VR/AR Benefits & Studies
What are the benefits of VR for learners?
A 2016 study showed that students learning with VR versus a traditional desktop learning experience had better recall. In addition, despite having less familiarity with VR devices, learners reported feeling more immersed in the scene and more focused on the task.
How do we know VR is effective?
A PwC study found the following:
• Cost Effective: VR training costs sit somewhere around 52% less than traditional classroom
• Boosts Confidence: Learners are up to 275% more confident to act on what they learned after VR training
• Faster and better: Learners are up to 4x faster to train, 4x more focused than peers using e-learning and 1.5x more focused than peers in a traditional classroom setting
• Makes it stick: Retention levels using VR can sit around 75% compared to other learning methods, which may achieve 5-10%
• Higher learning rates: With adequate support in the adoption of VR learning, learning rates are higher with VR than rates measured with the traditional formats
While there is a growing body of research highlighting the benefits of virtual reality/augmented reality in education, we’re not aware of an online repository that you can use to support bringing these technologies to your campus. In order to fill that gap we maintain the research database below. Have another study to share? We’d love to hear from you so that we can ensure the database below remains current and comprehensive.
Virtual Reality/Augmented Reality (VR/AR) Studies
| Category | Year | Title | Description |
|---|---|---|---|
| Virtual Reality/Augmented Reality (VR/AR) Studies | 2025 | Augmented reality, virtual reality, and intelligent tutoring systems in education and training: A systematic literature review. | The article “Augmented Reality, Virtual Reality, and Intelligent Tutoring Systems in Education and Training: A Systematic Literature Review” by Georgios Lampropoulos provides a comprehensive review of 32 studies published between 2015 and 2024 that examine how intelligent tutoring systems (ITS) can be integrated into augmented reality (AR) and virtual reality (VR) environments. The review highlights that this combination offers immersive, interactive, and personalized learning experiences that enhance student motivation, engagement, and performance while also supporting teachers. These systems can adapt to learners’ cognitive, emotional, and psychological states, providing real-time tailored feedback, analytics, and recommendations. Evidence shows improved outcomes across disciplines, from science and math to medical and vocational training. However, challenges remain, including ethical, technical, and design considerations, as well as issues of accessibility and cost. The study concludes that leveraging both human and machine intelligence is essential for creating effective, adaptive, and lifelong learning opportunities in modern education |
| Virtual Reality/Augmented Reality (VR/AR) Studies | 2025 | A Sequencing Effect of Adding Generative Learning Strategies to Immersive Virtual Reality on Middle School Students' Performance, Intrinsic Motivation, and Self-Efficacy | As immersive virtual reality (IVR) is increasingly being used by teachers worldwide, it becomes pressing to investigate how this technology can foster learning processes. Several authors have pointed to this need, as results on the effectiveness of IVR for learning are still inconclusive. |
| Virtual Reality/Augmented Reality (VR/AR) Studies | 2025 | Walmart cuts training time by 96% with immersive learning | This case study from Strivr highlights how Walmart has leveraged immersive learning and virtual reality (VR) training to drastically reduce training time by 96% while improving employee retention and performance. By using VR simulations, Walmart enables associates to experience real-world scenarios in a controlled environment, leading to faster skill acquisition, better preparedness, and increased confidence on the job. The report underscores the efficacy of immersive learning in corporate training, demonstrating how scalable VR solutions can enhance workforce development across thousands of locations. |
| AI Tutoring | 2024 | AI Tutoring Outperforms Active Learning | This Harvard study compared the effectiveness of AI tutoring to active learning in educational environments. Results showed that students using AI tutors outperformed those in active learning settings in both comprehension and retention. The findings suggest AI-driven tools can enhance student engagement, provide personalized instruction, and offer a scalable alternative to traditional methods. |
| Virtual Reality/Augmented Reality (VR/AR) Studies | 2024 | A study on the impact of open source metaverse immersive teaching method on emergency skills training for medical undergraduate students. | A 2024 study published in BMC Medical Education investigated the effectiveness of an open-source, metaverse-based immersive teaching method for emergency skills training among medical undergraduates. Utilizing panoramic virtual reality (VR) videos and a custom bronchoscopy simulation developed with Unity software, the experimental group of students demonstrated significantly higher performance in Objective Structured Clinical Examinations (OSCEs) compared to those trained via traditional simulation methods. With an 88.46% satisfaction rate, students reported enhanced understanding, increased engagement, and greater flexibility in learning, highlighting this cost-effective and scalable approach as a promising alternative to conventional emergency medical training. |
| Virtual Reality/Augmented Reality (VR/AR) Studies | 2024 | The development and pilot testing of immersive virtual reality simulation training for prelicensure nursing students: A quasi-experimental study | Performance scores for the immersive VR training group were significantly higher for total performance compared to the hospital-based training group. “ |
| Virtual Reality/Augmented Reality (VR/AR) Studies | 2024 | Virtual reality as an engaging and enjoyable method for delivering emergency clinical simulation training: A prospective, interventional study of medical undergraduates | A 2024 study published in BMC Medicine evaluated the effectiveness of 360-degree virtual reality (VR) simulations in delivering emergency clinical training to final-year medical students. Conducted at Imperial College London, the study involved 116 students who experienced both VR and standard desktop simulations of cardiac arrest and life-threatening asthma scenarios. The findings revealed that VR simulations significantly increased students' physiological engagement, evidenced by higher heart rates and greater focus as measured by eye tracking. Additionally, students reported higher levels of enjoyment and engagement with VR compared to desktop simulations. These results suggest that VR offers a scalable and immersive approach to medical education, enhancing student engagement in emergency training scenarios |
| Virtual Reality/Augmented Reality (VR/AR) Studies | 2024 | Flowing together or alone: Impact of collaboration in the metaverse | A 2024 study published in Decision Support Systems examined how collaboration within the metaverse influences user experience and satisfaction. The researchers found that collaborative interactions in virtual environments significantly enhance cognitive absorption—a state of deep engagement and immersion. This heightened cognitive absorption subsequently leads to increased satisfaction with outcomes. The findings suggest that collaborative activities in the metaverse can positively impact user engagement and satisfaction levels |
| Virtual Reality/Augmented Reality (VR/AR) Studies | 2024 | The influence of eXtended reality 3D visualization knowledge on future engineers’ technical competencies. | A 2024 study published in Scientific Reports examined how training in eXtended Reality (XR) 3D visualization technologies—such as virtual reality (VR), augmented reality (AR), and mixed reality (MR)—impacts the technical competencies of engineering students. The research involved 207 students from technical and non-technical disciplines, assessing their baseline knowledge and perceptions of XR technologies. A subset of 47 students participated in a 40-hour workshop that combined theoretical instruction with hands-on experience in XR applications. |
| Virtual Reality/Augmented Reality (VR/AR) Studies | 2024 | Virtual reality simulation for the acquisition and retention of electrocardiogram interpretation skills: A randomized controlled trial among undergraduate medical students | A 2024 randomized controlled trial published in Cureus evaluated the effectiveness of virtual reality (VR) simulation in teaching electrocardiogram (ECG) interpretation skills to undergraduate medical students. The study found that students trained with VR demonstrated significantly higher accuracy in interpreting both normal and abnormal ECGs compared to those who received traditional instruction. Moreover, the VR-trained group retained their skills more effectively over time, highlighting VR's potential as a powerful tool for enhancing diagnostic proficiency and long-term knowledge retention in medical education. |
| Virtual Reality/Augmented Reality (VR/AR) Studies | 2024 | The impact of virtual reality on student engagement in the classroom–a critical review of the literature | This Frontiers in Psychology review examines the impact of virtual reality (VR) on student engagement in the classroom by analyzing existing research on the topic. The study explores how VR enhances cognitive, emotional, and behavioral engagement, providing immersive and interactive learning experiences that can lead to deeper understanding and improved retention. While highlighting the potential benefits of VR in education, the review also discusses challenges such as accessibility, cost, and teacher training, offering a balanced perspective on the integration of VR into modern classrooms. |
| Virtual Reality/Augmented Reality (VR/AR) Studies | 2024 | Virtual Reality Decreases Public Speaking Anxiety | The study by Chris Macdonald introduces a virtual reality exposure therapy platform to reduce public speaking anxiety. It features open access for broader use and “overexposure therapy,” where users practice in extreme scenarios, like speaking to a virtual audience of 10,000. A 30-minute session with students showed reduced anxiety and increased confidence and enjoyment. |
| Virtual Reality/Augmented Reality (VR/AR) Studies | 2024 | Virtual interview training for college students | The study presents an agent-based virtual interview training system for shy college students, integrating Virtual Reality Exposure Therapy (VRET) with biofeedback therapy. The system uses virtual agents with diverse personality types to simulate realistic interview scenarios, offering tailored feedback based on users’ physiological and behavioral data. Participants in the study showed significant reductions in interview anxiety and improvements in performance after multiple training sessions. Key features include dynamic feedback, personalized scenarios, and multimodal assessments to help users manage anxiety and develop confidence. |
| AI Tutoring | 2024 | Revolutionizing Education: How AI Tutors Double Student Learning Outcomes | A study by Harvard University researchers found that students tutored by AI learned twice as much in the same amount of time compared to traditional lecture-based instruction. The AI tutor provided personalized, real-time feedback, allowing students to grasp complex concepts more efficiently. However, the researchers emphasized that AI tutors should complement, not replace, human educators, serving as valuable resources to enhance the learning experience. This study underscores the potential of AI in education to improve learning outcomes and suggests a collaborative approach between AI technology and traditional teaching methods. |
| Virtual Reality/Augmented Reality (VR/AR) Studies | 2024 | Virtual Reality vs. Traditional Rehabilitation: Enhanced Recovery Outcomes for Total Knee Arthroplasty Patients | A 2024 study published in Medicine compared the effectiveness of virtual reality (VR) headsets to traditional rehabilitation methods following total knee arthroplasty (TKA). The randomized controlled trial involved 100 patients divided into two groups: one receiving VR-based rehabilitation and the other undergoing standard physical therapy. The findings indicated that the VR group experienced significant improvements in pain reduction, range of motion, and overall functional outcomes compared to the traditional therapy group. Additionally, patients using VR reported higher satisfaction levels and greater engagement during rehabilitation sessions. The study suggests that VR technology can be a valuable adjunct to conventional rehabilitation, offering enhanced recovery experiences for TKA patients. |
| Virtual Reality/Augmented Reality (VR/AR) Studies | 2024 | Decoding AI Ethics in Education: User Perspectives on Privacy, Bias, and Transparency | A 2024 study by Tengteng Zhuang, Xiaoshu Xu, and Yunfeng Zhang, titled “Decoding AI Ethics from Users’ Lens in Education: A Systematic Review,” was published in Heliyon. The research systematically examines users’ perspectives on the ethical implications of artificial intelligence (AI) in educational settings. By analyzing existing literature, the authors identify key ethical concerns, including data privacy, algorithmic bias, and the transparency of AI systems. The study emphasizes the importance of incorporating user experiences and viewpoints to develop ethical AI applications in education, aiming to foster trust and ensure equitable outcomes for all stakeholders. |
| Student Engagement Studies | 2024 | Leading with Technology: Enhancing Mathematics for All Students | The NCSM position paper highlights how using technology in math classrooms can improve learning. Tools like AI, digital games, and virtual manipulatives help students understand math better and make learning more fun. It also addresses the importance of training teachers to use these tools and making sure all students have access to them. There are challenges, like the digital divide and keeping student data safe, but with the right support, technology can make math education more engaging and fair for everyone. |
| Virtual Reality/Augmented Reality (VR/AR) Studies | 2023 | Virtual reality technology using a 360° video: Development and evaluation of an educational tool for intraoral radiography using the bisecting angle technique | A 2023 development and evaluation study published in Virtual Reality introduced a 360° video-based VR educational tool—EMBAT‑VR—for teaching intraoral radiography using the bisecting angle technique to dental hygiene students in South Korea. The tool was built using a head-mounted display (HMD) and a 360° scenario capturing 12 procedural steps across 14 teeth. In a single-group usability test (n = 84), EMBAT‑VR scored well on task performance (mean 3.78/5), browsing exploration (3.88/5), and satisfaction (4.01/5). A controlled comparison involving 48 third‑year students (24 in VR vs. 24 using textbooks and manikins) revealed that the VR group reported significantly higher usability and satisfaction (mean 4.16 ± 0.64) compared to controls (2.69 ± 0.54; U = 23.50, p < 0.001, r = 0.77). While the study did not measure performance in actual imaging, these findings suggest that EMBAT‑VR is a highly usable and engaging supplement to traditional educational methods in dental radiography |
| Virtual Reality/Augmented Reality (VR/AR) Studies | 2023 | Effects of virtual reality simulation on medical students’ learning and motivation in human parasitology instruction: A quasi-experimental study | A 2023 quasi-experimental study published in BMC Medical Education examined the effects of virtual reality (VR) simulation on medical students’ learning outcomes and motivation in a Human Parasitology course in China. The study involved 113 undergraduate students, divided into a simulation group that used a 3D VR module on schistosomiasis prevention and a lecture group that received traditional video-based instruction. Results showed that the VR group demonstrated significantly higher knowledge gains and better retention after three weeks. Additionally, VR participants reported increased motivation and task value, including greater perceived importance, interest, and usefulness of the material. These findings suggest that VR can serve as an effective tool for enhancing both cognitive and motivational outcomes in medical education. |
| Virtual Reality/Augmented Reality (VR/AR) Studies | 2023 | Virtual Reality: A Technology to Promote Active Learning of Physiology for Students Across Multiple Disciplines | This study explored VR’s role in promoting active learning of physiology. Students across multiple disciplines reported higher engagement and improved understanding of physiological concepts when learning through immersive VR simulations compared to traditional methods. |
| Virtual Reality/Augmented Reality (VR/AR) Studies | 2023 | Impact of Virtual Reality on Education | This Kaggle dataset, titled Impact of Virtual Reality on Education, compiles data exploring how virtual reality (VR) technologies influence learning experiences across various subjects. The dataset includes information on VR applications in education, user experiences, and outcomes, providing a valuable resource for researchers and educators interested in the transformative effects of VR on teaching and learning. |
| Virtual Reality/Augmented Reality (VR/AR) Studies | 2023 | AI and the Future of Teaching and Learning (2023) : | This study from the US Department of Education highlights the need for sharing knowledge, providing supports, and developing policies for artificial intelligence. The study found that AI enables new forms of interactions, helps educators address variability in student learning, supports powerful forms of adaptivity, enhances feedback loops, and supports educators. |
| Virtual Reality/Augmented Reality (VR/AR) Studies | 2023 | Enhancing Climate Change Education through Virtual Reality | A 2023 study investigated the impact of virtual reality (VR) on climate change education, specifically addressing ocean acidification. Conducted across multiple locations, the study found that increased physical interaction in VR boosted participants’ confidence to take action but occasionally reduced information retention. It also revealed that focusing VR narratives on specific topics improved understanding, while broad messaging linking ocean acidification to climate change sometimes hindered learning. The study highlighted VR’s ability to enhance environmental awareness and inspire climate-positive behaviors. |
| Virtual Reality/Augmented Reality (VR/AR) Studies | 2023 | AI in Education (2023): | This whitepaper from the Getting Smart organization, provides an in-depth look into the learning applications, operations, logistics, privacy, policy, challenges, and opportunities of the use of AI in education to provide a high-level view of the various facets of implementing AI in the education space. This whitepaper concludes that AI-based tools will allow students to learn faster and receive more personalized instruction tailored to their individual needs. |
| Virtual Reality/Augmented Reality (VR/AR) Studies | 2023 | Using a mobile Virtual Reality and computer game to improve visuospatial self-efficacy in middle school students (2023): | A recent study by Kuznetcova and colleagues (2023) examined the effects of a VR intervention on middle school students’ visuospatial (VS) skills. The study participants included 169 students across 11 classrooms in 3 middle schools in the US. The results showed that VR intervention significantly increased the participants’ VS self-efficacy. |
| Virtual Reality/Augmented Reality (VR/AR) Studies | 2022 | irtual reality as a teaching method for resuscitation training in undergraduate first year medical students during COVID-19 pandemic: A randomised controlled trial | A 2022 randomized controlled trial published in BMC Medical Education evaluated VR-based Basic Life Support (BLS) training versus web-based instruction among first-year medical students during the COVID‑19 pandemic. Ninety participants were assigned to either an additional individual VR training following standard online seminars or online training alone. The study focused on no-flow time (a key quality metric for CPR), overall BLS performance, and self-reported learning gains. Results showed that the VR group had significantly lower no-flow time (28% reduction; p=0.009), higher overall performance scores (mean difference ~15 points; p<0.001), and greater subjective learning gain. These findings suggest that immersive VR can serve as a highly effective and practical supplement to traditional resuscitation training—especially when in-person options are limited—by improving both procedural quality and learner confidence |
| Virtual Reality/Augmented Reality (VR/AR) Studies | 2022 | Virtual Reality and Learning: A Case Study of Experiential Pedagogy in Art History,” | A 2022 case-study research published in Journal of Intelligent Learning Systems and Applications examined VR use in art history pedagogy by integrating immersive environments into undergraduate coursework. Two class sections—one experiencing VR before a lecture and one after—were compared using surveys and instructor evaluations. The focus was on structuring VR assignments based on Bloom’s revised taxonomy and assessing engagement and learning outcomes. Results showed that the sequence of lecture → VR experience → debrief/discussion produced the best outcomes in understanding, analysis, and recall. Students indicated that VR enhanced their engagement and aided conceptual understanding, particularly at the lower cognitive levels (remembering, understanding, analyzing). These findings suggest that VR experiences can be optimally leveraged in art history education when paired with preparatory instruction and post-experience reflection, reinforcing structured integration using cognitive taxonomies like Bloom’s |
| Virtual Reality/Augmented Reality (VR/AR) Studies | 2022 | Research on Art Teaching Practice Supported by Virtual Reality (VR) Technology in the Primary Schools. | A 2022 quasi-experimental study published in Sustainability examined the impact of virtual reality (VR) on art teaching in Chinese primary schools by comparing VR-supported lessons with traditional methods. The study involved two classes—one using immersive VR and one following conventional instruction—and measured student engagement, mental flow, and creativity. Results showed that the VR group experienced easier entry into mental flow, reported higher learning engagement, and demonstrated greater creativity compared to their peers in traditional settings. These findings suggest that VR-enhanced art education can be a powerful tool for boosting engagement, immersion, and creative expression in young learners, supporting its integration into primary education. |
| Virtual Reality/Augmented Reality (VR/AR) Studies | 2022 | Effects of virtual reality on learning outcomes in K-6 education: A meta-analysis (2022). | This meta-analysis shows that VR, on average, promotes greater student learning in comparison to control conditions, with no dependency on the education level or knowledge domains in which VR is used. Moreover, this effect is greater with immersive VR over semi-immersive and non-immersive systems. |
| Virtual Reality/Augmented Reality (VR/AR) Studies | 2022 | Effects of virtual reality on creativity performance and perceived immersion: | A study of brain waves (2022) Published by the British Educational Research Administration, this study sought to explore the effects of VR on creativity and immersion among middle school students. The study found that VR had a significant effect on immersion, attention, and the creative process. Additionally, VR also increased attention-related and meditation-related brain wave activity and desynchronized alpha waves. |
| Virtual Reality/Augmented Reality (VR/AR) Studies | 2022 | Benefits of Taking a Virtual Field Trip in Immersive Virtual Reality: Evidence for the Immersion Principle in Multimedia Learning | A 2022 experimental study published in Educational Psychology Review tested the immersion principle in multimedia learning by comparing a high-immersion (3D HMD) virtual field trip with a low-immersion (2D video) alternative as part of a climate change curriculum for 102 middle school students. The study focused on learning outcomes, emotional engagement (presence, enjoyment, interest), and retention—both immediately after the lesson and approximately three weeks later. Results showed that the HMD group experienced significantly higher presence (d = 1.43), enjoyment (d = 1.10), interest (d = 0.57), and retention gains on both immediate (d = 0.61) and delayed (d = 0.70) posttests. Structural equation modeling revealed that enjoyment mediated immediate learning, while interest mediated delayed learning. These findings suggest that immersive 3D VR can enhance both emotional engagement and long-term learning compared to traditional video, supporting design frameworks like the Cognitive Affective Model of Immersive Learning and the broader immersion principle. |
| Virtual Reality/Augmented Reality (VR/AR) Studies | 2022 | CBS News discusses the Metaverse (2022) | From dial-up to virtual reality, the future of immersive technology is upon us! |
| Virtual Reality/Augmented Reality (VR/AR) Studies | 2022 | ScienceVR: A Virtual Reality Framework for STEM Education, Simulation and Assessment (2021): | Read this paper to learn about ScienceVR – a framework for designing and developing a VR learning environment. The paper discusses a study involving 36 participants that were placed in three groups: IVR, Desktop VR, and 2D. Results showed a higher task completion rate, higher memorability scores, and faster and more accurate performance for the IVR group compared to the other groups. |
| Student Engagement Studies | 2022 | Measuring Brainwaves to Understand How Children Learn (2022) | The science behind how students learn and retain content. This article discusses what student pay attention to and how information is stored in their short-term and long-term memory. |
| Student Engagement Studies | 2022 | A Whole New World: Education Meets the Metaverse (2022). | An article that emphasizes the need for researchers and technology designers to work together to offer useful educational products in the metaverse. |
| Student Engagement Studies | 2021 | Learning About History in Immersive Virtual Reality: Does Immersion Facilitate Learning? | Parong and Mayer explored whether immersive VR enhances history learning. Findings indicated that while VR increased engagement and presence, structured guidance was essential for maximizing learning effectiveness within immersive environments. |
| Virtual Reality/Augmented Reality (VR/AR) Studies | 2021 | Meta-Analysis Assessing the Effects of Virtual Reality Training on Student Learning and Skills Development | A 2021 World Bank meta-analysis examined immersive virtual reality (VR) training across 31 studies and over 90 experiments in areas like health and safety, engineering, and general education. The review focused on three core outcomes: technical skill development, practical application efficiency, and socio‑emotional skill development. Results showed that immersive VR had moderate to strong positive effects across all three outcomes—it improved technical competencies, enhanced students’ efficiency in task completion and reduced performance errors, and fostered socio‑emotional competencies—compared to traditional training. These findings highlight VR’s effectiveness as a multifaceted educational tool, especially in fields requiring hands‑on practice and soft‑skill development. |
| Virtual Reality/Augmented Reality (VR/AR) Studies | 2021 | Travel kinematics in virtual reality increases learning efficiency (2021): | This paper discusses the benefits of VR technologies for STEM learning efficiency and presents a study on VR interface capability, virtual environmental traversal, and its effect on students’ learning. Results indicated that VR interfaces, irrespective of environmental traversal, are suitable environments for STEM learning |
| Virtual Reality/Augmented Reality (VR/AR) Studies | 2021 | Impact of Virtual Reality on Student Motivation in a High School Science Course (2021). | In this study involving high school science students in Mexico, each student was provided VR equipment and apps to have an immersive, interactive, and contextualized experience of science content. The results of the student surveys after the VR experience indicated a substantial increase in attention, relevance, trust, and satisfaction. |
| Virtual Reality/Augmented Reality (VR/AR) Studies | 2021 | Future of Testing in Education: Artificial Intelligence (2021): | In a report from the Center for American Progress, findings indicated that technology and artificial intelligence can vastly improve the types of assessments teachers use to guide students in their learning. A key result showed that AI can help students learn better and faster when paired with high-quality learning materials and instruction. |
| Virtual Reality/Augmented Reality (VR/AR) Studies | 2021 | AI and Education: Guidance for Policy-Makers (2021): | From UNESCO, the United Nations’ specialized agency for education, comes detailed guidance for policymakers on the use and application of AI in education. The publication provides insight into how AI can address some of the biggest challenges in education, innovate teaching and learning practices, and accelerate the progress towards sustainable development goals. |
| Virtual Reality/Augmented Reality (VR/AR) Studies | 2021 | VR Headsets – See Significant Growth (2021) VR headsets are selling off the shelves as virtual reality awareness is growing. | More and more companies and educational institutions are gearing up with VR tools. |
| Virtual Reality/Augmented Reality (VR/AR) Studies | 2021 | Social VR App ‘Rec Room’ Raises $145 Funding, Now Valued at $3.5B (2021) | Looking for a different way to fundraise? Check this article out to see how a Seattle-based start-up secured millions of dollars! |
| Virtual Reality/Augmented Reality (VR/AR) Studies | 2020 | The effectiveness of virtual reality-based technology on anatomy teaching: A meta-analysis of randomized controlled studies | A 2020 meta-analysis published in BMC Medical Education reviewed 15 randomized controlled trials (816 students) comparing virtual reality (VR) anatomy instruction to traditional or 2D digital methods. The analysis found that VR significantly improved post-intervention anatomy test scores (standardized mean difference [SMD] = 0.53, 95% CI 0.09–0.97; p < 0.05). Additionally, five studies measuring satisfaction showed higher student interest in VR learning (SMD = 0.77, 95% CI 0.47–1.07; p < 0.05). Despite significant heterogeneity across studies, the findings support VR's effectiveness for anatomy education. The authors recommend future research include cost-effectiveness, adverse effects, and standardized assessment metrics. |
| Virtual Reality/Augmented Reality (VR/AR) Studies | 2020 | Virtual reality technology for teaching neurosurgery of skull base tumor | A 2020 randomized-controlled study published in BMC Medical Education assessed the impact of virtual reality (VR) training on neurosurgical skull base tumor education. Medical students were assigned to VR-based anatomical learning or traditional lecture-based instruction. While both groups performed similarly on surgical planning and identifying key surgical considerations (P > 0.05), the VR group significantly outperformed in theoretical knowledge across dimensions such as anatomy, adjacent structures, clinical presentation, diagnosis, and surgical methods (P < 0.05). The authors concluded that VR technology enhances neurosurgical education quality and recommend its integration into clinical training. |
| Virtual Reality/Augmented Reality (VR/AR) Studies | 2020 | Exploring chemistry with wireless, pc-less portable virtual reality laboratories | A 2020 study published in the Journal of Chemical Education described the implementation of portable, wireless virtual reality (VR) chemistry labs using Oculus Quest headsets and Nanome software in a large undergraduate biochemistry course. Over 200 students engaged in collaborative molecular modeling tasks, such as manipulating protein structures and exploring ligand-binding sites. Learner feedback was strongly positive, highlighting VR’s ability to visualize 3D molecular structures intuitively and foster peer collaboration. The authors noted additional benefits including "green" advantages—reduced resource use and safety—and the scalability of remote and in-class VR labs. They concluded that high-fidelity, portable VR labs can be effectively deployed at scale to enhance molecular understanding and student engagement in chemistry education |
| Virtual Reality/Augmented Reality (VR/AR) Studies | 2020 | Effects of an immersive virtual reality‐based classroom on students’ learning performance in science lessons. | A 2020 quasi-experimental study published in the British Journal of Educational Technology investigated the impact of immersive virtual reality (IVR) science lessons on sixth-grade students’ learning outcomes. Ninety students were randomly assigned to either an experimental group using head-mounted displays or a control group receiving traditional instruction. Results showed that the IVR group achieved significantly higher academic performance and engagement—measured across cognitive, behavioral, emotional, and social dimensions—compared to the control group. Students also reported high levels of technology acceptance. The authors concluded that IVR can be effectively implemented in formal middle school science education and offers a promising tool to boost student achievement and classroom engagement. |
| Virtual Reality/Augmented Reality (VR/AR) Studies | 2020 | Effectiveness of Immersive Virtual Reality on Orthopedic Surgical Skills and Knowledge Acquisition Among Senior Surgical Residents: A Randomized Clinical Trial. | A randomized clinical trial published in JAMA Network Open evaluated the effectiveness of immersive virtual reality (VR) training—via the PrecisionOS platform—on orthopedic surgical skills and knowledge acquisition among senior surgical residents. The VR cohort completed unlimited reverse shoulder arthroplasty modules and was assessed using the Objective Structured Assessment of Technical Skills (OSATS). Compared to controls, VR-trained residents showed a nearly 50% reduction in surgical errors and achieved skill transfer to physical models at approximately twice the rate, while reducing the learning curve by up to 50 cases. Moreover, VR training was at least 34 times more cost-effective than traditional methods. The authors conclude that immersive VR can significantly enhance surgical proficiency, efficiency, and cost savings in orthopedic education |
| Virtual Reality/Augmented Reality (VR/AR) Studies | 2020 | A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda | This Computers & Education article presents a systematic review of immersive virtual reality (VR) applications in higher education, analyzing various design elements and extracting lessons learned to propose a future research agenda. The study examines how VR technology is being integrated into university curricula, identifying key components that contribute to effective learning experiences. It also discusses common challenges and successful strategies observed in existing applications, offering valuable insights for educators and researchers aiming to implement or study VR in higher education settings. |
| Virtual Reality/Augmented Reality (VR/AR) Studies | 2020 | Ready student one: Exploring the predictors of student learning in virtual reality | This PLOS ONE study investigates the effectiveness of immersive virtual reality (VR) as a teaching tool compared to traditional methods. Researchers conducted a between-subjects experiment, teaching participants about Moon phases using three different methods: a hands-on activity, a VR simulation, and a desktop simulation. While a significant majority of students expressed a preference for the VR experience, the study found no substantial differences in learning outcomes across the three methods. However, the research did reveal that factors such as gender and prior video game experience influenced performance in the VR setting, suggesting that these elements may provide certain groups with an advantage when learning through VR. |
| Virtual Reality/Augmented Reality (VR/AR) Studies | 2020 | A scoping review of immersive virtual reality in STEM education (2020): | This study presents a scoping review on the use of VR simulation training and VR-supported instructional design practices in STEM education, including K-12 and Higher Education settings. The study included 41 papers published between 2009 and 2019. Findings inform future research focusing on in-depth understanding of the benefits of VR for STEM education. |
| Student Engagement Studies | 2020 | Extremely Cool Teacher Runs Math Lesson From Home within ‘Half Life: Alyx’ (2020). | Check out an example of how one teacher utilized VR to engage students. The video shows how one VR application was integrated into a math lesson, helping students understand and extend content. |
| Tutoring Studies | 2020 | Takeaways from Research on Tutoring to Address Coronavirus Learning Loss (2020). | Research points to how important frequent tutoring sessions and a structured curriculum contribute to student success. |
| Tutoring Studies | 2020 | Evidence-based Peer-tutoring Program to ImproveStudents’ Performance at the University (2020). | A study done to demonstrate the impact of a peer-tutoring programs on academic performance for first-year students. |
| Student Engagement Studies | 2020 | Virtual Reality in Education: The Promise, Progress, and Challenge | (2020) Read to find out how VR is benefitting education through engagement, inaccessible environments, spatial memory, empathy training, and distance learning. |
| Virtual Reality/Augmented Reality (VR/AR) Studies | 2020 | Using virtual reality in the classroom: Reflections of STEM teachers on the use of teaching and learning tools (2020): | In this study, seven teachers participated in VR training and implemented VR in their classrooms. Afterwards, the participants were interviewed to reveal their opinions of VR. Findings indicated that VR practices increased students’ motivation, technology literacy, individualized learning, and understanding of difficult concepts, among others. |
| Virtual Reality/Augmented Reality (VR/AR) Studies | 2019 | The past, present, and future of virtual reality in pharmacy education (2019): | This study examined the current use of VR and evaluated its future utility in pharmacy education. The authors concluded that VR can provide an immersive and interactive learning environment and help to overcome multiple obstacles faced by traditional approaches to pharmacy education. |
| Virtual Reality/Augmented Reality (VR/AR) Studies | 2019 | “I’m a computer scientist!”: Virtual reality experience influences stereotype threat and STEM motivation among undergraduate women (2019): | This paper explored VR as a space for a self-intervention to decrease stereotype threat and increase STEM motivation. Participants included 79 undergraduate women who were randomly assigned to two VR conditions: a future self highly successful in STEM and a future self highly successful in humanities. The results showed a significant difference between women in STEM condition and women in humanities condition. |
| Virtual Reality/Augmented Reality (VR/AR) Studies | 2019 | A Virtual Tour of the Cell: Impact of Virtual Reality on Student Learning and Engagement in the STEM Classroom (2019). | This Otterbein University (Ohio) study was designed to assess the educational impact of VR on student learning and engagement in a sophomore-level cell biology course, Students used VR to explore the cell and its environment within the human body and engaged in a team-based activity. At the end, the students completed a survey about their experiences. The survey results showed a majority of students felt it had a positive impact on their education (on their ‘education’ or on their ‘learning’? The survey said ‘education’ in the question) and indicate the potential supportive role that VR may have in a variety of undergraduate courses. |
| Virtual Reality/Augmented Reality (VR/AR) Studies | 2019 | VStream – The Benefits of VR Training (2019) | A study done by University of Maryland found that participants scored higher in recall ability using VR over the desktop display. |
| Student Engagement Studies | 2018 | Learning Science in Immersive Virtual Reality: Effects on Performance, Engagement, and Self-Efficacy | This study examined how learning science in immersive VR affects students’ performance, engagement, and self-efficacy. Results showed that VR enhanced engagement and boosted self-confidence, leading to improved learning outcomes compared to traditional methods. |
| Virtual Reality/Augmented Reality (VR/AR) Studies | 2018 | Virtual Reality Builds Empathy and Inspires Action | Research from Stanford University shows that VR can deepen empathy and motivate real-world change. In a study led by the Virtual Human Interaction Lab, participants experienced “Becoming Homeless,” a 7-minute VR simulation where they navigated life after losing their jobs and homes. Compared to those who read about homelessness or saw a 2D version, VR participants showed significantly greater compassion, were more likely to support affordable housing initiatives, and maintained their empathetic attitudes over time. This study highlights VR’s potential to not just inform but to inspire enduring, positive social behavior. |
| Virtual Reality/Augmented Reality (VR/AR) Studies | 2018 | The effect of virtual reality on EFL writing performance (2018). | From the Journal of Language and Linguistic Studies, this research study from Turkey explored the impact of VR on academic writing performance. The results showed students using VR as their instructional method had longer-term positive impacts on their writing than traditional instructional methods. |
| Student Engagement Studies | 2018 | Increasing Student Engagement through Virtual Interactions: | (2018) A study focusing on interactions that take place within the virtual world and how it contributes to higher levels of engagement. |
| Virtual Reality/Augmented Reality (VR/AR) Studies | 2018 | Learning in virtual reality: Effects on performance, emotion and engagement (2018). | In this study from the United Kingdom, the researchers gave students instruction with traditional textbooks, VR, or videos. Students using VR showed better performance in remembering things than those using traditional textbooks and video. |
| Virtual Reality/Augmented Reality (VR/AR) Studies | 2018 | People Recall Information Better Through Virtual Reality, Says New UMD Study (2018) | Virtual memory palaces improve recall accuracy when compared to using traditional desktops. |
| Virtual Reality/Augmented Reality (VR/AR) Studies | 2018 | 3 Ways Virtual Reality in Construction is Shaping the Industry (2018) | Click the article above to see how the new age of VR technology is solving old problems. VR is being used to elevate experiences for both employees and clients. |
| Virtual Reality/Augmented Reality (VR/AR) Studies | 2018 | Starlight Children’s Foundation, Disney and Google Unveil Starlight Xperience VR Program (2018). | Read to find out how VR is helping transform hospital experiences for millions of seriously ill children and their families. |
| Virtual Reality/Augmented Reality (VR/AR) Studies | 2018 | Exploring Relationships Between Eye Tracking and Traditional Usability Testing Data (2018): | From the University of Florida, this study explored the relationship between eye tracking and traditional usability testing data. The study identified important relationships between eye movement metrics and traditional usability metrics such as task difficulty rating and completion time. |
| Student Engagement Studies | 2018 | Virtual Memory Palaces: Immersion Aids Recall (2018) | Click here to read how memorization increased using head-mounted displays over desktop displays. |
| Student Engagement Studies | 2018 | Increasing Student Engagement through Virtual Interactions: | (2018) A study focusing on interactions that take place within the virtual world and how it contributes to higher levels of engagement. |
| Virtual Reality/Augmented Reality (VR/AR) Studies | 2018 | Effect of motivational scaffolding on e-learning environments: self-efficacy, learning achievement, and cognitive style (2018): | Published in the Journal of Educators Online, this research studied the effects of motivational scaffolding that favor self-efficacy and improve learning achievement in students with different cognitive styles when they interact in an e-learning environment in mathematics. The results showed significant differences in learning achievement and academic self-efficacy attributable to the effect of scaffolding. |
| Student Engagement Studies | 2018 | Hattie Ranking: 252 Influences and Effect Sizes Related to Student Achievement | (2018) Click here to read John Hattie’s updated list of 138 -150 effects in Visible Learning for Teachers (2011). |
| Tutoring Studies | 2018 | Research, Planning & Institutional Effectiveness: The Effects of Tutoring on Academic Performance. | (2018). Data indicating that students who utilize Success Centers have higher success and retention rates than students in the same courses who do not. |
| Virtual Reality/Augmented Reality (VR/AR) Studies | 2017 | Advantages and Challenges Associated with Augmented Reality for Education: A Systematic Review of the Literature | This systematic review identified the benefits and challenges of using AR in education. AR enhances engagement, motivation, and understanding but also presents challenges such as technological barriers and usability issues that educators must address. |
| Virtual Reality/Augmented Reality (VR/AR) Studies | 2017 | A study on the Effect of Virtual Reality 3D Exploratory Education on Students’ Creativity and Leadership (2017). | In this study conducted in Taiwan, students were engaged in 3D exploratory education activities using VR technology. The study showed that the ability to explore concepts and manipulate content in a VR environment resulted in a significant impact on student creativity and leadership skills. |
| Virtual Reality/Augmented Reality (VR/AR) Studies | 2017 | Instructor presence in instructional video: Effects on visual attention, recall, and perceived learning (2017): | In this study from the University of Florida, participants each reviewed two 10-minute-long mathematics videos with instructor present or absence. The findings suggested that the videos with instructor presence attracted considerable visual attention, an increase in recall of information from the video, and a positive influence on participants’ perceived learning and satisfaction. |
| Student Engagement Studies | 2017 | Fostering Student Connectedness: Building Relationships in the Classroom (2017) | Read how students placed a high-value on connectedness and how it impacted their academic performance. |
| Virtual Reality/Augmented Reality (VR/AR) Studies | 2015 | The Benefits of Virtual Reality in Education (2015). | This Swedish comparison study looked at the impact of VR versus mobile phone applications in the same content area. The results indicated that VR is more effective than mobile phone applications in subjects where an interactive environment is needed, such as science-related content. Additionally, the study found that VR offers a more immersive experience that leads to increased involvement, and better promotes active learning |
| Virtual Reality/Augmented Reality (VR/AR) Studies | 2015 | Virtual manufacturing at Ford slashes worker injuries | This report from Michigan Public explores how Ford Motor Company utilizes virtual manufacturing technology to reduce worker injuries and improve efficiency on the assembly line. By simulating assembly processes in a virtual environment, Ford identifies potential ergonomic risks before production begins, significantly decreasing injuries and enhancing worker safety. The article highlights how virtual reality and motion capture technology have become essential tools in modern manufacturing, ensuring both safer workplaces and optimized production workflows. |
| Virtual Reality/Augmented Reality (VR/AR) Studies | 2014 | Effectiveness of Virtual Reality-Based Instruction on Students’ Learning Outcomes in K-12 and Higher Education: A Meta-Analysis | This meta-analysis reviewed the effectiveness of VR-based learning across K-12 and higher education. Results showed that VR instruction significantly improved students’ learning outcomes, highlighting VR’s potential as a powerful educational tool across disciplines. |