Claims

Review syntheses: VR/AR most often improved academic achievement and motivation, but sometimes performed no better than conventional technologies

Claim · All claims
Evidence · 1 study (2 entries) · quant-synthesis r2 · q2 · i3 large
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? Across reviewed studies, the largest advantage category was academic achievement (60 studies), followed by motivation (27 studies), cognitive-load reduction (17 studies) and self-efficacy (14 studies), though some studies found no advantage over digital video. → Haozhe Jiang 2025 q2 i3 At least one reviewed study reported a large attention effect of AR-based science learning (d = 1.28), while others found no significant cognitive-load differences versus non-AR conditions. → Haozhe Jiang 2025 (2)

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

The review's synthesis of advantages (RQ2, Table 1) counts 60 studies reporting achievement gains, 27 motivation, 17 cognitive-load reduction, and 14 self-efficacy. It notes Chang et al. (2016) "found no significant difference between the learning achievement of students who learn with AR and with digital video".

"First of all, the largest number of studies (60 studies) showed that VR/AR could help improve academic achievement. For instance, Tsai et al. ( 2021) conducted a quasi-experiment and found that the test scores of students who learned in an AR-supported laboratory environment were significantly higher than those of students who learned in a traditional classroom."

Haozhe Jiang 2025 (2)

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 · i3 · quant-synthesis · r2

Within the same advantages synthesis, the review cites one reviewed study reporting a large attention effect (d = 1.28) but also inconsistent conclusions: one reviewed study found no significant cognitive-load differences for mobile AR versus no AR, and another found mental-effort but not mental-load differences.

"Lai et al. (2019) claimed that the AR-based science learning approach exerted a large effect on students' attention to learning materials with d = 1.28 (d > 0.80)."

Discussion

Page metadata
Field Value
type claim
id vr-ar-advantages-achievement-motivation-with-null-contrast
title Review syntheses: VR/AR most often improved academic achievement and motivation, but sometimes performed no better than conventional technologies
description Review syntheses: VR/AR most often improved academic achievement and motivation, but sometimes performed no better than conventional technologies
status review
evidence_strength mixed
newest_evidence 2025
generated by process:wiki-ingest on 2026-10-16
trust unverified — no one has confirmed this page's content
sources 2 — haozhe-jiang-2025, haozhe-jiang-2025-2

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