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24 pages, 3559 KiB  
Article
Advancing Online Road Safety Education: A Gamified Approach for Secondary School Students in Belgium
by Imran Nawaz, Ariane Cuenen, Geert Wets, Roeland Paul and Davy Janssens
Appl. Sci. 2025, 15(15), 8557; https://doi.org/10.3390/app15158557 (registering DOI) - 1 Aug 2025
Abstract
Road traffic accidents are a leading cause of injury and death among adolescents, making road safety education crucial. This study assesses the performance of and users’ opinions on the Route 2 School (R2S) traffic safety education program, designed for secondary school students (13–17 [...] Read more.
Road traffic accidents are a leading cause of injury and death among adolescents, making road safety education crucial. This study assesses the performance of and users’ opinions on the Route 2 School (R2S) traffic safety education program, designed for secondary school students (13–17 years) in Belgium. The program incorporates gamified e-learning modules containing, among others, podcasts, interactive 360° visuals, and virtual reality (VR), to enhance traffic knowledge, situation awareness, risk detection, and risk management. This study was conducted across several cities and municipalities within Belgium. More than 600 students from school years 3 to 6 completed the platform and of these more than 200 students filled in a comprehensive questionnaire providing detailed feedback on platform usability, preferences, and behavioral risk assessments. The results revealed shortcomings in traffic knowledge and skills, particularly among older students. Gender-based analysis indicated no significant performance differences overall, though females performed better in risk management and males in risk detection. Furthermore, students from cities outperformed those from municipalities. Feedback on the R2S platform indicated high usability and engagement, with VR-based simulations receiving the most positive reception. In addition, it was highlighted that secondary school students are high-risk groups for distraction and red-light violations as cyclists and pedestrians. This study demonstrates the importance of gamified, technology-enhanced road safety education while underscoring the need for module-specific improvements and regional customization. The findings support the broader application of e-learning methodologies for sustainable, behavior-oriented traffic safety education targeting adolescents. Full article
(This article belongs to the Special Issue Technology Enhanced and Mobile Learning: Innovations and Applications)
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34 pages, 4274 KiB  
Article
Gamifying Engagement in Spatial Crowdsourcing: An Exploratory Mixed-Methods Study on Gamification Impact Among University Students
by Felipe Vergara-Borge, Diego López-de-Ipiña, Mikel Emaldi, Cristian Olivares-Rodríguez, Zaheer Khan and Kamran Soomro
Systems 2025, 13(7), 519; https://doi.org/10.3390/systems13070519 - 27 Jun 2025
Viewed by 400
Abstract
Citizen science now relies heavily on digital platforms to engage the public in environmental data collection. Yet, many projects face declining participation over time. This study examines the effect of three elements of gamification—points, daily streaks, and real-time leaderboards—on student engagement, achievement, and [...] Read more.
Citizen science now relies heavily on digital platforms to engage the public in environmental data collection. Yet, many projects face declining participation over time. This study examines the effect of three elements of gamification—points, daily streaks, and real-time leaderboards—on student engagement, achievement, and immersion during a five-day campus-wide intervention utilising the GAME and a spatial crowdsourcing app. Employing a convergent mixed-methods design, we combined behavioural log analysis, validated psychometric scales (GAMEFULQUEST), and post-experiment interviews to triangulate both quantitative and qualitative dimensions of engagement. Results reveal that gamified elements enhanced students’ sense of accomplishment and early-stage motivation, which is reflected in significantly higher average scores for goal-directed engagement and recurring qualitative themes related to competence and recognition. However, deeper immersion and sustained “flow” were less robust with repetitive task design. While the intervention achieved only moderate long-term participation rates, it demonstrates that thoughtfully implemented game mechanics can meaningfully enhance engagement without undermining data quality. These findings provide actionable guidance for designing more adaptive, motivating, and inclusive citizen science solutions, underscoring the importance of mixed-methods evaluation in understanding complex engagement processes. While the sample size limits the statistical generalizability, this study serves as an exploratory field trial offering valuable design insights and methodological guidance for future large-scale, controlled citizen science interventions. Full article
(This article belongs to the Special Issue Digital Solutions for Participatory Governance in Smart Cities)
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17 pages, 2412 KiB  
Article
A Gamified AI-Driven System for Depression Monitoring and Management
by Sanaz Zamani, Adnan Rostami, Minh Nguyen, Roopak Sinha and Samaneh Madanian
Appl. Sci. 2025, 15(13), 7088; https://doi.org/10.3390/app15137088 - 24 Jun 2025
Viewed by 565
Abstract
Depression affects millions of people worldwide and remains a significant challenge in mental health care. Despite advances in pharmacological and psychotherapeutic treatments, there is a critical need for accessible and engaging tools that help individuals manage their mental health in real time. This [...] Read more.
Depression affects millions of people worldwide and remains a significant challenge in mental health care. Despite advances in pharmacological and psychotherapeutic treatments, there is a critical need for accessible and engaging tools that help individuals manage their mental health in real time. This paper presents a novel gamified, AI-driven system embedded within Internet of Things (IoT)-enabled environments to address this gap. The proposed platform combines micro-games, adaptive surveys, sensor data, and AI analytics to support personalized and context-aware depression monitoring and self-regulation. Unlike traditional static models, this system continuously tracks behavioral, cognitive, and environmental patterns. This data is then used to deliver timely, tailored interventions. One of its key strengths is a research-ready design that enables real-time simulation, algorithm testing, and hypothesis exploration without relying on large-scale human trials. This makes it easier to study cognitive and emotional trends and improve AI models efficiently. The system is grounded in metacognitive principles. It promotes user engagement and self-awareness through interactive feedback and reflection. Gamification improves the user experience without compromising clinical relevance. We present a unified framework, robust evaluation methods, and insights into scalable mental health solutions. Combining AI, IoT, and gamification, this platform offers a promising new approach for smart, responsive, and data-driven mental health support in modern living environments. Full article
(This article belongs to the Special Issue Advanced IoT/ICT Technologies in Smart Systems)
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21 pages, 3598 KiB  
Article
Transformative Metaverse Pedagogy for Intangible Heritage: A Gamified Platform for Learning Lanna Dance in Immersive Cultural Education
by Kannikar Intawong, Perasuk Worragin, Songpon Khanchai and Kitti Puritat
Educ. Sci. 2025, 15(6), 736; https://doi.org/10.3390/educsci15060736 - 12 Jun 2025
Viewed by 672
Abstract
This study explores the design of Metaverse technologies for preserving and teaching Lanna Dance, a traditional cultural heritage of Northern Thailand. It addresses the challenges of sustaining intangible cultural heritage by developing an immersive learning system that integrates motion capture, generative AI, and [...] Read more.
This study explores the design of Metaverse technologies for preserving and teaching Lanna Dance, a traditional cultural heritage of Northern Thailand. It addresses the challenges of sustaining intangible cultural heritage by developing an immersive learning system that integrates motion capture, generative AI, and gamified virtual environments. Grounded in Situated Learning Theory and adaptive learning, the platform features four interactive zones, the Motion Showcase, Knowledge Exhibition, Video and AI Interaction, and Interactive Game Zone, offering learners multifaceted, context-rich experiences. Using a quasi-experimental design with 36 participants, the study evaluates learning outcomes, motivation, and user satisfaction. Results show significant improvements in knowledge acquisition and intrinsic motivation, along with high usability scores, indicating the effectiveness of immersive digital environments in enhancing cultural appreciation and skill development. The findings offer practical insights into Metaverse design for immersive cultural education, supporting educators, cultural institutions, and policymakers in developing scalable and engaging solutions for preserving intangible heritage through emerging technologies. Full article
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31 pages, 9733 KiB  
Article
Gamifying Sociological Surveys Through Serious Games—A Data Analysis Approach Applied to Multiple-Choice Question Responses Datasets
by Alexandros Gazis and Eleftheria Katsiri
Computers 2025, 14(6), 224; https://doi.org/10.3390/computers14060224 - 7 Jun 2025
Viewed by 707
Abstract
E-polis is a serious digital game designed to gamify sociological surveys studying young people’s political opinions. In this platform game, players navigate a digital world, encountering quests posing sociological questions. Players’ answers shape the city-game world, altering building structures based on their choices. [...] Read more.
E-polis is a serious digital game designed to gamify sociological surveys studying young people’s political opinions. In this platform game, players navigate a digital world, encountering quests posing sociological questions. Players’ answers shape the city-game world, altering building structures based on their choices. E-polis is a serious game, not a government simulation, aiming to understand players’ behaviors and opinions; thus, we do not train the players but rather understand them and help them visualize their choices in shaping a city’s future. Also, it is noticed that no correct or incorrect answers apply. Moreover, our game utilizes a novel middleware architecture for development, diverging from typical asset-prefab-scene and script segregation. This article presents the data layer of our game’s middleware, specifically focusing on data analysis based on respondents’ gameplay answers. E-polis represents an innovative approach to gamifying sociological research, providing a unique platform for gathering and analyzing data on political opinions among youth and contributing to the broader field of serious games. Full article
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21 pages, 11663 KiB  
Article
Exploring Gamification’s Role in Shaping Socially Sustainable Urban Spaces: A Case Study of Gensen in SOLANA, Beijing
by Yanhua Yao, Zheyu Li and Sai Ma
Buildings 2025, 15(12), 1969; https://doi.org/10.3390/buildings15121969 - 6 Jun 2025
Viewed by 629
Abstract
This paper explores the innovative integration of digitalization and gamification in urban design to address social sustainability challenges in rapidly evolving cities. Using Gensen, a metaverse platform launched in 2024, as a case study, the research investigates how the convergence of virtual environments [...] Read more.
This paper explores the innovative integration of digitalization and gamification in urban design to address social sustainability challenges in rapidly evolving cities. Using Gensen, a metaverse platform launched in 2024, as a case study, the research investigates how the convergence of virtual environments and real urban spaces can foster new forms of social interaction, spatial usage, and community engagement. The motivation behind this study is to assess the potential of gamification in enhancing social sustainability within digitalized urban contexts. By introducing the opening event, “Treasure Hunting”, established by Gensen, the study examines how users engage with existing urban settings through a gamified approach. The research investigates how gameful design, facilitated by digitalization, can transform public spaces into more dynamic environments that encourage diverse participation while also addressing emerging risks such as spatial inequality resulting from varying levels of access to digital tools and literacy. The research questions focus on how gamification can bridge these gaps and contribute to creating more inclusive urban environments. In conclusion, the study argues that current gamified design approaches, based on digitalization, often overlook the playfulness inherent in physical environments and human interaction. However, a bottom-up approach that emphasizes individuals’ understanding of the inherent playfulness in existing urban spaces is still lacking. This aspect needs further exploration to inform and enhance gameful design strategies aimed at promoting social sustainability in urban development. Bridging this gap is essential for integrating digital interventions into everyday life, ultimately achieving a more effective gameful design in urban contexts. Full article
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24 pages, 20634 KiB  
Article
WarehouseGame Training: A Gamified Logistics Training Platform Integrating ChatGPT, DeepSeek, and Grok for Adaptive Learning
by Juan José Romero Marras, Luis De la Torre and Dictino Chaos García
Appl. Sci. 2025, 15(12), 6392; https://doi.org/10.3390/app15126392 - 6 Jun 2025
Viewed by 587
Abstract
Modern warehouses play a fundamental role in today’s logistics, serving as strategic hubs for the reception, storage, and distribution of goods. However, training warehouse operators presents a significant challenge due to the complexity of logistics processes and the need for efficient and engaging [...] Read more.
Modern warehouses play a fundamental role in today’s logistics, serving as strategic hubs for the reception, storage, and distribution of goods. However, training warehouse operators presents a significant challenge due to the complexity of logistics processes and the need for efficient and engaging learning methods. Training in logistics operations requires practical experience and the ability to adapt to real-world scenarios, which can result in high training costs. In this context, gamification and artificial intelligence emerge as innovative solutions to enhance training by increasing operator motivation, reducing learning time, and optimizing costs through personalized approaches. But is it possible to effectively apply these techniques to logistics training? This study introduces WarehouseGame Training, a gamified training tool developed in collaboration with Mecalux Software Solutions and implemented in Unity 3D. The solution integrates large language models (LLMs) such as ChatGPT, DeepSeek, and Grok to enhance adaptive learning. These models dynamically adjust challenge difficulty, provide contextual assistance, and evaluate user performance in logistics training scenarios. Through this gamified training tool, the performance of these AI models is analyzed and compared, assessing their ability to improve the learning experience and determine which one best adapts to this type of training. Full article
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27 pages, 6914 KiB  
Article
A New Serious Game (e-SoundWay) for Learning English Phonetics
by Alfonso Lago-Ferreiro, María Ángeles Gómez-González and José Carlos López-Ardao
Multimodal Technol. Interact. 2025, 9(6), 54; https://doi.org/10.3390/mti9060054 - 4 Jun 2025
Viewed by 1696
Abstract
This paper presents the design and evaluation of e-SoundWay, a cross-platform serious game developed to improve English phonetic competence through a multimodal and narrative-driven approach. While the platform is specifically tailored to meet the needs of Spanish-speaking learners, it is adaptable for [...] Read more.
This paper presents the design and evaluation of e-SoundWay, a cross-platform serious game developed to improve English phonetic competence through a multimodal and narrative-driven approach. While the platform is specifically tailored to meet the needs of Spanish-speaking learners, it is adaptable for a wider range of English as a Foreign Language (EFL) users. e-SoundWay offers over 600 interactive multimedia minigames that target three core competencies: perception, production, and transcription. Learners progress along a gamified version of the Camino de Santiago, interacting with characters representing diverse English accents. A mixed-methods evaluation combining pre- and post-tests with a user experience questionnaire revealed statistically significant improvements across all domains, particularly in perception. Reduced post-test variability indicated more equitable learning outcomes. User satisfaction was high, with 64% of participants reporting satisfaction with their phonetic progress and 91% stating they would recommend the platform. These findings highlight the educational effectiveness, accessibility, and motivational value of e-SoundWay, reinforcing the role of serious games and multimodal technologies in delivering inclusive and engaging pronunciation instruction. Full article
(This article belongs to the Special Issue Video Games: Learning, Emotions, and Motivation)
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12 pages, 389 KiB  
Review
Enhancing Physical Education Through Gamification and Ergonomics: A Literature Review
by Carlos Merino-Campos
Theor. Appl. Ergon. 2025, 1(1), 3; https://doi.org/10.3390/tae1010003 - 29 May 2025
Viewed by 559
Abstract
Gamification, defined as the application of game-like elements in non-game contexts to enhance motivation and engagement, has emerged as a promising strategy in physical education, enhancing student motivation, engagement, and physical activity through the integration of game-like elements into educational practices. However, the [...] Read more.
Gamification, defined as the application of game-like elements in non-game contexts to enhance motivation and engagement, has emerged as a promising strategy in physical education, enhancing student motivation, engagement, and physical activity through the integration of game-like elements into educational practices. However, the design and implementation of these platforms often overlook crucial ergonomic principles, which could have affected both the learning experience and the physical and cognitive well-being of users. This literature review aimed to examine the application of ergonomic principles in gamified physical education platforms, assess their impact on motivation and learning outcomes, and offer recommendations for improving future designs. Following a comprehensive literature search, eight peer-reviewed articles published between 2013 and 2024 were reviewed. The findings emphasized the importance of accessibility, cognitive load management, and visual design in creating effective gamified learning environments. Although the potential of gamification in physical education was evident, several gaps, including the lack of longitudinal studies and limited attention to diverse and disadvantaged contexts, needed to be addressed to create more inclusive, safe, and effective platforms. This review identified key gaps in ergonomic design within gamified PE platforms and highlighted the need for future research to standardize ergonomic frameworks and expand inclusivity in educational game-based environments. Specific recommendations included integrating accessibility features, managing cognitive load, and designing user-centered platforms for diverse contexts. Full article
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20 pages, 719 KiB  
Article
Digital Gamification to Foster Attitudes Toward Science in Early Childhood Teacher Education
by Noëlle Fabre-Mitjans, Gregorio Jiménez-Valverde, Gerard Guimerà-Ballesta and Genina Calafell-Subirà
Appl. Sci. 2025, 15(11), 5961; https://doi.org/10.3390/app15115961 - 26 May 2025
Viewed by 694
Abstract
Integrating technology-enhanced gamification into teacher education can significantly foster motivation and reshape perceptions toward science learning. This mixed-methods case study explores how a 14-week course for preservice early childhood teachers, supported by the digital gamification platform FantasyClass and enriched with a cohesive narrative [...] Read more.
Integrating technology-enhanced gamification into teacher education can significantly foster motivation and reshape perceptions toward science learning. This mixed-methods case study explores how a 14-week course for preservice early childhood teachers, supported by the digital gamification platform FantasyClass and enriched with a cohesive narrative structure, impacted students’ motivation and attitudes towards science. The course featured structural gamification elements—such as experience points, digital collectibles, and team-based challenges—combined with immersive storytelling that contextualized scientific tasks within a fantasy adventure. Quantitative data from pre- and post-intervention surveys revealed statistically significant improvements in attitudes toward science and perceived teaching competence. Thematic analysis of qualitative feedback highlighted enhanced engagement, enjoyment, and relevance of science learning. These findings suggest that intelligent integration of gamified technologies and narrative design in science teacher initial training can address motivational barriers and foster positive emotional engagement. While context-specific, this study offers insights into how digital gamified learning environments can support the development of positive attitudes towards science among future early childhood educators. Full article
(This article belongs to the Special Issue Challenges and Trends in Technology-Enhanced Learning)
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27 pages, 12260 KiB  
Article
A Technology-Driven Assistive Learning Tool and Framework for Personalized Dyscalculia Interventions
by Dipti Jadhav, Sarat Kumar Chettri, Amiya Kumar Tripathy and Manob Jyoti Saikia
Eur. J. Investig. Health Psychol. Educ. 2025, 15(5), 85; https://doi.org/10.3390/ejihpe15050085 - 15 May 2025
Viewed by 848
Abstract
Recognizing the impact of mathematical learning difficulties on student achievement, this research focuses on developing adaptive, technology-based solutions for those struggling with learning mathematics, including individuals with dyscalculia. Dyscalculia, a difficulty in understanding numbers and mathematics, can profoundly affect a child’s academic progress [...] Read more.
Recognizing the impact of mathematical learning difficulties on student achievement, this research focuses on developing adaptive, technology-based solutions for those struggling with learning mathematics, including individuals with dyscalculia. Dyscalculia, a difficulty in understanding numbers and mathematics, can profoundly affect a child’s academic progress and self-confidence. Many interventions aim for broad effectiveness but often struggle to address individual learning differences. This research addresses this gap by employing Dynamic Bayesian Networks (DBNs) within intelligent tutoring systems to develop a personalized, gamified approach for improving mathematical skills in children with dyscalculia. We assessed 158 children aged 6–10 years using the Smartick Dyscalculia Assessment Tool to identify specific numerical cognition deficits. Based on these assessments, we have developed EDSense (Early Detection and Intervention for Insufficient Number Sense), an adaptive web-based learning tool. EDSense provides personalized support and targets skill refinement in mathematics learning. A pre-test and post-test design evaluates EDSense’s effectiveness and demonstrates significant improvements in numerical abilities. The findings highlight the crucial role of adaptive learning platforms in addressing dyscalculia. The EDSense platform demonstrates gamified, self-directed learning environments to enhance both engagement and learning outcomes by accommodating individual cognitive differences. We have proposed a technology-driven framework for personalized dyscalculia interventions, emphasizing early detection to support mathematical skill development. Full article
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14 pages, 3627 KiB  
Project Report
Integrating Serious Games and Gamification for Diverse Learner Groups: Lessons from the “GeoGecko” Project
by Monika Rajcsanyi-Molnar, Istvan Andras and Sandor Czifra
Educ. Sci. 2025, 15(4), 440; https://doi.org/10.3390/educsci15040440 - 31 Mar 2025
Viewed by 1321
Abstract
The “GeoGecko” project stands as an innovative effort in both technical and educational advancements, focusing on creating educational materials grounded in experiential learning principles with a strong gamification framework. This report provides a detailed account of the project’s development, leveraging e-learning components to [...] Read more.
The “GeoGecko” project stands as an innovative effort in both technical and educational advancements, focusing on creating educational materials grounded in experiential learning principles with a strong gamification framework. This report provides a detailed account of the project’s development, leveraging e-learning components to create an engaging and immersive online program specifically designed to meet the expectations and needs of today’s high school and university students. Through a structured methodology, the study implemented gamified learning elements to assess their effectiveness. In addition to describing the development of the project, it also examines the teaching methods applied and the outcomes observed. Drawing on feedback from learners, the report highlights the program’s practical impact, effectiveness, and the lessons learned during its implementation. Results indicate that the platform successfully enhances student motivation, with higher engagement levels observed among younger participants compared to older learners. By sharing these insights, the “GeoGecko” project aims to contribute to the growing body of knowledge on integrating serious games and gamification into education. Full article
(This article belongs to the Section Technology Enhanced Education)
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11 pages, 981 KiB  
Perspective
Advancing Rehabilitation Medicine with the Metaverse: Opportunities and Challenges
by Rocco Salvatore Calabrò and Giovanni Morone
Brain Sci. 2025, 15(3), 321; https://doi.org/10.3390/brainsci15030321 - 19 Mar 2025
Cited by 3 | Viewed by 649
Abstract
The metaverse, an immersive virtual environment, is emerging as a transformative tool in rehabilitation, offering innovative modalities for motor and cognitive treatments. Virtual reality and augmented reality within the metaverse facilitate interactive exercises, allowing patients to perform rehabilitative tasks in a gamified context, [...] Read more.
The metaverse, an immersive virtual environment, is emerging as a transformative tool in rehabilitation, offering innovative modalities for motor and cognitive treatments. Virtual reality and augmented reality within the metaverse facilitate interactive exercises, allowing patients to perform rehabilitative tasks in a gamified context, which can improve motivation and adherence. Furthermore, the metaverse supports treatments that are not easy to carry out during conventional therapy, such as the rehabilitation of social participation, and creates a real individuals-based platform of continuum of care thanks to its interoperability. However, challenges such as technological accessibility, user adaptability, and the need for comprehensive clinical guidelines remain. Future research should focus on long-term efficacy, integration into traditional rehabilitation frameworks, and addressing ethical considerations, ultimately positioning the metaverse as a valuable adjunct in rehabilitative practices. Full article
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28 pages, 1266 KiB  
Systematic Review
Managing Food Waste Through Gamification and Serious Games: A Systematic Literature Review
by Ezequiel Santos, Cláudia Sevivas and Vítor Carvalho
Information 2025, 16(3), 246; https://doi.org/10.3390/info16030246 - 19 Mar 2025
Cited by 2 | Viewed by 2911
Abstract
Household food waste poses significant environmental, social, and financial challenges. This systematic literature review examines the role of games and gamification in mitigating food waste, addressing four key research questions: how these interventions are applied, their impact on attitudes and behaviors, the specific [...] Read more.
Household food waste poses significant environmental, social, and financial challenges. This systematic literature review examines the role of games and gamification in mitigating food waste, addressing four key research questions: how these interventions are applied, their impact on attitudes and behaviors, the specific mechanisms employed, and their measured outcomes. The analysis identifies a range of strategies, including mobile applications, serious games, educational platforms, and interactive installations. Theoretical frameworks such as the Theory of Planned Behavior, emotional engagement, systems thinking, and cognitive load theory underpin these interventions. Findings suggest that gamification can enhance awareness, knowledge, and behavioral change, with some interventions demonstrating measurable reductions in food waste. However, limitations such as the lack of long-term engagement data, varying effectiveness across socio-economic contexts, and inconsistencies in measurement frameworks remain challenges. Notable interventions—including the MySusCof and Exspiro apps and serious games like FoodFighters and PadovaGoGreen—show promising results but require further validation in diverse settings. This review highlights both the potential and limitations of gamified strategies, emphasizing the need for standardized measurement approaches and longitudinal studies to assess their sustained impact on food waste reduction. Full article
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22 pages, 6439 KiB  
Article
Enhancing Education in Agriculture via XR-Based Digital Twins: A Novel Approach for the Next Generation
by Orestis Spyrou, Mar Ariza-Sentís and Sergio Vélez
Appl. Syst. Innov. 2025, 8(2), 38; https://doi.org/10.3390/asi8020038 - 17 Mar 2025
Cited by 2 | Viewed by 1649
Abstract
Integrating Artificial Intelligence (AI) and Extended Reality (XR) technologies into agriculture presents a transformative opportunity to modernize education and sustainable food production. Traditional agriculture training remains resource-intensive, time-consuming, and geographically restrictive, limiting scalability. This study explores an AI-driven Digital Twin (DT) system embedded [...] Read more.
Integrating Artificial Intelligence (AI) and Extended Reality (XR) technologies into agriculture presents a transformative opportunity to modernize education and sustainable food production. Traditional agriculture training remains resource-intensive, time-consuming, and geographically restrictive, limiting scalability. This study explores an AI-driven Digital Twin (DT) system embedded within a gamified XR environment designed to enhance decision-making, resource management, and practical training in viticulture as well as woody crop management. A survey among stakeholders in the viticultural sector revealed that participants are increasingly open to adopting Virtual Reality (VR) combined with AI-enhanced technologies, signaling a readiness for digital learning transformation in the field. The survey revealed a 4.48/7 willingness to adopt XR-based training, a 4.85/7 interest in digital solutions for precision agriculture, and a moderate climate change concern of 4.16/7, indicating a strong readiness for digital learning transformation. Our findings confirm that combining AI-powered virtual educators with DT simulations provides interactive, real-time feedback, allowing users to experiment with vineyard management strategies in a risk-free setting. Unlike previous studies focusing on crop monitoring or AI-based decision support, this study examines the potential of combining Digital Twins (DTs) with AI-driven personal assistants to improve decision-making, resource management, and overall productivity in agriculture. Proof-of-concept implementations in Unity and Oculus Quest 3 demonstrate how AI-driven NPC educators can personalize training, simulate climate adaptation strategies, and enhance stakeholder engagement. The research employs a design-oriented approach, integrating feedback from industry experts and end-users to refine the educational and practical applications of DTs in agriculture. Furthermore, this study highlights proof-of-concept implementations using the Unity cross game engine platform, showcasing virtual environments where students can interact with AI-powered educators in simulated vineyard settings. Digital innovations support students and farmers in enhancing crop yields and play an important role in educating the next generation of digital farmers. Full article
(This article belongs to the Special Issue Advanced Technologies and Methodologies in Education 4.0)
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