Beyond Immersion: A Systematic Review of Extended Reality and Biofeedback in Social Emotional Learning
DOI:
https://doi.org/10.3991/ijim.v20i16.62290Keywords:
Extended reality, social-emotional learning, immersive education, biofeedbackAbstract
This is a qualitative systematic review examining the effectiveness of the combination of the extended reality (XR) technologies and biofeedback mechanisms with social-emotional learning (SEL) outcomes in school-aged learners with a specific emphasis on adolescent girls. Based on the 2020–2025 peer-reviewed literature, the review will combine the results of different educational and clinical settings and explore the role of immersive digital environments and physiological feedback systems in emotional regulation, empathy building, and metacognitive development. Instead of using a strict method such as PRISMA, they use the thematic synthesis based on the self-regulated learning (SRL) model, which is composed of the forethought, performance, and self-reflection stages to investigate the effects of technology-based interventions on emotional and cognitive learning processes. The analysis demonstrates that XR environments can support the learner presence, motivation, and perspective-taking in early goal-setting and emotional awareness and regulation in performance by real-time biofeedback. The literature however also identifies gaps especially in long term efficacy, gender specific-design, and scalability of these tools in mainstream classrooms. The review suggests that an Immersive Hybrid Feedback model is a conceptual intermediate between affective computing and educational design as an example of the potential and constraints of adopting embodied technologies into social-emotional learning.
References
[1] P. Araiza-Alba, T. Keane, W. S. Chen, and J. Kaufman, "Immersive virtual reality as a tool to learn problem-solving skills," Computers & Education, vol. 164, Art. no. 104121, 2021, doi: 10.1016/j.compedu.2020.104121.
[2] Y. Jin and S. Lee, "Designing in virtual reality: A comparison of problem-solving styles between desktop and VR environments," Digital Creativity, vol. 30, no. 2, pp. 107-126, 2019, doi: 10.1080/14626268.2019.1608264.
[3] A. Carballo-Marquez, A. Ampatzoglou, J. Rojas-Rincón, A. Garcia-Casanovas, M. Garolera, M. Fernández-Capo, and B. Porras-Garcia, "Improving emotion regulation, internalizing symptoms and cognitive functions in adolescents at risk of executive dysfunction: A controlled pilot VR study," Applied Sciences, vol. 15, no. 3, Art. no. 1223, 2025, doi: 10.3390/app15031223.
[4] A. Haetami and O. Khan, "The impact of virtual reality on collaborative learning in higher education," International Journal of Educational Narratives, vol. 2, no. 6, pp. 535-545, 2024, doi: 10.70177/ijen.v2i6.1611.
[5] J. Radianti, T. A. Majchrzak, J. Fromm, and I. Wohlgenannt, "A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda," Computers & Education, vol. 147, Art. no. 103778, 2020, doi: 10.1016/j.compedu.2019.103778.
[6] H. Wang, "Design and evaluation of a virtual reality-based gamified balance training system," in Proc. 2025 2nd International Conference on Virtual Reality, Image and Signal Processing, Sep. 2025, pp. 88-94, doi: 10.1145/3772128.3772144.
[7] S. Benham, L. Trinh, K. Kropinski, and N. Grampurohit, "Effects of community-based virtual reality on daily activities and quality of life," Physical & Occupational Therapy in Geriatrics, vol. 40, no. 3, pp. 319-336, 2022, doi: 10.1080/02703181.2022.2033903.
[8] A. R. Muzata, G. Singh, M. S. Stepanov, and I. Musonda, "Immersive learning: A systematic literature review on transforming engineering education through virtual reality," Virtual Worlds, vol. 3, no. 4, pp. 480-505, 2024, doi: 10.3390/virtualworlds3040026.
[9] P. Albus, A. Vogt, and T. Seufert, "Signaling in virtual reality influences learning outcome and cognitive load," Computers & Education, vol. 166, Art. no. 104154, 2021, doi: 10.1016/j.compedu.2021.104154.
[10] O. Zechner, H. Schrom-Feiertag, R. Wespi, D. Pretolesi, Q. Nguyen, and M. Tscheligi, "Enhancing mixed reality simulation training technology with real-time performance visualization: Mixed methods study with medical first responders," JMIR XR and Spatial Computing, vol. 1, Art. no. 57655, 2024, doi: 10.2196/57655.
[11] S. Mercer, P. MacIntyre, T. Gregersen, and K. Talbot, "Positive language education: Combining positive education and language education," Theory and Practice of Second Language Acquisition, vol. 4, no. 2, 2018. [Online]. Available: https://distantreader.org/stacks/journals/tapsla/tapsla-7011.pdf.
[12] Z. Wei, J. Liao, L.-H. Lee, H. Qu, and X. Xu, "Towards enhanced learning through presence: A systematic review of presence in virtual reality across tasks and disciplines," arXiv, arXiv:2504.13845, 2025. [Online]. Available: https://arxiv.org/abs/2504.13845.
[13] O. Zechner, D. Pretolesi, E. Jaspaert, D. García Guirao, and M. Tscheligi, "Ethical considerations for AI-driven adaptive virtual environments in XR training for first responders: An industry perspective," in Proc. 2023 IEEE International Conference on Metrology for eXtended Reality, Artificial Intelligence and Neural Engineering, 2023, pp. 775-780, doi: 10.1109/MetroXRAINE58569.2023.10405605.
[14] L. Castanho, D. V. Martinho, A. C. Saial, B. R. Gouveia, É. R. Gouveia, and F. Ribeiro, "The efficacy of virtual reality-based EEG neurofeedback in health-related symptoms relief: A systematic review," Applied Psychophysiology and Biofeedback, vol. 50, no. 4, pp. 613-633, 2025, doi: 10.1007/s10484-025-09730-0.
[15] T. A. Suhail and A. P. Vinod, "An online neurofeedback game using consumer-grade EEG for improving attention and memory skills," in Proc. 2024 9th International Conference on Cognitive and Developmental Systems, 2024, pp. xx-xx, doi: 10.1145/3654522.3654595.
[16] B. Ridout, J. Kelson, A. Campbell, and K. Steinbeck, "Effectiveness of virtual reality interventions for adolescent patients in hospital settings: Systematic review," Journal of Medical Internet Research, vol. 23, no. 6, Art. no. e24967, 2021, doi: 10.2196/24967.
[17] L. Tabbaa, R. Searle, S. M. Bafti, M. M. Hossain, J. Intarasisrisawat, M. Glancy, and C. S. Ang, "VREED: Virtual reality emotion recognition dataset using eye tracking and physiological measures," Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies, vol. 5, no. 4, Art. no. 178, 2021, doi: 10.1145/3495002.
[18] R. Blackmore, C. Giles, H. Tremain, R. Kelly, F. Foley, K. Fletcher, M. Nedeljkovic, G. Wadley, E. Seabrook, and N. Thomas, "Examining the use of virtual reality to support mindfulness skills practice in mood and anxiety disorders: Mixed methods study," Journal of Medical Internet Research, vol. 26, Art. no. e45640, 2024, doi: 10.2196/45640.
[19] A. Al-Gindy, C. Felix, A. Ahmed, A. Matoug, and M. Alkhidir, "Virtual reality: Development of an integrated learning environment for education," International Journal of Information and Education Technology, vol. 10, no. 3, pp. 171-175, 2020, doi: 10.18178/ijiet.2020.10.3.1358.
[20] K. Swargiary, Redefining Reality: My Vision for an Education Rooted in Real-World Experiences. US: ERA, 2024.
[21] I. S. Khukalenko and D. Khanolainen, "The use of virtual reality training to enhance empathy: Software review," Journal of New Approaches in Educational Research, vol. 14, no. 1, Art. no. 14, 2025, doi: 10.1007/s44322-025-00034-z.
[22] T. J. Lin and Y. J. Lan, "Language learning in virtual reality environments: Past, present, and future," Educational Technology & Society, vol. 18, no. 4, pp. 486-497, 2015. [Online]. Available: http://www.jstor.org/stable/jeductechsoci.18.4.486.
[23] F. Herrera, J. Bailenson, E. Weisz, E. Ogle, and J. Zaki, "Building long-term empathy: A large-scale comparison of traditional and virtual reality perspective-taking," PLoS ONE, vol. 13, no. 10, Art. no. e0204494, 2018, doi: 10.1371/journal.pone.0204494.
[24] J. Bacca-Acosta, C. Avila-Garzon, and M. Sierra-Puentes, "Insights into the predictors of empathy in virtual reality environments," Information, vol. 14, no. 8, Art. no. 465, 2023, doi: 10.3390/info14080465.
[25] I. Han, H. S. Shin, Y. Ko, and W. S. Shin, "Immersive virtual reality for increasing presence and empathy," Journal of Computer Assisted Learning, vol. 38, no. 4, pp. 1115-1126, 2022, doi: 10.1111/jcal.12669.
[26] C. Klein, "Using virtual reality to support social and emotional learning," NEA Today, Aug. 6, 2024. [Online]. Available: https://www.nea.org/professional-excellence/student-engagement/tools-tips/using-virtual-reality-support-social-and-emotional-learning.
[27] C. Qu, X. Che, Y. Yang, Z. Zhang, E. Chang, J. Zhang, H. Zhu, and L. Yang, "Enhancing emotion recognition in virtual reality: A multimodal dataset and a temporal emotion detector," Frontiers in Psychology, vol. 16, Art. no. 1709943, 2025, doi: 10.3389/fpsyg.2025.1709943.
[28] P. Jerčić and V. Sundstedt, "Practicing emotion-regulation through biofeedback on the decision-making performance in the context of serious games: A systematic review," Entertainment Computing, vol. 29, pp. 75-86, 2019, doi: 10.1016/j.entcom.2019.01.001.
[29] M. M. Saab, M. Landers, D. Murphy, B. O'Mahony, E. Cooke, M. O'Driscoll, and J. Hegarty, "Nursing students' views of using virtual reality in healthcare: A qualitative study," Journal of Clinical Nursing, vol. 31, no. 9-10, pp. 1228-1242, 2021, doi: 10.1111/jocn.15978.
[30] S. Shorey, E. Ang, E. D. Ng, J. Yap, L. S. T. Lau, and C. K. Chui, "Communication skills training using virtual reality: A descriptive qualitative study," Nurse Education Today, vol. 94, Art. no. 104592, 2020, doi: 10.1016/j.nedt.2020.104592.
[31] J. Garzón, J. Pavón, and S. Baldiris, "Systematic review and meta-analysis of augmented reality in educational settings," Virtual Reality, vol. 23, no. 4, pp. 447-460, 2019, doi: 10.1007/s10055-019-00379-9.
[32] C. Schott and S. Marshall, "Virtual reality for experiential education: A user experience exploration," Australasian Journal of Educational Technology, pp. 96-110, 2020, doi: 10.14742/ajet.5166.
[33] D. Kim, M. Coenraad, and H. R. Park, "Digital storytelling as a tool for reflection in virtual reality projects," Journal of Curriculum Studies Research, vol. 3, no. 1, pp. 101-121, 2021, doi: 10.46303/jcsr.2021.9.
[34] H. Al-Samarraie, S. M. Sarsam, A. I. Alzahrani, and H. Aldowah, "Exploring sentiments and topics in extended reality learning environments: A comparative study," PLoS ONE, vol. 20, no. 7, Art. no. e0327311, 2025, doi: 10.1371/journal.pone.0327311.
[35] J. Calvert and M. Hume, "Improving student learning outcomes using narrative virtual reality as pre-training," Virtual Reality, vol. 27, no. 3, pp. 2633-2648, 2023, doi: 10.1007/s10055-023-00830-y.
[36] R. Villena-Taranilla, S. Tirado-Olivares, R. Cózar-Gutiérrez, and J. A. González-Calero, "Effects of virtual reality on learning outcomes in K-6 education: A meta-analysis," Educational Research Review, vol. 35, Art. no. 100434, 2022, doi: 10.1016/j.edurev.2022.100434.
[37] Z. Yu and W. Xu, "A meta-analysis and systematic review of the effect of virtual reality technology on users' learning outcomes," Computer Applications in Engineering Education, vol. 30, no. 5, pp. 1470-1484, 2022, doi: 10.1002/cae.22532.
[38] M. Takac, J. Collett, R. Conduit, and A. De Foe, "A cognitive model for emotional regulation in virtual reality exposure," Virtual Reality, vol. 27, no. 1, pp. 159-172, 2021, doi: 10.1007/s10055-021-00531-4.
[39] H. Balalle, "Learning beyond realities: Exploring virtual reality, augmented reality, and mixed reality in higher education: A systematic literature review," Discover Education, vol. 4, no. 1, 2025, doi: 10.1007/s44217-025-00559-7.
[40] Y. Shen, Z. Wang, M. Li, J. Yuan, and Y. Gu, "An empirical study of geography learning on students' emotions and motivation in immersive virtual reality," Frontiers in Education, vol. 7, 2022, doi: 10.3389/feduc.2022.831619.
[41] S. T. Chu, G. J. Hwang, and G. H. Hwang, "A goal-oriented reflection strategy-based virtual reality approach to promoting students' learning achievement, motivation and reflective thinking," Sustainability, vol. 15, no. 4, Art. no. 3192, 2023.
[42] R. Bödding, S. A. Schriek, and G. W. Maier, "A systematic review and meta-analysis of mixed reality in vocational education and training: Examining behavioral, cognitive, and affective training outcomes and possible moderators," Virtual Reality, vol. 29, no. 1, 2025, doi: 10.1007/s10055-025-01118-z.
[43] T. Leung, F. Zulkernine, and H. Isah, "The use of virtual reality in enhancing interdisciplinary research and education," arXiv, arXiv:1809.08585, 2018. [Online]. Available: https://www.iiisci.org/journal/pdv/sci/pdfs/HA544SI18.pdf.
[44] H. A. S. Garduño, M. I. E. Martínez, and M. P. Castro, "Impact of virtual reality on student motivation in a high school science course," Applied Sciences, vol. 11, no. 20, Art. no. 9516, 2021, doi: 10.3390/app11209516.
[45] R. Lima, A. Chirico, A. Gaggioli, G. Hugo, and B. Sergi, "Real-time emotion regulation in virtual reality: An adaptive experience using breathing biofeedback," Preprint, version 1, 2025, doi: 10.21203/rs.3.rs-5804829/v1.
[46] J. Gonzalez-Mendivil, M. X. Rodriguez-Paz, I. Zamora-Hernandez, and E. Caballero-Montes, "Virtual reality environments as a strategy to improve processes productivity," in Proc. 12th International Conference on Education Technology and Computers, Oct. 2020, pp. 161-164, doi: 10.1145/3436756.3437039.
[47] J. Zhao, L. Lin, J. Sun, and Y. Liao, "Using the summarizing strategy to engage learners: Empirical evidence in an immersive virtual reality environment," The Asia-Pacific Education Researcher, vol. 29, no. 5, pp. 473-482, 2020, doi: 10.1007/s40299-020-00499-w.
[48] I. Fitrianto and A. Saif, "The role of virtual reality in enhancing experiential learning: A comparative study of traditional and immersive learning environments," International Journal of Post Axial: Futuristic Teaching and Learning, pp. 97-110, 2024, doi: 10.59944/postaxial.v2i2.300.
[49] R. Shadiev and D. Li, "A review study on eye-tracking technology usage in immersive virtual reality learning environments," Computers & Education, vol. 196, Art. no. 104681, 2023, doi: 10.1016/j.compedu.2022.104681.
[50] G. Lampropoulos and Kinshuk, "Virtual reality and gamification in education: A systematic review," Educational Technology Research and Development, vol. 72, no. 3, pp. 1691-1785, 2024, doi: 10.1007/s11423-024-10351-3.
[51] M. Mukasheva, I. Kornilov, G. Beisembayev, N. Soroko, S. Sarsimbayeva, and A. Omirzakova, "Contextual structure as an approach to the study of virtual reality learning environment," Cogent Education, vol. 10, no. 1, Art. no. 2165788, 2023, doi: 10.1080/2331186X.2023.2165788.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2026 Khetam Dakhilallah Al-Alaya, Zaid Issa Abdullah Al-Kararbeh, Wafaa Yousef Saleh Al-Adwan, Hussein Alwan

This work is licensed under a Creative Commons Attribution 4.0 International License.

