Gamification Integration into Virtual Reality to Actualize Immersive Learning

Main Article Content

Cicilia Ika Mayawati
Evalin Ndoen
Stephanie Anggreinie


This research discusses how gamification in Virtual Reality (VR) can be applied to immersive learning. This study uses a descriptive qualitative approach with a literature review. From this study, we describe the various challenges and the solutions with the hope that learning that utilizes this new technology will not only be exciting and can also provide effective learning outcomes. It was found that it was necessary to make adjustments to the equipment, design, and implementation. In terms of equipment, adjustments can be made using cheaper equipment. In design, it is necessary to adjust to the needs of the students and the learning objectives themselves. Then in the implementation, it is essential to make adjustments by providing appropriate stages and ensuring students understand how the context is learned through VR gamification can be realized in the real world.


Article Details

How to Cite
Cicilia Ika Mayawati, Evalin Ndoen, & Anggreinie, S. (2023). Gamification Integration into Virtual Reality to Actualize Immersive Learning. Jurnal LENTERA: Jurnal Studi Pendidikan, 5(1), 91-100.
Author Biographies

Cicilia Ika Mayawati, Universitas Pelita Harapan – Indonesia




Evalin Ndoen, Universitas Pelita Harapan – Indonesia



Stephanie Anggreinie, Universitas Pelita Harapan – Indonesia




Abuhammad, A. F.-T. (2021). “MedChemVR”: A virtual reality game to enhance medicinal chemistry education. . Multimodal Technologies and Interaction.
Anggito, A. &. (2018). Metodologi penelitian kualitatif. CV Jejak (Jejak Publisher).
Beck, D. M. (2020). Finding the gaps about uses of immersive learning environments: a survey of surveys. . Journal of Universal Computer Science, 1043-1073.
Chootongchai, S. &. (2018). Design and development of SECI and Moodle online learning systems to enhance thinking and innovation skills for Higher Education Learners. International Journal of Emerging Technologies in Learning.
Dengel, A. &. (2019). Presence is the key to understanding immersive learning. In International Conference on Immersive Learning. Springer, Cham, 185-198.
Harahap, N. (. (2020). Penelitian Kualitatif.
Huaman, E. M. (2019). pplication of virtual reality and gamification in the teaching of art history. . In International Conference on Human-Computer Interaction. Springer, Cham., 220-229.
Kern, F. W. (2019). Immersive virtual reality and gamification within procedurally generated environments to increase motivation during gait rehabilitation. . In 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), 500-509.
Loureiro, S. M. (2020). Virtual reality and gamification in marketing higher education: a review and research agenda. Spanish Journal of Marketing-ESIC.
Patel, P. I. (2020). Low-cost virtual reality headsets reduce perceived pain in healthy adults: a multicenter randomized crossover trial. Games for health journal, 129-136.
Peng, L. Y. (2020). irtual reality teaching material-virtual reality game with education. In Journal of Physics: Conference Series. IOP Publishing.
Pinto, R. D. (2021). oreign language learning gamification using Virtual Reality - A systematic review of empirical research. Education Sciences, 222.
Ramdhan, M. (2021). Metode Penelitian. Cipta Media Nusantara.
Swacha, J. (2021). State of research on gamification in education: A bibliometric survey. Education Sciences.
Veermans, K. &. (2019). Pedagogy in educational simulations and games. In VR, Simulations and Serious Games for Education. Springer, Singapore., 5-14.