Volume 6, Issue 3 (SEPTEMBER ISSUE 2025)                   johepal 2025, 6(3): 183-191 | Back to browse issues page


XML Print


Download citation:
BibTeX | RIS | EndNote | Medlars | ProCite | Reference Manager | RefWorks
Send citation to:

Paul C, Honal A, Beez D. (2025). Beyond Role-Play: How Virtual Reality and Artificial Intelligence Transform Leadership Competency Development in Higher Education. johepal. 6(3), 183-191. doi:10.61882/johepal.6.3.183
URL: http://johepal.com/article-1-1435-en.html
Abstract:   (661 Views)
  • VR/AIsupported environments significantly outperform traditional role‑play in developing leadership competencies among business students.
  • Students reported higher competence gains (very large effect size, d = 1.82), stronger engagement, and deeper practical understanding through VR/AI training.
  • Immersive, interactive technologies bridge the gap between theory and practice, preparing learners more effectively for real‑world leadership challenges.
  • Findings provide evidence‑based recommendations for integrating VR/AI into higher education curricula while noting ethical and access considerations.
Full-Text [PDF 1336 kb]   (440 Downloads)    
Type of Study: Research | Subject: Special
Received: 2025/01/13 | Accepted: 2025/09/15 | Published: 2025/09/30

References
1. Adetunla, A., Akinlabi, E., Jen, T. C., Okokpujie, I. P., & Ajibade, S.-S. (2024). A review on the challenges and prospects in harnessing virtual reality in education. 2024 International Conference on Science, Engineering and Business for Driveing Sustainable Development Goals. Omu-Aran, Nigeria. [DOI]
2. Almasri, F. (2024). Exploring the impact of artificial intelligence in teaching and learning of science: A systematic review of empirical research. Research in Science Education, 54(5), 977-997. [DOI]
3. Andrews, J., & Higson, H. (2008). Graduate employability, 'soft skills' versus 'hard' business knowledge: A European study. Higher Education in Europe, 33(4), 411-422. [DOI]
4. Boetje, J., & van Ginkel, S. (2021). The added benefit of an extra practice session in virtual reality on the development of presentation skills: A randomized control trial. Journal of Computer Assisted Learning, 37(1), 253-264. [DOI]
5. Bousquette, I. (2024, September 06). Companies finally find a use for virtual reality at work. The Wall Street Journal. [Article]
6. Doyle, D., & Brown, F. W. (2000). Using a business simulation to teach applied skills - The benefits and the challenges of using student teams from multiple countries. Journal of European Industrial Training, 24(6), 330-336. [DOI]
7. Fahimirad, M., & Shakib Kotamjani, S. (2018). A review on application of artificial intelligence in teaching and learning in educational contexts. International Journal of Learning and Development, 8(4), 106-118. [DOI]
8. Fernández Jiménez, A. (2024). Integration of AI helping teachers in traditional teaching roles. European Public & Social Innovation Review, 9, 1-17. [DOI]
9. Figols Pedrosa, M., Barra Perez, A., Vidal-Alaball, J., Miro-Catalina, Q., & Forcada Arcarons, A. (2023). Use of virtual reality compared to the role-playing methodology in basic life support training: a two-arm pilot community-based randomised trial. BMC Medical Education, 23, 50. [DOI]
10. Freeman, S., Eddy, S. L., McDonough, M., Smith, M. K., Okoroafor, N., Jordt, H., & Wenderoth, M. P. (2014). Active learning increases student performance in science, engineering, and mathematics. Proceedings of the National Academy of Sciences, 111(23), 8410-8415. [DOI]
11. George, B., & Wooden, O. (2023). Managing the strategic transformation of higher education through artificial intelligence. Administrative Sciences, 13(9), 196. [DOI]
12. Guo, J., Bai, L., Yu, Z., Zhao, Z., & Wan, B. (2021). An AI-application-oriented in-class teaching evaluation model by using statistical modeling and ensemble learning. Sensors, 21(1), 241. [DOI]
13. Knoll, M., & Stieglitz, S. (2022). Augmented reality and virtual in the context of work, research and teaching. HMD Praxis der Wirtschaftsinformatik, 59(2), 6-22. [DOI]
14. Kolb, A. Y., & Kolb, D. A. (2013). The Kolb learning style inventory 4.0: A comprehensive guide to theory, psychometrics, research & application. Experience Based Learning Systems. [Article]
15. Kolb, D. A. (1976). The learning style inventory: Technical manual. McBer & Company.
16. Marougkas, A., Troussas, C., Krouska, A., & Sgouropoulou, C. (2024). How personalized and effective is immersive virtual reality in education? A systematic literature review for the last decade. Multimedia Tools and Applications, 83(6), 18185-18233. [DOI]
17. Merchant, Z., Goetz, E. T., Cifuentes, L., Keeney-Kennicutt, W., & Davis, T. J. (2014). Effectiveness of virtual reality-based instruction on students’ learning outcomes in K-12 and higher education: A meta-analysis. Computers & Educations, 70, 29-40. [DOI]
18. Müller, R., & Turner, R. (2010). Leadership competency profiles of successful project managers. International Journal of Project Management, 28(5), 437-448. [DOI]
19. Ng, D. T. K., Lee, M., Tan, R. J. Y., Hu, X., Downie, J. S., & Chu, S. K. W. (2023). A review of AI teaching and learning from 2000 to 2020. Education and Information Technologies, 28(7), 8445-8501. [DOI]
20. Pellas, N., Mystakidis, S., & Kazanidis, I. (2021). Immersive virtual reality in K-12 and higher education: A systematic review of the last decade scientific literature. Virtual Reality, 25(3), 835-861. [DOI]
21. Prince, M. (2004). Does active learning work? A review of the research. Journal of Engineering Educartion, 93(3), 223-231. [DOI]
22. Qian, J. (2022). Research on artificial intelligence technology of virtual reality teaching method in digital media art creation. Journal of Internet Technology, 23(1), 125-132. [DOI]
23. Rizvi, S., Waite, J., & Sentance, S. (2023). Artificial intelligence teaching and learning in K-12 from 2019 to 2022: A systematic literature review. Computers and Education: Artifical Intelligence 4, 100145. [DOI]
24. Sajja, R., Sermet, Y., Cikmaz, M., Cwiertny, D., & Demir, I. (2024). Artificial intelligence-enabled intelligent assistant for personalized and adaptive learning in higher education. Information, 15(10), 596. [DOI]
25. Skulmowski, A. (2023). Ethical issues of educational virtual reality. Computers & Education: X Reality, 2, 100023. [DOI]
26. Sreen, A. H. S., & Majid, M. H. M. (2024). Leveraging ChatGPT for personalized learning: A systematic review in educational settings. Journal of Learning, Teaching and Educational Studies, 2(1), 63-78. [DOI]
27. Zak, K., & Oppl, S. (2022). Using virtual-reality-based learning scenarios in soft skill trainings. HMD Praxis der Wirtschaftsinformatik, 59(1), 142-158. [DOI]

Rights and permissions
Creative Commons License This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.

© 2025 CC BY-NC 4.0 | Journal of Higher Education Policy And Leadership Studies

Designed & Developed by : Yektaweb