstract
:1. Introduction
2. Materials and Methods
2.1. Database Selection
2.2. Following the PRISMA-ScR Process
3. Results
3.1. Reports of Included Studies
3.2. Study Details
3.3. Methodological Details
3.4. Positive Effect on Students of Mobile Technology Use
4. Discussion
4.1. Three Ways Classroom Use of Cellphones Is Considered Detrimental
4.1.1. Health-Related Concerns
4.1.2. Antisocial Issues
4.1.3. Education Controversies
4.2. Relevance of the Results to a Reconsideration of Cellphone Banning
4.3. Limitations
4.4. Future Research Directions
5. Conclusions
Supplementary Materials
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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EBSCO | Keywords: “self-directed learning” AND “ mobile technology” “co-creation” “virtual worlds”, “Child Development & Adolescent Studies, self-directed learning” AND “mobile technology” AND “co-creation” AND “virtual worlds”. Search modes: Find all my search terms, Apply related words, Also search within the full text of the articles, Apply equivalent subjects, Linked Full Text, Publication Date: Start January 2021 End March 2025, Peer Reviewed, Document Type: Article, Academic Journal, English | 47 |
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# | Title | Authors | Journal | Year |
---|---|---|---|---|
[64] | An empirical study on immersive technology in synchronous hybrid learning in design education | Kee, T.; Zhang, H.; King, R.B | International Journal of Technology and Design Education | 2024 |
[65] | MOOC learners’ perspectives of the effects of self-regulated learning strategy intervention on their self-regulation and speaking performance | Dinh, C.-T.; Phuong, H.-Y. | Cogent Education | 2024 |
[66] | Fostering students’ systems thinking competence for sustainability by using multiple real-world learning approaches | Demssie, Y.N.; Biemans, H.J.A.; Wesselink, R.; Mulder, M. | Environmental Education Research | 2023 |
[67] | Designing a transmedia educational process in non-formal education: Considerations from families, children, adolescents, and practitioners | Erta-Majó, A.; Vaquero, E. | Contemporary Educational Technology | 2023 |
[68] | Enhancing authentic learning in a rural university: exploring student perceptions of Moodle as a technology-enabled platform | Maphosa, V. | Cogent Education | 2024 |
[69] | Students’ mindset to adopt AI chatbots for effectiveness of online learning in higher education | Rahman, M.K.; Ismail, N.A.; Hossain, M.A.; Hossen, M.S. | Future Business Journal | 2025 |
[70] | Towards a Creative Virtual Environment for Design Thinking | Gebbing, P.; Lattemann, C.; Büdenbender, E.N. | Pacific Asia journal of the Association for Information Systems | 2023 |
[71] | An Empirical Study of A Smart Education Model Enabled by the Edu-Metaverse to Enhance Better Learning Outcomes for Students | Shu, X.; Gu, X. | Systems | 2023 |
[72] | Developing an Evidence- and Theory-Informed Mother-Daughter mHealth Intervention Prototype Targeting Physical Activity in Preteen Girls of Low Socioeconomic Position: Multiphase Co-Design Study | Brennan, C.; ODonoghue, G.; Keogh, A.; Rhodes, R.E.; Matthews, J. | JMIR Pediatrics and Parenting | 2025 |
[73] | Modeling the Critical Factors Affecting the Success of Online Architectural Education to Enhance Educational Sustainability | Metinal, Y.B.; Gumusburun Ayalp, G. | Sustainability | 2024 |
[74] | Gamified Digital Game-Based Learning as a Pedagogical Strategy: Student Academic Performance and Motivation | Camacho-Sánchez, R.; Rillo-Albert, A.; Lavega-Burgués, P. | Applied Sciences | 2022 |
[75] | Does gamification affect the engagement of exercise and well-being? | Chang, S.-C.; Chiu, Y.-P.; Chen, C.-C. | International Journal of Electronic Commerce Studies | 2023 |
[76] | Developing a more engaging safety training in agriculture: Gender differences in digital game preferences | Vigoroso, L.; Caffaro, F.; Micheletti Cremasco, M.; Cavallo, E. | Safety Science | 2023 |
# | StudyAim | Participants | Study Date | Location |
---|---|---|---|---|
[64] | Expanding studio-based design education to technology-enhanced collaborative learning to support experiential learning | 3rd and 4th year undergraduate students (n = 75) | 2018–2019 | Hong Kong |
[65] | Investigating self-regulated learning strategy intervention on students’ SRL skills and exploring their perspectives of the intervention post-teaching the SRL strategies during their learning in massive open online courses (MOOCs) | English majors (n = 61) | 9–26 March 2023 | Vietnam |
[66] | Exploring the contributions of field trips and collaborative learning in combination with mobile learning and paper-and-pencil note-taking | Bachelor’s geography and environmental studies students (n = 36) | May-June 2019 | Ethiopia |
[67] | Developing a transmedia educational process in a non-formal education-designed space oriented to families, children, and/or adolescents | Children (n = 23), adolescents (n = 12), parents (n = 11) | 2020 | Spain |
[68] | Exploring students’ perceptions of the learning opportunities provided by Moodle at a rural university to link their experiences and education through technology-enabled environments fostering active participation, collaboration, and co-creation of knowledge | 1st year undergraduate students in their second semester (n = 192) | Post onset of COVID-19 pandemic | Zimbabwe |
[69] | Understanding students’ perspectives and factors affecting the adoption of AI chatbots to maximize student use in online and virtual educational environments | University students (n = 429) | February–April 2024 | Malaysia |
[70] | Investigating which Design Principles (DPs) to prioritize in designing a user-centered creative virtual environment and which Design Features (DFs) effectively implement the DPs in creative virtual collaboration from a user perspective | International students from Asia, Africa, America, and Europe (n = 38) | January 2021 5-day workshop, August 2021, and August 2022, one-day workshops | Germany |
[71] | Exploring the impact of immersive technology on experiential learning traditionally gained through physical site visits in design education | 3rd and 4th year undergraduate students (n = 75) | Between 2018 and 2019 | Hong Kong |
[72] | Using co-design methods to develop an evidence- and theory-informed mother-daughter mobile health intervention prototype targeting physical activity in preteen girls | Preteen girls (n = 10), mothers of preteen girls (n = 9), and primary school teachers (n = 6) | 2024 | United Kingdom |
[73] | Determining the critical factors hindering successful online architectural education during the pandemic | Architecture students (n = 232) | 30 April 2022–28 July 2022 | Turkey |
[74] | Analyzing the effects on academic performance and motivation after experiencing combining Digital game-based learning and Gamification in university students | University students (n = 126) | 2022 | Spain |
[75] | Examining the relationship between gamification features, engagement, and well-being | Those willing to play an energame for 30 min three times a week (n = 56) | October 2021 | Taiwan |
[76] | Investigating game preferences regarding game characteristics, genre, and graphic style to create practical guidelines for the design of a gamified safety training tool in agriculture | Agriculture university students (n = 137) | 2019 | Italy |
# | Outcomes Regarding Aim | Study Type | Significance |
---|---|---|---|
[64] | Students gave a significantly higher rating to (1) virtual world learning over traditional learning, (2) having a positive correlation with active experimentation, (3) co-design, and (4) providing a flexible reflective process, but not to peer-review | Qualitative and quantitative regarding survey questionnaire | Statistical for several learning variables but not for peer review |
[65] | Increase in students’ goalsetting, environmental structuring abilities, and time management with interviews underscoring the importance of employing self-directed learning techniques for learning MOOCs | Convergent parallel mixed methods using survey data quantitatively | Statistical for goal setting, environment structuring, and time management |
[66] | Field trips and collaborative learning in combination with mobile learning and paper-and-pencil note-taking suggest that the learning approaches and the real-world environment contribute to fostering the systems thinking competence of participants by exposing them to complex real-world systems and enabling the exchanging of diverse ideas among collaborating participants | Pre-test–post-test exploratory experimental study with a focus on the interdependence of variables | Statistical significance was not tested, and the results demonstrate the participant appreciation of system complexity |
[67] | Consider multiple perspectives, including those of facilitators, children and adolescents, and parents, when designing transmedia educational processes, and use a variety of media platforms, formats, and channels to engage diverse and heterogeneous groups of participants in non-formal educational settings | Qualitative analysis of multiformat focus groups | Statistical significance was untested with the content analysis finding a need for professional training in processes and technology |
[68] | The majority of the students agreed that Moodle assignments closely resembled real-world problems. The implementation of project-based learning within Moodle supported independence and autonomy in students, allowing them to determine their learning patterns and complete assignments, offering a variety of assessments that facilitated ideas and the development of artifacts applicable to real-world communities | Descriptive and explanatory research design using questionnaire design | Statistical regarding no off-campus internet access to Moodle, and students possessing good to excellent computer skills |
[69] | Perceived usefulness (PU), perceived ease of use (PEU), and tech competency (TC) have a significant impact on AI capability, with AI chatbot capability mediating their effectiveness of adoption—subjective norm (SN) has no significant influence on AI chatbot capability. | Quantitative based on survey results | Highly statistically significant influence of perceived AI chatbot capability regarding perceived usefulness and perceived ease of use—statistically significant relationship with adopting AI chatbots for online learning |
[70] | Inspired creative thinking fostered in an environment with social presence, interaction, effective communication, and visualization when adapted to the creative process and individual needs—including individual workspaces allowing for autonomy and solitary contemplation—group work benefits from structured but flexible tasks and time management support | Qualitative thematic analysis | Statistical significance was not tested, but 133 codes were assigned |
[71] | A Smart Education model enabled by the Edu-Metaverse can significantly enhance the learning outcomes for the students in comparison to traditional teaching patterns where students engaged in the experimental group yielded higher scores in oral English vocabulary and grammar, reading comprehension, and writing than those in the control group | Pre- and post-tests, interviews, and a quantitative assessment of a questionnaire | Differences between the experimental group and the control group were considered statistically significant |
[72] | A comprehensive description and analysis of using co-design methods to develop a mother–daughter mobile health intervention prototype that is ready for feasibility and acceptability testing for creating the prototype by enabling the identification of potential pathways for behavior change | Three phases: (1) behavioral analysis, (2) the selection of intervention components, and (3) refinement of the intervention prototype | Statistical significance was not tested. Identified: 11 theoretical domains, 6 intervention functions, and 27 behavior change techniques |
[73] | A structural equation model revealed support, engagement, and communication obstacles in online architectural education, digital learning environment barriers in online architectural education, and technological integration and accessibility problems in online architectural education are evident in Turkey | Quantitative based on questionnaire results | Each hypothesis exceeds the critical one-tailed t-value of 2.58 at a significance level of 0.01. |
[74] | The gamified Digital Game-Based Learning (DGBL) method is a teaching tool corresponding to active learning and provides valuable immediate feedback, offering improvements in academic performance and a high level of motivation | A mixed methods design, with quantitative and qualitative data assessing spatially and temporally delimited events | Gamified DGBL led to significant differences in student academic performance when cooperative; however, there was no significant difference when competition was involved |
[75] | Immersion, achievement, and social interaction-related features were positively associated with exergame user emotional, cognitive, and social engagement, and these engagements are likely to increase well-being further | Structured questionnaire and descriptive statistical methods | The t-values of all items were significant, and the average variance extracted was greater than 0.5 for all constructs |
[76] | Some differences (in tasks, quests, rules, goals, colors, and variety) and similarities (in graphics, drama, better rewards, and game genre) emerged in differentiating male and female preferences for digital games as an occupational safety training method in the agriculture sector | Quantitative analysis of online questionnaire | Significant association found between gender and the type of games played with males preferring crafting games with no significant gender differences in intention to play these games |
# | Self-Directed Learning | Consensus Decision-Making | Student Mental Health |
---|---|---|---|
[64] | Design students move away from instructor-led activities to self-directed learning as they can explore resources and processes autonomously to achieve learning goals, which are no longer defined by teachers but set by themselves in immersive experiential learning | The co-create project spanning the semesters helped develop skills in communication and group collaboration to enhance experiential learning | Positive confirmation of concrete experience, epitomizing the authentic learning process and attainment of practical experience from experiential learning activities |
[65] | There is an intricate connection between self-directed learning and oral communication skills since speaking proficiently requires a strong command of vocabulary through presentation skills that are effective | Learners can enhance their speaking proficiency when this process embeds self-regulated learning skills | Learner engagement, including cognitive, behavioral, and emotional engagement, and value co-creation, are referred to as ‘the actions of multiple actors, often unaware of each other, that contribute to each other’s wellbeing’ |
[66] | Study contributes to social constructivist learning discourses in education for sustainable development by indicating specific combinations of learning approaches and environments that facilitate the meaningful engagement and motivation of learners through self-regulated learning | Learner-centered approaches that allow learners to engage in knowledge co-creation, collaboration, and authentic learning environments | The combination of relevant knowledge and positive attitude the participants demonstrated in their reports seems promising in encouraging them to take sustainability-friendly decisions and actions as individual citizens or professionals |
[67] | Non-formal education is more flexible, adaptative, self-directed, and learner-centered than formal education, with a greater focus on learner needs and interests | Transmedia storytelling goes beyond the collaborative work and places itself in the communitarian work in building learning communities | The transmedia approach can have a positive impact on improving people skills and competencies through socio-educative processes that are basic to maintaining a good environment of participation and collaboration that builds the social ties of the group |
[68] | The significance of autonomous learning in the success of Learning Management Systems is that learners must rely on their self-directed control over learning activities, with limited support from tutors and peers | Moodle allows learners to be co-designers, provide feedback to each other, and apply acquired knowledge and theories in solving real-life challenges | Learning Management Systems support authentic learning by promoting collaboration, self-paced learning, interactivity, and reflectivity, which contribute to high levels of student satisfaction |
[69] | AI chatbots can effectively enhance independent learning abilities among students by promoting self-directed learning activities | Unlike collaborative tools which necessitate group participation (e.g., discussion forums), AI chatbots tend to be used individually for self-directed learning, minimizing the importance of social impact as a factor | Perceived usefulness of AI chatbots facilitates user engagement and satisfaction related to communication support needs, especially within online learning systems. Students trust chatbots that they perceive as performing at high levels |
[70] | To instill a creative mindset, the environment should provide a sense of freedom for self-expression. Further, the setting should provide possibilities to work autonomously and be self-directed, according to one’s needs and preferences | Co-creation and innovation processes are now more flexible and location-independent, but virtual collaboration still poses challenges, such as technical difficulties and limited social presence | There was a positive activation of mood, atmosphere, and group attitude. To maintain a positive mood, the group must develop a tolerance for ambiguity and coping strategies to deal with frustrations |
[71] | The teaching scenario design was employed with instructional needs in mind, and learners identified the problems and explored the ways to solve them using self-directed inquiry and cooperative learning | Social interaction and collaboration with their teacher and peers through technology-based communication tools positively influenced their learning outcomes as each learning group functioned as a community with common goals and with a sense of identity and belonging in the process of cooperation | Social interactions, collaborations with other students and tutors, and a good learning climate may influence student learning outcomes positively and enhance e-learning satisfaction |
[72] | The self-directed messages enable mothers and daughters to reflect on why they want to engage and sustain the behaviors | Offers a comprehensive description and analysis of using co-design methods to develop a mother–daughter mobile health intervention prototype that is ready for feasibility and acceptability testing | This process was used to co-design a mHealth intervention prototype aimed at promoting physical activity in preteen girls, with a focus on maternal support behaviors, which is now ready for feasibility and acceptability testing |
[73] | Proficiency in digital skills enables students to engage in self-directed learning effectively, identifying learning needs, utilizing online resources, applying information, and evaluating results, thereby enhancing work efficiency and productivity | This feedback loop as “reflective practice” represents dynamic involvement and co-creation between the student and instructor as active learning | Psychosocial concerns in online architectural education are important issues contributing to the psychosocial health of students; therefore, despite the transition to online platforms, architectural education should remain highly interactive, incorporating active learning exercises and utilizing diverse online tools in the future |
[74] | According to self-determination theory, intrinsic motivation increases engagement and performance more effectively than extrinsic motivation. When learners enjoy the internal logic or the dynamics of the game, learning is enjoyable, increasing intrinsic motivation | In comparing two types of gamification strategies for Motivation for Cooperative Playful Learning Strategies, there was no difference in the results of competitive versus individual | Integrating digital game-based learning and gamification in physical education can be used to achieve positive academic and motivational results in university learning as well as pursuing aspects such as physical performance or health improvement |
[75] | Immersion-related features primarily aim to immerse the player in their self-directed inquiring activity, including gameplay mechanics such as avatars, virtual identity, storytelling, narrative structures, customization/personalization features, and roleplay mechanics | Online communities can foster norms of reciprocity and trust, thus creating opportunities for social engagement by encouraging users to feel connected to the topic | Social interaction-related features, such as ‘likes’, comments, collaborations, and teams, are believed to have naturally positive impacts on social engagement, and exergames have become a popular way to maintain physical and psychological health |
[76] | The success of digital games can be related to how the games match player preferences, relevant to understanding and accommodating what the targeted players would like to see in a game, and what graphic style should be applied to make the game more engaging | In the present study where both genders highlighted the need to create a game that fosters cooperation, it appears encouraging that participants conceived the safety training as a process in which the final result (i.e., the safety performance) is reached only through collaborative efforts | The visual design plays a pivotal role in this training method not only for its graphical attractiveness, but for its aptitude to engage the targeted users, develop a positive user experience and foster engagement and emotional involvement, improving behavioral safety performance and reducing negative safety and health outcomes |
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Nash, C. Self-Directed Learning and Consensus Decision-Making in the Co-Creation of Virtual Worlds Promoting Student Mental Health Through Mobile Technology Use: A Scoping Review. Virtual Worlds 2025, 4, 26. https://doi.org/10.3390/virtualworlds4020026
Nash C. Self-Directed Learning and Consensus Decision-Making in the Co-Creation of Virtual Worlds Promoting Student Mental Health Through Mobile Technology Use: A Scoping Review. Virtual Worlds. 2025; 4(2):26. https://doi.org/10.3390/virtualworlds4020026
Chicago/Turabian StyleNash, Carol. 2025. "Self-Directed Learning and Consensus Decision-Making in the Co-Creation of Virtual Worlds Promoting Student Mental Health Through Mobile Technology Use: A Scoping Review" Virtual Worlds 4, no. 2: 26. https://doi.org/10.3390/virtualworlds4020026
APA StyleNash, C. (2025). Self-Directed Learning and Consensus Decision-Making in the Co-Creation of Virtual Worlds Promoting Student Mental Health Through Mobile Technology Use: A Scoping Review. Virtual Worlds, 4(2), 26. https://doi.org/10.3390/virtualworlds4020026