Learning beyond realities: exploring virtual reality, augmented reality, and mixed reality in higher education—a systematic literature review

Recent technologies, like virtual reality (VR), augmented reality (AR), and mixed reality (MR), have revolutionised education. Whereas AR brings the content to life in the real world, VR makes it completely digital, and MR is a blend of both the physical and virtual worlds. This paper discusses how virtual technology could be used in higher education. A research question was formulated using the PICO framework, followed by article selection in accordance with PRISMA guidelines. The study analysed 22 articles published between 2018 and 2023. The keyword co-occurrence network visualisation map indicates the research gap. The results of the study show how VR, AR, and MR can be used in proper pedagogical practices. Furthermore, the study emphasises how these technologies are used to provide learning material in an immersive learning environment and improve problem-solving and critical thinking skills in different subject domains. It also elucidates the nature of traditional teaching methods and how VR, AR, and MR technology applications change higher education settings. The study concludes by highlighting future research areas.

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Publication Details

Journal
Discover Education
Published
2025-06-02
DOI
https://doi.org/10.1007/s44217-025-00559-7
Citations
7
Primary Topic
Augmented Reality Applications
Type
article
Field-Weighted Citation Impact
8.93
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article

Learning beyond realities: exploring virtual reality, augmented reality, and mixed reality in higher education—a systematic literature review

Himendra Balalle
7 citations
Discover Education
Augmented Reality Applications
8.93
article

Learning beyond realities: exploring virtual reality, augmented reality, and mixed reality in higher education—a systematic literature review

Himendra Balalle
article en
7 citations

Abstract

Recent technologies, like virtual reality (VR), augmented reality (AR), and mixed reality (MR), have revolutionised education. Whereas AR brings the content to life in the real world, VR makes it completely digital, and MR is a blend of both the physical and virtual worlds. This paper discusses how virtual technology could be used in higher education. A research question was formulated using the PICO framework, followed by article selection in accordance with PRISMA guidelines. The study analysed 22 articles published between 2018 and 2023. The keyword co-occurrence network visualisation map indicates the research gap. The results of the study show how VR, AR, and MR can be used in proper pedagogical practices. Furthermore, the study emphasises how these technologies are used to provide learning material in an immersive learning environment and improve problem-solving and critical thinking skills in different subject domains. It also elucidates the nature of traditional teaching methods and how VR, AR, and MR technology applications change higher education settings. The study concludes by highlighting future research areas.

Discover EducationVol. 4(1)
Quality Education
Openalex Percentile: Top 2%
Augmented Reality Applications
8.93
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Learning beyond realities: exploring virtual reality, augmented reality, and mixed reality in higher education—a systematic literature review — Himendra Balalle · Discover Education (2025) | TGRS Research Map | TGRS