Immersive Reality Technology-Based Gamification on Sustainable Education

Immersive Reality Technology-Based Gamification on Sustainable Education

Matthew Abiola Oladipupo (University of Salford, UK), Amaonwu Onyebuchi (Hussaini Adamu Federal Polytechnic, Nigeria), Ugochukwu Okwudili Matthew (Federal University of Lavras, Brazil), Morgan Nwaiku (Teesside University, UK), David Taiwo Oyekunle (University of Salford, UK), Ogechukwu Nkiruka Onyedibe (Federal University of Technology, Nigeria), Mgbike Francisca Chinenye (Federal College of Education (Technical), Umunze, Nigeria), and Godwin Nse Ebong (University of Salford, UK)
Copyright: © 2026 |Pages: 36
DOI: 10.4018/979-8-3373-7057-6.ch005
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Abstract

The Industry 5.0 concept for emerging sustainable education involves transforming every lesson into an interactive Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR) experimental gamification. By producing immersive and engaging experiences that were previously unthinkable, Extended Reality (XR) technology is transforming a number of sectors, including education. The present study investigated the domain of simulation-based learning, shedding light on its significance, challenges, and boundless possibilities in the context of health technology education. The paper advanced hi-tech educational technology adoption in the development of interactive educational pedagogy in Society 5.0 and Education 5.0 by describing the technological underpinnings, guiding principles, essential values, and key components of Industry 5.0 in education. The study adopted Actor-Network Theory (ANT) model to explore the implication of technological pedagogy content knowledge (TPCK) model instruction design for immersive education technology.
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