Accessibility and Adoption Patterns of AR/VR Tools in Secondary History Education: A Multiple-Response Analysis

HRMARS - The integration of Augmented Reality (AR) and Virtual Reality (VR) technologies into secondary education has transformed classroom engagement and experiential learning. This study examines the patterns of AR/VR tool usage among secondary school students using a multiple-response framework. The data reveal that AR Mobile Applications (72%) are the most widely used tools, followed by Google Expeditions (65%), VR Educational Platforms (54%), Oculus Devices (49%), and Merge Cube (37%). The findings suggest that accessibility, affordability, and ease of implementation significantly influence adoption rates. Mobile-based AR tools dominate due to their compatibility with existing devices, whereas specialized VR hardware shows comparatively moderate usage. The study contributes to understanding technological accessibility and its pedagogical implications in immersive learning environments. It highlights the need for strategic infrastructure planning and teacher training to maximize the potential of immersive technologies in education.

Authors

Publication Details

Journal
International Journal of Academic Research in Business and Social Sciences
Published
2026-03-14
DOI
https://doi.org/10.6007/ijarbss/v16-i3/27861
Primary Topic
Augmented Reality Applications
Type
article
Field-Weighted Citation Impact
0.00
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article

Accessibility and Adoption Patterns of AR/VR Tools in Secondary History Education: A Multiple-Response Analysis

Mahendran Maniam, Liang Jie
International Journal of Academic Research in Business and Social Sciences
Augmented Reality Applications
article

Accessibility and Adoption Patterns of AR/VR Tools in Secondary History Education: A Multiple-Response Analysis

Mahendran Maniam, Liang Jie
article en

Abstract

HRMARS - The integration of Augmented Reality (AR) and Virtual Reality (VR) technologies into secondary education has transformed classroom engagement and experiential learning. This study examines the patterns of AR/VR tool usage among secondary school students using a multiple-response framework. The data reveal that AR Mobile Applications (72%) are the most widely used tools, followed by Google Expeditions (65%), VR Educational Platforms (54%), Oculus Devices (49%), and Merge Cube (37%). The findings suggest that accessibility, affordability, and ease of implementation significantly influence adoption rates. Mobile-based AR tools dominate due to their compatibility with existing devices, whereas specialized VR hardware shows comparatively moderate usage. The study contributes to understanding technological accessibility and its pedagogical implications in immersive learning environments. It highlights the need for strategic infrastructure planning and teacher training to maximize the potential of immersive technologies in education.

International Journal of Academic Research in Business and Social SciencesVol. 16(3)
Industry, innovation and infrastructure
Openalex Percentile: Top 20%
Augmented Reality Applications
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