Virtual Reality and Augmented Reality in Higher Engineering Education: A Systematic Literature Review

ABSTRACT Over the last few decades, many studies have explored the uses of virtual reality (VR) or augmented reality (AR) in different disciplines and examined their effects on learning. However, the effectiveness of the uses of VR and AR on students' learning is still inconclusive, and the uses and effects of VR or AR within the specific domain of higher engineering education have not been explored in extensive detail. The aim of this article is to systematically examine the overall effect of the uses of VR and AR in higher engineering education on different learning outcomes by meta‐analyzing the results of 35 comparative studies from 24 high‐quality journal papers published between 2013 and 2023. The results indicated that the uses of VR and AR in higher engineering education have a medium positive overall effect on cognitive outcomes ( g = 0.60, p < 0.01), have a large positive overall effect on psychomotor outcomes ( g = 1.67, p < 0.01), and have a small positive effect on affective outcomes ( g = 0.30, p < 0.01). Furthermore, both the type of VR/AR technology and the engineering subdiscipline don't influence the effectiveness of VR/AR applications that were used. Such results provided empirical evidence for teachers and policymakers to adopt VR and AR in higher engineering education.

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Publication Details

Journal
Computer Applications in Engineering Education
Published
2025-04-01
DOI
https://doi.org/10.1002/cae.70022
Citations
2
Primary Topic
Augmented Reality Applications
Type
article
Field-Weighted Citation Impact
2.55
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article

Virtual Reality and Augmented Reality in Higher Engineering Education: A Systematic Literature Review

Huan Huang, Shuai Yuan, Linjing Wu
2 citations
Computer Applications in Engineering Education
Augmented Reality Applications
2.55
article

Virtual Reality and Augmented Reality in Higher Engineering Education: A Systematic Literature Review

Huan Huang, Shuai Yuan, Linjing Wu
article en
2 citations

Abstract

ABSTRACT Over the last few decades, many studies have explored the uses of virtual reality (VR) or augmented reality (AR) in different disciplines and examined their effects on learning. However, the effectiveness of the uses of VR and AR on students' learning is still inconclusive, and the uses and effects of VR or AR within the specific domain of higher engineering education have not been explored in extensive detail. The aim of this article is to systematically examine the overall effect of the uses of VR and AR in higher engineering education on different learning outcomes by meta‐analyzing the results of 35 comparative studies from 24 high‐quality journal papers published between 2013 and 2023. The results indicated that the uses of VR and AR in higher engineering education have a medium positive overall effect on cognitive outcomes ( g = 0.60, p < 0.01), have a large positive overall effect on psychomotor outcomes ( g = 1.67, p < 0.01), and have a small positive effect on affective outcomes ( g = 0.30, p < 0.01). Furthermore, both the type of VR/AR technology and the engineering subdiscipline don't influence the effectiveness of VR/AR applications that were used. Such results provided empirical evidence for teachers and policymakers to adopt VR and AR in higher engineering education.

Computer Applications in Engineering EducationVol. 33(3)
Minzu University of China (CN), Central China Normal University (CN), Hubei University of Education (CN)
Openalex Percentile: Top 12%
Augmented Reality Applications
2.55
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