Gamification and Mixed Reality

Authors

  • Freya Willicks RWTH Aachen University, Germany
  • Laura Lenz RWTH Aachen University, Germany

DOI:

https://doi.org/10.56198/

Abstract

Mixed reality, the combination of physical reality with virtual reality elements, and gamification, the application of gaming principles into non-gaming contexts, are becoming more and more popular practices in education and learning context. Previous studies have shown that students can control their learning processes in mixed reality systems more actively and that gamification elements in lectures can lead to a long-term increase in the learners’ motivation. But how exactly can lecturers take advantage of these benefits? How can the dependencies on a tool level between the domain (e.g. engineering) and the type of course be exemplified? And how can Mixed Reality and Gamification elements technically and didactically be implemented into education and learning environments?

Published

01-06-2026

How to Cite

Gamification and Mixed Reality. (2026). Immersive Learning Research - Academic, 1(2), 180. https://doi.org/10.56198/