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European Conference on Games Based Learning (ECGBL)
Students leave the Exploration phase and select a specialization, both within the Tec21 framework.
At Tecnológico de Monterrey, students face two pivotal decision points, leaving the Exploration phase and selecting a specialization, that generate notable stress and anxiety despite the institution's well-structured Tec21 framework. A mixed-methods survey of 78 sixth-semester students found that while most experienced only mild stress when choosing a university or major, a substantial minority reported moderate to severe anxiety. Respondents attributed these feelings to fears of irreversible mistakes, financial uncertainty, heavy workloads, unclear curricular information, and concern about disappointing family or peers. The authors note that the stress declined somewhat during major selection but remained significant, with roughly a quarter of students still reporting moderate to severe anxiety at the specialization stage.
The study situates these findings within existing research linking vocational uncertainty to academic stress, impaired decision-making, and procrastination. It observes that conventional remedies such as program overviews, mindfulness practice, and proactive advising offer partial relief but may not engage Generation Z learners who prefer immediate, interactive experiences. Drawing on a review of immersive virtual reality research showing gains in empathy, self-efficacy, and socio-emotional learning, the authors argue that VR simulations can let students rehearse academic and career choices in a low-stakes setting.
The proposal is grounded in the institution's existing infrastructure. Mostla, the university's innovation hub, operates VR Zones on twenty campuses equipped with HTC Vive Pro stations and recorded over 5,000 visits in its first ten months. The authors identify the absence of software designed specifically for decision-making in higher education as the main gap, and they propose developing tailored VR modules aligned with Tec21's phases and well-being dimensions.
The paper concludes that such bespoke experiences could convert moments of acute anxiety into opportunities for growth, supporting the university's goal of cultivating resilient, continuously learning individuals. The argument rests on a single institution's survey of 78 students and on the broader literature, and it does not report an implemented prototype or outcome evaluation.
European Conference on Games Based Learning (ECGBL) · 2026