Non-immersive devices, especially smartphone/tablet-based AR, dominated VR/AR-supported K-12 STEM studies; immersive AR was rarely used¶
Claim · All claims
Evidence · 1 study · reviewr2·q2
Currency · newest study 2025 · not yet checked against its sources · not reviewed by a person
Subclaims¶
Reading the evidence codes
q is the design tier, i the impact, n the sample, and the kind with its r
the rigour judged within that kind: what each code means.
This claim: no standardized effect is recorded in observations/ for it yet, so no benchmark reading is possible.
q2 i? Non-immersive devices were used in 96 of the 117 reviewed studies versus 28 studies using immersive devices; smartphone/tablet-based AR was the most used device (42 studies), and AR head-mounted displays were used in only three studies. → Haozhe Jiang 2025
Evidence¶
Haozhe Jiang 2025¶
Haozhe Jiang, Deqi Zhu, Ritesh Chugh, Darren Turnbull, Wu Jin. (2025). Virtual reality and augmented reality-supported K-12 STEM learning: trends, advantages and challenges. Education and Information Technologies. https://doi.org/10.1007/s10639-024-13210-z
q2 · i? · review · r2
Device categorization of the reviewed studies (Fig. 5). The review reports 96 non-immersive versus 28 immersive studies, 42 studies using smartphone/tablet-based AR whose use "significantly increased over the last five years", and very few immersive AR uses.
"the largest number of studies (42 studies) used smartphone/tablet-based AR to support K-12 STEM learning, and its use significantly increased over the last five years (i.e., 2018–2022)."
Discussion¶
Related Claims¶
- Immersive technologies are rarely adopted in robotics GBL/gamification but studies using them report heightened engagement, improved spatial reasoning, and enhanced perceived realism — related
- VR/AR-supported K-12 STEM research is unevenly distributed across subjects: science dominates, engineering has no studies — related
- Most VR/AR-supported K-12 STEM studies targeted elementary students and used quantitative methods, with most samples under 100 participants — related
- VR/AR implementation challenges fall on three fronts: learner distraction and discomfort, teacher classroom-management and design burdens, and school cost and infrastructure limits — related
- Review syntheses: VR/AR most often improved academic achievement and motivation, but sometimes performed no better than conventional technologies — related
- Publications on VR/AR-supported K-12 STEM learning grew rapidly after 2017, with 2022 output four times the 2010 level — related
- Situated, task-based and game-based learning were the most used strategies in VR/AR-supported K-12 STEM learning
Page metadata
| Field | Value |
|---|---|
type |
claim |
id |
smartphone-tablet-ar-dominates-k12-stem-devices |
title |
Non-immersive devices, especially smartphone/tablet-based AR, dominated VR/AR-supported K-12 STEM studies; immersive AR was rarely used |
description |
Non-immersive devices, especially smartphone/tablet-based AR, dominated VR/AR-supported K-12 STEM studies; immersive AR was rarely used |
status |
review |
evidence_strength |
moderate |
newest_evidence |
2025 |
generated |
by process:wiki-ingest on 2026-10-16 |
trust |
unverified — no one has confirmed this page's content |
sources |
1 — haozhe-jiang-2025 |
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