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Augmented, Virtual and Mixed Realities and their potential in Teaching and
Learning: A Systematic Literature Review
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1. Introduction
In this post Covid-19 world crisis era where educators had been looking for alternatives,
prior to, during and continuous solutions to the aftermath, this paper aimed to identify and
summarized some outputs from relevant research based on the use of immersive
technologies in general teaching and learning aiming to enhance students’ attention for
better performances. The objective is to provide a comprehensive summary of the existing
research on the use of AR/VR/MR, and to see whether its implementation in teaching has
any impact on students’ learning outcomes. As such, this can also be used to inform future
research, policy, or practice.
There are many established techniques, well known within the teaching profession,
whereby children’s concentration can be enhanced and recent advances in technology have
provided further opportunities, changing the way in which we collaborate with one another
using a range of ubiquitous computational and specialized gadgets [1]. One such
technological development is the idea of the immersive virtual environment, which includes
Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR). VR allows
immersion of students in a complete digitally replicated environment, while AR
superimposes digital contents with physical world, enhancing a person’s perspective of the
present reality, and MR is a combination of both virtual and real-world elements [2]. It is
noted that students’ understanding is significantly enhanced when they are provided with
mechanisms whereby, they can physically react to conceptual educational ideas, through
motion ([3], [4], [5]).
It is postulated [6] that the use of technology in education enhances student learning,
promotes self-schooling, and highlights various learning styles [7]. However, for a virtual
setting, it is recommended that appropriate instruments be used to assess the quality of
teaching and learning [8]. Literature review [9] suggested that technology training has the
potential for providing hands-on exercises to relate ideas and such practical can improve
performance. It is reported [10] that learning with the help of technology can increase the
involvement of the students; while another study [11] indicated it can enhance their
motivation through an improved social interaction.
Though there are several benefits of immersive technologies, yet several challenges
had been reported. While reviewed literature [12] shows that the main issues resulting to
cybersickness as headache, dizziness and nausea are age, gender, timeframe of immersion,
hardware problems, frequency of usage, tiredness, sickness, and field of view; it is revealed
that symptoms from immersive related sickness determine the user experience.
Despite the impressive impact of immersive technologies in education, other
challenges are noted though as user interface are not effectively designed [13] and the
students refuse to consult their traditional textbooks after the usage of AR which they find
more interesting [14]. Thus, it is advisable for teachers who would be using this technology
to carefully consider this situation. Further challenges are resistance to technology from
some teachers themselves, whether because of their own attitudes or from limited IT support
[15]. Nevertheless, a lack of resources is noted [16] mainly because of high price for
development, purchase and maintenance.
3. Observations
This section presents an analysis of the published studies and evaluates and interprets their
findings by addressing the two research questions of this study.
3.1 RQ 1: How AR/VR/MR are being used and what are their impact in Education?
To address this specific research question, a classification of the relevant studies was
done as shown in Table 1 below:
3.2 RQ 2: What are the challenges, issues and barriers related to the implementation of
AR/VR/MR in Education?
To address this specific research question, a classification of the relevant studies was
done as shown in Table 2 below:
4. Discussion
The aim of this paper has been to go through literature to understand what has been achieved
so far relating to the role of immersive technologies in education, and to which extent their
potentials have been exploited to enhance teaching and learning, while also considering the
barriers in its implementation. Findings from various researchers indicated a higher level of
motivation, engagement, satisfaction, for an overall better performance, compared to
traditional teaching, as they can physically manipulate elements, though in a virtual
environment, which is a factor for improving students’ understanding. Yet there are
arguments that immersive technologies cannot improve knowledge along with perceived
effectiveness of tutorials and recorded video lectures are more effective. While AR tend to
be more present in education compared to VR, on the other hand, MR, though more recent,
is noted to be more effective as it blends seamlessly the virtual settings with the physical one
and can safely access remote areas and use dangerous tools. But its interface design, as well
as for AR/VR, needs much improvements as the users struggle upon interaction. Future
research could indeed give attention to creating effectual lesson plans, assessing interface
design and its impact on user experience as users tend to rate the immersive encounter based
on its user-friendliness and interaction. Along with this consideration and the pedagogical
process which is the focal point of learning, more apps resources, devices and related
software are encouraged to be developed to meet the needs of the growing market in
different fields. For better implementation of any immersive technologies, to avoid
cybersickness as headaches and nausea, it is recommended of a one to two hours rest
intervals, though the causes leading to cybersickness or ways to minimize the effects can be
determined in further research. Digital skills training should be continuous for educators as
some have been reluctant to use technologies in education as they were not well versed.
Augmented Reality had been preferred based on financial considerations, compared to VR
headsets and MR relatively new expensive spectacles, as AR can be used through mobile
smartphones and can be integrated in the low-cost Google Cardboards to get an immersive
VR-like experience.
5. Conclusion
This review highlights important evidence that AR/VR/MR add value when they are being
used in teaching and learning in all academic grades and diverse sectors. The insights gained
also reveal that students may be more proactive and open to collaborative peer learning. As a
result, they may achieve better performances. Certainly, immersive technologies should not
be used as a stand-alone mode of delivery but should be coupled with classroom teaching in
hybrid models, for the learning outcomes to be more effective. The proportion of using
AR/VR/MR versus traditional methods, will depend on a number of factors, such as the
subject matter, the age and learning needs of the students, and suitability of technology.
However, there are challenges namely cybersickness, the high cost of apps, devices, and
maintenance including the need for learning design considerations, and a review of
assessment and evaluation. There is a need for continuing research to further explore the
affordances and the impact of AR/VR/MR in teaching and learning, while also considering
how to address the challenges these technologies bring with them.
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