Corresponding Author: Nur Azlina Binti Mohamed Mokmin, Centre for Instructional Technology & Multimedia, 11800 Universiti Sains Malaysia, Pulau Pinang, Malaysia, 04-6536267. 6 Advanced Journal of Technical and Vocational Education, 6 (1): 06-12, 2022 e-ISSN: 2550-2174 © RMP Publications, 2022 DOI: 10.26666/rmp.ajtve.2022.1.2 Virtual reality technology in physical education: a systematic review in instructional design & implementation Muhammad Aminuddin Akmal Bin Mohd Hamizi, Nur Azlina Binti Mohamed Mokmin*, and Ummie Haniffah Binti Ariffin Centre for Instructional Technology & Multimedia, Universiti Sains Malaysia, 11800 USM, Pulau Pinang, Malaysia Abstract: Virtual reality is an immersive technology that is utilized in education. The increasing growth of physical education research led to the need for a comprehensive examination. Furthermore, due to the rapid growth of VR research, this systematic analysis intends to investigate the instructional design used to develop virtual reality in physical education over the previous five years. As a result, 31 previous research articles on virtual reality technology and physical education were analyzed for this paper. The most instructional design used for VR development is ADDIE followed by Bloom’s Taxonomy, while for the implementation of VR, undergraduate students are not the only option for using VR-based applications. Keywords: VR technology, Undergraduates, ID trend, Virtual Reality in PE, Immersive Technology INTRODUCTION Virtual reality (VR) is the technology that generates an interactive virtual world that resembles a real-life experience [1]. VR technology enables users to immerse themselves in a virtual world by actively engaging with its content [2]. Furthermore, typical virtual reality is a 3D animation that may be activated by manipulating the handle of a mobile computer or the remote control to cause the digital information to shift in a certain context, such as an environment [3]. VR technology has been used in many fields such as health education, public health, physical education, and geographical education. Despite the rapid growth, the study of VR in PE is still considered in its infancy [4]. Thus, further study is needed in this area. In technology development, there are several instructional designs used as guidelines to organize appropriate pedagogical scenarios to achieve instructional goals [5]. ADDIE (Analysis, Design, Develop, Implement, and Evaluate) and Bloom's Taxonomy, as well as Merrill's Principle and Gagne's Nine Events of Instruction, are some of the well-known instructional design frameworks used in the creation of new technologies. To determine which of these four instructional designs is the best and most recommended for VR creation, a total of 31 papers were analyzed. It is impossible to exaggerate the significance of effective instructional design, particularly in the context of education. Many definitions of instructional design (ID) exist. Still, the descriptions all lead to the exact definition: the process of improving instruction by analyzing learning needs and developing learning experiences in an organized manner [6]. Instructional designers frequently employ technology and multimedia to enhance learning. IDs developed a systematic approach to improving learning experiences by analyzing learning needs. Gagne's Nine Events of Instruction, the ADDIE model, Bloom's Taxonomy, and Merrill's Principles of Instruction are the most widely used instructional design methods. There are five steps in developing a product: analysis, design, development, implementation, and evaluation. It is common to practice system development to implement this ADDIE ID model to facilitate the use of agile methodologies [7]. When it comes to visual learning, Bloom's Taxonomy is a go-to [8]. The design process began with memorization of information, followed by comprehension, application, analysis, evaluation, and finally, a solution. Gagne's Nine Events ID model is widely used in medical, health, and biological education. In one of the studies that have been discussed Gagne’s Nine Events ID is from Tambi [9]. Finally, Merrill's Principle is the last ID model to be discovered in this section, which uses five learning principles that are task-centered, activation, application, integration, and demonstration. Recent research shows that Merrill's Principle and Gagne's Nine Events can both reduce cognitive load and foster student learning, as demonstrated by Salehi [10]. Comparing Merrill's Principle to Gagne's model, the results show that Merrill's Principle is the superior design model.