Evidence map›Paper›PMID 41449188›Full record

ArticleScientific reports2025

Immersive experience in virtual reality gamification teaching: analysis of the mediating effect on educational learning outcomes.

JianLin Lin

Abstract read
In one paragraph

Article in Scientific reports, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

0numbers the graph read from it
0cells of the map it votes in
0citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

0 citing papers in PubMed.

No citing paper in PubMed yet.

4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

1 author.

JianLin LinZhejiang University of Finance & Economics, Hangzhou, 310000, China. mvqq8857@hotmail.com.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

The deep integration of virtual reality (VR) technology and education is driving structural changes in teaching paradigms. This study systematically explored the immersion mechanism and educational effects in VR gamification teaching scenarios through a mixed experimental design, and constructed a sample database comprising 720 participants. The research found that the technical threshold for imparting high-complexity knowledge requires a frame rate of ≥ 90FPS and a latency of ≤ 60ms, while creative tasks can achieve an operational accuracy rate of over 85% with moderate rendering quality. The dynamic task complexity adjustment algorithm and multimodal collaboration toolkit proposed in the study effectively balance the interference of hardware performance differences on the learning curve, enabling the experimental group to achieve an operational accuracy rate of 89.5% and a technical adaptability rate of 94.5% in virtual surgery training scenarios. The study breaks through the traditional linear analysis paradigm, establishes a nonlinear coupling law between technical performance parameters and cognitive behavioral variables, and provides quantitative decision support for the standardized development of educational VR systems.

Indexed as

Educational effectivenessGamification teachingImmersionMediating effectTechnology-Cognition synergy modelVirtual reality technology

Identifiers

PMID41449188
PMCPMC12815919

What OpenQuestion holds

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Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.