Effects of school-based immersive virtual reality interventions on learning in the K-6 range: A systematic literature review

Immersive virtual reality (IVR) is a rapidly evolving technology that has the potential to enhance learning. Recent experimental studies report higher learning gains in IVR environments compared to other VR types or analog teaching methods. However, effect sizes vary significantly, suggesting that IVR's effectiveness may be constrained by moderators related to IVR affordances (presence and agency), underlying motivational and cognitive factors, individual characteristics (age, prior knowledge of curriculum content), and IVR instructional setting. To address this issue, we conducted a PRISMA-guided systematic review of randomized controlled and quasi-experimental studies with K–6 learners across four databases (PsycINFO, PubMed, Web of Science, ERIC). Twenty-four studies were included. We analyzed IVR's effects on content-dependent knowledge acquisition and transfer, considering IVR affordances of agency and presence, underlying motivational and cognitive factors, and potential differential effects related to individual characteristics and IVR instructional setting (e.g. scaffolding measures). Results suggest that IVR can effectively enhance knowledge acquisition and transfer for K-6 learners, outperforming both analog teaching methods and non-immersive VR. These gains appear to be partially driven by increased agency and presence, as well as modulations in motivational and cognitive factors. However, contrary to previous evidence, individual characteristics such as age and prior knowledge do not consistently moderate IVR's effects on learning. Preliminary evidence further highlights the importance of instructional settings, particularly the inclusion of reflective activities and scaffolding measures. To maximize the potential of IVR in education, further research should systematically examine the individual and interactive effects of IVR affordances, cognitive and motivational factors, and instructional design. • Immersive virtual reality (IVR) enhances knowledge acquisition and transfer for primary school learners across various subjects. • IVR-dependent knowledge gains are partially driven by increased agency and presence, and modulations in motivational and cognitive factors. • Reflective activities and scaffolding appear to optimize learning in IVR environments. • IVR-dependent learning outcomes in the K-6 range seem unaffected by age or prior knowledge of curriculum content.

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Publication Details

Journal
Computers & Education X Reality
Published
2025-09-27
DOI
https://doi.org/10.1016/j.cexr.2025.100117
Primary Topic
Geochemistry and Geologic Mapping
Type
article
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article

Effects of school-based immersive virtual reality interventions on learning in the K-6 range: A systematic literature review

Computers & Education X Reality
Geochemistry and Geologic Mapping
article

Effects of school-based immersive virtual reality interventions on learning in the K-6 range: A systematic literature review

article en

Abstract

Immersive virtual reality (IVR) is a rapidly evolving technology that has the potential to enhance learning. Recent experimental studies report higher learning gains in IVR environments compared to other VR types or analog teaching methods. However, effect sizes vary significantly, suggesting that IVR's effectiveness may be constrained by moderators related to IVR affordances (presence and agency), underlying motivational and cognitive factors, individual characteristics (age, prior knowledge of curriculum content), and IVR instructional setting. To address this issue, we conducted a PRISMA-guided systematic review of randomized controlled and quasi-experimental studies with K–6 learners across four databases (PsycINFO, PubMed, Web of Science, ERIC). Twenty-four studies were included. We analyzed IVR's effects on content-dependent knowledge acquisition and transfer, considering IVR affordances of agency and presence, underlying motivational and cognitive factors, and potential differential effects related to individual characteristics and IVR instructional setting (e.g. scaffolding measures). Results suggest that IVR can effectively enhance knowledge acquisition and transfer for K-6 learners, outperforming both analog teaching methods and non-immersive VR. These gains appear to be partially driven by increased agency and presence, as well as modulations in motivational and cognitive factors. However, contrary to previous evidence, individual characteristics such as age and prior knowledge do not consistently moderate IVR's effects on learning. Preliminary evidence further highlights the importance of instructional settings, particularly the inclusion of reflective activities and scaffolding measures. To maximize the potential of IVR in education, further research should systematically examine the individual and interactive effects of IVR affordances, cognitive and motivational factors, and instructional design. • Immersive virtual reality (IVR) enhances knowledge acquisition and transfer for primary school learners across various subjects. • IVR-dependent knowledge gains are partially driven by increased agency and presence, and modulations in motivational and cognitive factors. • Reflective activities and scaffolding appear to optimize learning in IVR environments. • IVR-dependent learning outcomes in the K-6 range seem unaffected by age or prior knowledge of curriculum content.

Computers & Education X RealityVol. 7
FHNW University of Applied Sciences and Arts Northwestern Switzerland (CH), Zurich University of Teacher Education (CH), Pädagogische Hochschule Bern (CH)
Quality Education
Openalex Percentile: Top 26%
Geochemistry and Geologic Mapping
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