Implementation of virtual reality in biology education: Systematic literature review
DOI:
https://doi.org/10.21009/biosferjpb.62319Keywords:
Biology Learning, Conceptual Understanding, Learner Engagement, Learning Motivation, Virtual RealityAbstract
This study aims to investigate how virtual laboratories, cloud-based laboratory platforms, interactive molecular modelling, and serious educational games influence student engagement, conceptual understanding, and motivation. A systematic literature review was conducted on Scopus-indexed studies reporting empirical evaluations or pedagogical implementations of immersive technologies. Eligible studies were screened, coded, and analyzed thematically, emphasizing learning outcomes, instructional scaffolding, user interface design, scalability, and assessment practices. The review found that immersive technologies integrated with inquiry-based pedagogy consistently enhance student engagement and motivation, producing measurable short-term gains in conceptual understanding when supported by explicit scaffolding, timely feedback, and active instructor facilitation. Virtual and cloud-based laboratories expand access to authentic experimental experiences and enable scalable delivery through real-time data integration, while interactive molecular modeling strengthens spatial reasoning and procedural competence. Furthermore, serious educational games effectively promote conceptual transfer when their mechanics are explicitly aligned with instructional objectives.
References
Alenezi, M. (2023). Digital Learning and Digital Institution in Higher Education. Education Sciences, 13(1), 1. https://doi.org/10.3390/educsci13010088
Amelia, R., Salamah, U., Abrar, M., Desnita, D., & Usmeldi, U. (2021). Improving Student Learning Outcomes Through Physics Learning Media Using Macromedia Flash. Journal of Education Technology, 5(3), 491–500. https://doi.org/10.23887/jet.v5i3.36203
Arksey, H., & O’Malley, L. (2005). Scoping studies: Towards a methodological framework. International Journal of Social Research Methodology: Theory and Practice, 8(1), 19–32. https://doi.org/10.1080/1364557032000119616
Bereczki, E. O., & Kárpáti, A. (2021). Technology-enhanced creativity: A multiple case study of digital technology-integration expert teachers’ beliefs and practices. Thinking Skills and Creativity, 39(January). https://doi.org/10.1016/j.tsc.2021.100791
Blikstein, P., Fuhrmann, T., & Salehi, S. (2016). Using the Bifocal Modeling Framework to Resolve “Discrepant Events” Between Physical Experiments and Virtual Models in Biology. Journal of Science Education and Technology, 25(4), 513–526. https://doi.org/10.1007/s10956-016-9623-7
Bonfield, C. A., Salter, M., Longmuir, A., Benson, M., & Adachi, C. (2020). Transformation or evolution?: Education 4.0, teaching and learning in the digital age. Higher Education Pedagogies, 5(1), 223–246. https://doi.org/10.1080/23752696.2020.1816847
Byukusenge, C., Nsanganwimana, F., & Tarmo, A. P. (2022). Effectiveness of Virtual Laboratories in Teaching and Learning Biology: A Review of Literature. In International Journal of Learning, Teaching and Educational Research (Vol. 21, Issue 6, pp. 1–17). Society for Research and Knowledge Management. https://doi.org/10.26803/ijlter.21.6.1
Cavuoto Petrizzo, M., Barilla-Labarca, M. L., Lim, Y. S., Jongco, A. M., Cassara, M., Anglim, J., & Stern, J. N. H. (2019). Utilization of high-fidelity simulation to address challenges with the basic science immunology education of preclinical medical students. BMC Medical Education, 19(1). https://doi.org/10.1186/s12909-019-1786-5
Chen, X., Huang, Y., & Li, C. (2024). Effect of virtual reality on students’ learning engagement: A meta-analysis. International Journal of Web-Based Learning and Teaching Technologies, 20(2), 1–18. https://doi.org/10.4018/IJWLTT.329024
Childs, A. C., Shakespeare, C., Rice, D. R., Yang, C. C., & Steffen, J. H. (2023). Composition constraints of the TRAPPIST-1 planets from their formation. Monthly Notices of the Royal Astronomical Society, 524(3), 3749-3768. https://doi.org/10.1093/mnras/stad2110
Çoban, M., & Göksu, İ. (2022). Using virtual reality learning environments to motivate and socialize undergraduates in distance learning. Participatory Educational Research, 9(2), 199–218. https://doi.org/10.17275/per.22.36.9.2
Domingo, J. R., & Bradley, E. G. (2018). Education Student Perceptions of Virtual Reality as a Learning Tool. Journal of Educational Technology Systems, 46(3), 329–342. https://doi.org/10.1177/0047239517736873
Elmqaddem, N. (2019). Augmented Reality and Virtual Reality in education. Myth or reality? International Journal of Emerging Technologies in Learning, 14(3), 234–242. https://doi.org/10.3991/ijet.v14i03.9289
Fadillah, M. A., Akbar, M. F., & Jannati, R. P. (2024). Potensi dan Tantangan: ChatGPT, VR, AR, dan Laboratorium Virtual dalam Pendidikan. Scientificum Journal, 1(6), 260–270. https://doi.org/10.37985/sj.v1i6.43
Fredricks, J. A., Blumenfeld, P. C., & Paris, A. H. (2008). School Engagement: Potential of the Concept, State of the Evidence. Review of Educational Research, 74(1), 59–109. https://doi.org/10.3102/00346543074001059
George, K., T, C., & R, S. (2018). Unmasking the Effects of Student Engagement on First-Year College Grades and Persistence. The Journal of Higher Education, 79(5), 540–563. https://doi.org/10.1353/jhe.0.0019
Gul, S., & Sozbilir, M. (2016). International Trends in Biology Education Research from 1997 to 2014 : A Content Analysis of Papers in Selected Journals. 12(6), 1631–1651. https://doi.org/10.12973/eurasia.2015.1363a
Hamari, J. (2017). Do badges increase user activity? A field experiment on the effects of gamification. Computers in Human Behavior, 71, 469–478. https://doi.org/10.1016/j.chb.2015.03.036
Hossain, Z., Bumbacher, E., Brauneis, A., Diaz, M., Saltarelli, A., Blikstein, P., & Riedel-Kruse, I. H. (2018). Design Guidelines and Empirical Case Study for Scaling Authentic Inquiry-based Science Learning via Open Online Courses and Interactive Biology Cloud Labs. International Journal of Artificial Intelligence in Education, 28(4), 478–507. https://doi.org/10.1007/s40593-017-0150-3
Ikhsan, M., Sutarno, & Prayitno, B. A. (2016). Pengembangan Modul Berbasis Inkuiri Terbimbing Pada Materi Sistem Gerak Manusia Untuk Meningkatkan Hasil Belajar Siswa Kelas Xi Mia Sma Negeri 1 Wera Kabupaten Bima Nusa Tenggara Barat. Jurnal Inkuiri, 5(1), 2252–7893. http://jurnal.fkip.uns.ac.id/index.php/sains
Jarrett, K., Williams, M., Horn, S., Radford, D., & Wyss, J. M. (2016). “Sickle cell anemia: Tracking down a mutation”: An interactive learning laboratory that communicates basic principles of genetics and cellular biology. Advances in Physiology Education, 40(1), 110–115. https://doi.org/10.1152/advan.00143.2015
Kamińska, D., Sapiński, T., Wiak, S., Tikk, T., Haamer, R. E., Avots, E., Helmi, A., Ozcinar, C., & Anbarjafari, G. (2019). Virtual reality and its applications in education: Survey. Information (Switzerland), 10(10), 1–20. https://doi.org/10.3390/info10100318
Kareem, A. A. (2018). The use of Multimedia in Teaching Biology and Its Impact on Students ’ Learning Outcomes. The Eurasia Proceedings of Educational & Social Sciences (EPESS), 9, 157–165. https://www.epess.net/index.php/epess/article/view/401
Kuswanto, J., Yunarti, Y., Lastri, N., Dapiokta, J., & Adesti, A. (2021). Development Learning Media Based Android for English Subjects. Journal of Physics: Conference Series, 1779(1). https://doi.org/10.1088/1742-6596/1779/1/012020
Lamb, R., Lin, J., & Firestone, J. B. (2020). Virtual reality laboratories: A way forward for schools? Eurasia Journal of Mathematics, Science and Technology Education, 16(6). https://doi.org/10.29333/EJMSTE/8206
Lin, Y. A., Cheng, P. H., & Ka, C. C. (2025). Teaching genetics and evolution with cross-scale concepts: An interactive board game for secondary school students. Eurasia Journal of Mathematics, Science and Technology Education, 21(10). https://doi.org/10.29333/ejmste/17029
Low, H. G. H., & Ellefson, M. (2024). Punnett Farms: Developing An Immersive Educational Game-Based Platform for Learning Genetics. Simulation and Gaming, 55(2), 302–322. https://doi.org/10.1177/10468781231220728
Maghfiroh, S., Wilujeng, I., & Masyitha, D. (2023). Development of Physics E-Module Based on Discovery Learning to Improve Students ’ Scientific Literacy. 9(2), 447–453. https://doi.org/10.29303/jppipa.v9i2.1733
Magni, P. A., Anthony, J. M., & Zuha, R. M. (2019). Forensic science and student mobility programs in the Indo-Pacific region: Unveiling the potential of an international and intercultural project in forensic science education. Journal of Applied Learning and Teaching, 2(2), 36–44. https://doi.org/10.37074/jalt.2019.2.2.5
Mariscal, G., Jiménez, E., Vivas-Urias, M. D., Redondo-Duarte, S., & Moreno-Pérez, S. (2020). Aprendizaje basado en simulación con realidad virtual. Education in the Knowledge Society (EKS), 21(0), 15. https://doi.org/10.14201/eks.20809
Moher, D., Liberati, A., Tetzlaff, J., & Altman, D. G. (2010). Preferred reporting items for systematic reviews and meta-analyses: The PRISMA statement. International Journal of Surgery, 8(5), 336–341. https://doi.org/10.1016/j.ijsu.2010.02.007
Molina-carmona, R. (2018). Virtual Reality Learning Activities for Multimedia Students to Enhance Spatial Ability. 1–13. https://doi.org/10.3390/su10041074
Moro, C., & Gregory, S. (2019). Utilising Anatomical and Physiological Visualisations to Enhance the Face-to-Face Student Learning Experience in Biomedical Sciences and Medicine. Advances in Experimental Medicine and Biology, 1156, 41–48. https://doi.org/10.1007/978-3-030-19385-0_3
Nurjanah, S. A. (2019). ANALISIS KOMPETENSI ABAD-21 DALAM BIDANG KOMUNIKASI PENDIDIKAN. Gunahumas, 2(2), 387–402. https://doi.org/10.17509/ghm.v2i2.23027
Paszkiewicz, A., Salach, M., Dymora, P., Bolanowski, M., Budzik, G., & Kubiak, P. (2021). Methodology of Implementing Virtual Reality in Education for Industry 4.0. Sustainability, 13(9), 5049. https://doi.org/10.3390/su13095049
Popa, C., Schlanger, D., Prunoiu, V. M., Puia, I. C., & Zaharie, F. (2023). A novel step-by-step training program for transanal endoscopic surgery. BMC Medical Education, 23(1), 1–10. https://doi.org/10.1186/s12909-023-04296-z
Prochazkova, K., Novotny, P., Hancarova, M., Prchalova, D., & Sedlacek, Z. (2019). Teaching a difficult topic using a problem-based concept resembling a computer game: development and evaluation of an e-learning application for medical molecular genetics. BMC Medical Education, 19(1), 390. https://doi.org/10.1186/s12909-019-1817-2
Putri, A. J., Arsil, A., & Kurniawan, A. R. (2020). Analysis of Communication Skills Achievement in the Learning Process. JRPD (Jurnal Riset Pendidikan Dasar), 3(2), 154–161. https://doi.org/10.26618/jrpd.v3i2.3438
Raja, M., & Priya, G. G. L. (2021). An Analysis of Virtual Reality Usage through a Descriptive Research Analysis on School Students’ Experiences: A Study from India. International Journal of Early Childhood Special Education, 13(2), 990–1005. https://doi.org/10.9756/INT-JECSE/V13I2.211142
Ramaila, S., & Molwele, A. J. (2022). The Role of Technology Integration in the Development of 21st Century Skills and Competencies in Life Sciences Teaching and Learning. International Journal of Higher Education, 11(5), 9. https://doi.org/10.5430/ijhe.v11n5p9
Rashid, R., Shafiq, I., Akhter, P., Iqbal, M. J., & Hussain, M. (2021). A state-of-the-art review on wastewater treatment techniques: the effectiveness of adsorption method. Environmental Science and Pollution Research, 28(8), 9050–9066. https://doi.org/10.1007/s11356-021-12395-x
Reen, F. J., Jump, O., McEvoy, G., McSharry, B. P., Morgan, J., Murphy, D., O’Leary, N., O’Mahony, B., Scallan, M., Walsh, C., & Supple, B. (2024). Student informed development of virtual reality simulations for teaching and learning in the molecular sciences. Journal of Biological Education, 59(4), 604–620. https://doi.org/10.1080/00219266.2024.2386250
Rincon-Flores, E. G., & Santos-Guevara, B. N. (2021). Gamification during Covid-19: Promoting active learning and motivation in higher education. In Australasian Journal of Educational Technology (Vol. 37, Issue 5).
Sangur, K., & Zubaidah, S. (2025). Social Sciences & Humanities Open A systematic literature review of mobile learning trends in biology education over ten years. Social Sciences & Humanities Open, 11(October 2024), 101429. https://doi.org/10.1016/j.ssaho.2025.101429
Sattar, M. U., Palaniappan, S., Lokman, A., Hassan, A., Shah, N., & Riaz, Z. (2019). Effects of Virtual Reality training on medical students’ learning motivation and competency. Pakistan Journal of Medical Sciences, 35(3), 852–857. https://doi.org/10.12669/pjms.35.3.44
Serin, H. (2020). Virtual Reality in Education from the Perspective of Teachers. Amazonia Investiga, 9(26), 291–303. https://doi.org/10.34069/AI/2020.26.02.33
Shin, D. (2017). The Role of Affordance in the Experience of Virtual Reality Learning : Technological and Affective Affordances in Virtual Reality. Telematics and Informatics. https://doi.org/10.1016/j.tele.2017.05.013
Shoraevna, Z. Z., Zulkarnayeva, Z., Anatolevna, L. L., & Nurlanbekovna, U. A. (2021). Teachers ’ Views on the Use of Information and Communication Technologies ( ICT ) in Education Environments. IJET, 16(03), 261–273. https://doi.org/10.3991/ijet.v16i03.18801
Situmorang, R. P., Suwono, H., Munzil, M., Susanto, H., Chang, C.-Y., & Liu, S.-Y. (2024). Learn biology using digital game-based learning: A systematic literature review. Eurasia Journal of Mathematics, Science and Technology Education, 20(6), 1–25. https://doi.org/10.29333/ejmste/14658
Siyamsih, D. (2024). Persepsi Mahasiswa Terhadap Penggunaan Virtual Reality dalam Pembelajaran Praktikum Laboratorium. EduTech Journal, 1(1), 25–29. https://doi.org/10.62872/12tsrd26
Trilling, D., & Jonkman, J. G. F. (2018). Scaling up Content Analysis. Communication Methods and Measures, 12(2–3), 158–174. https://doi.org/10.1080/19312458.2018.1447655
Vergara, D., Extremera, J., Rubio, M. P., & D, P. (2019). applied sciences Meaningful Learning Through Virtual Reality Learning Environments : A Case Study in Materials Engineering.
Vola, E., Stoltz, R., & Schumpert, C. A. (2023). Impacts of Virtual Reality Experiences: Enhanced Undergraduate Student Performance and Engagement with use of 360-degree video. Virtual Worlds, 4(2), 1–37. https://doi.org/10.1101/2023.02.16.528835
Wang, C. H. (2025). Education in the metaverse: Developing virtual reality teaching materials for K–12 natural science. Education and Information Technologies, 30(7), 8637–8658. https://doi.org/10.1007/s10639-024-13156-2
Zaatar, M. T., Masri, N., Alfahel, M., Antar, G., Dayal, A., Khamis, H., Kuruvani, M., & Kachaamy, G. (2024). Exploring the Virtual Frontier: The Impact of Virtual Reality on Undergraduate Biology Education at the American University in Dubai. International Journal of Information and Education Technology, 14(5), 675–680. https://doi.org/10.18178/ijiet.2024.14.5.2092
Ziadat, A. H. (2019). The impact of E-learning in developing academic skills and social interaction among students with learning disabilities in jordan from the perspective of their teachers. TEM Journal, 8(4), 1440–1448. https://doi.org/10.18421/TEM84-48
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2026 Biosfer: Jurnal Pendidikan Biologi

This work is licensed under a Creative Commons Attribution 4.0 International License.
The Authors submitting a manuscript do so on the understanding that if accepted for publication, copyright of the article shall be assigned to Biosfer: Jurnal Pendidikan Biologi (Biosferjpb) and Departement of Biology Education, Universitas Negeri Jakarta as publisher of the journal.
