VR/AR implementation challenges fall on three fronts: learner distraction and discomfort, teacher classroom-management and design burdens, and school cost and infrastructure limits¶
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? Eight reviewed articles reported VR/AR-induced distraction among learners; teachers faced loss of classroom control, difficulty designing activities and lack of technical competence; schools faced costs, inadequate infrastructure, lack of private virtual space and privacy concerns. → 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
The review's challenges synthesis (RQ2, Table 2) codes challenges to learners (distraction in eight articles, operational problems in five, reduced imagination, discomfort), to teachers (loss of classroom control, activity design difficulty, technical competence, new facilitation role), and to schools (costs, infrastructure, virtual space, privacy).
"the immersive nature of VR/AR could trigger discomfort (e.g., dizziness), potentially hindering students' learning process (Holly et al., 2021). Teachers also encountered classroom management dilemmas when using VR/AR devices (Ketelhut & Nelson, 2010)."
Discussion¶
Related Claims¶
- Non-immersive devices, especially smartphone/tablet-based AR, dominated VR/AR-supported K-12 STEM studies; immersive AR was rarely used — related
- Teachers report concerns about infrastructure, reliability, age appropriateness, teacher competence, and student over-reliance on AI — related
- Ethical, financial, and infrastructural barriers significantly constrain the long-term sustainability of AI-driven educational transformation in higher education — related
- Situated, task-based and game-based learning were the most used strategies in VR/AR-supported K-12 STEM learning
- Four current challenges impede AI literacy implementation: inconsistent policies, uneven knowledge, resistance, and cost barriers — related
- Educational game adoption is hindered along socio-cultural, educational, and technological dimensions, including social rejection, limited accessibility to games and technology, and high development costs. — related
- Teachers' limited skills in facilitating conversations and managing classrooms was the second most salient implementation barrier — related
- Open inquiry implementation faces challenges requiring classroom management, flexible teaching, teacher-student interaction and teacher support — related
- In a piloted virtual reality WIL, most students reported improved crisis-problem-solving understanding and high enjoyment — related
Page metadata
| Field | Value |
|---|---|
type |
claim |
id |
vr-ar-challenges-learners-teachers-schools |
title |
VR/AR implementation challenges fall on three fronts: learner distraction and discomfort, teacher classroom-management and design burdens, and school cost and infrastructure limits |
description |
VR/AR implementation challenges fall on three fronts: learner distraction and discomfort, teacher classroom-management and design burdens, and school cost and infrastructure limits |
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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