Theory-Based Learning Design with Immersive Virtual Reality in Science Education: A Systematic Review
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Collaborative activities employing VR are underexplored.
“Silseth et al. [28] note that VR studies that focus on individual learning are designed for experimental research to measure learning and behavioral outcomes and do not take the socially and culturally situated nature of teaching and learning practices into account, with collaborative activities employing VR being underexplored [29,30].”
From A Framework for Participatory Creation of Digital Futures: A Longitudinal Study on Enhancing Media Literacy and Inclusion in K-12 Through Virtual Reality (2025) · cites this paper as [30]
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“Previous reviews have reported findings around the design choices and the delimited VR features to enhance learning in science fields [14], [16], as well as other topics, including training and health [19].”
InfluentialCULTURAL ASPECTS AND INNOVATIVE TECHNOLOGIES: THE IMPACT OF MONDLY VR ON LANGUAGE LEARNING
Kussainova, A., Zhussupova, R. F., & Shadiev, R. (2024) · Журнал серии «Педагогические науки» · doi:10.48371/peds.2024.75.4.025 · Cited by 19 · see citing works
A Systematic Overview of Reviews of the Use of Immersive Virtual Reality in Higher Education
Craig, C. D., & Kay, R. H. (2023) · Higher Learning Research Communications · doi:10.18870/hlrc.v13i2.1430 · Cited by 19 · see citing works
“Five reviews (Christian et al., 2021; Lui et al., 2023; Moussa et al., 2022; Özyurt et al., 2021; Plotzky et al., 2021) provided insights from 30 countries.”
BackgroundInfluentialSandoval-Henríquez, F. J., Sáez-Delgado, F., & Quintana, M. G. B. (2024) · Journal of Computers in Education · doi:10.1007/s40692-024-00318-x · Cited by 18 · see citing works
“Lui et al. (2023) analyzed the learning theories of 29 VR studies, establishing principles to enhance learning: (i) provide a high level of control in immersive experiences; (ii) minimize cognitive loads imposed by the technology, (iii) consider student characteristics in the design of activities;…”
The use of extended reality (XR) in patient education: A critical perspective
Curran, V. R., & Hollett, A. (2023) · Health Education Journal · doi:10.1177/00178969231198955 · Cited by 18 · see citing works
“Some research has revealed that the cognitive loads imposed by VR may be an impediment to effective learning outcomes, and as such key attention to the design of VR simulation environments is critical to optimise learning experiences (Lui et al., 2023).”
BackgroundLawson, A. P., & Martella, A. M. (2023) · Journal of Applied Learning & Teaching · doi:10.37074/jalt.2023.6.2.35 · Cited by 18 · see citing works
Enhancing students’ science learning using virtual simulation technologies: a systematic review
Pang, S., Lv, G., Zhang, Y., & Yang, Y. (2025) · Asia Pacific Journal of Education · doi:10.1080/02188791.2024.2441676 · Cited by 17 · see citing works
“…their attitudes towards the curriculum (Liou & Chang, 2018; Yildirim, 2021), we summarize the following novelties: firstly, the design and modification of the VS elements are designed and adapted to the characteristics of the learners as a way to improve their learning outcomes (Lui et al., 2023).”
Exploring the impact of virtual reality on presence: findings from a classroom experiment
Austermann, C., Blanckenburg, F., von Blanckenburg, K., & Utesch, T. (2025) · Frontiers in Education · doi:10.3389/feduc.2025.1560626 · Cited by 15 · see citing works
Adorni, G., Artico, I., Piatti, A., Lutz, E., Gambardella, L. M., Negrini, L., Francesco Mondada, C., & Assaf, D. (2024) · Computers in Human Behavior Reports · doi:10.1016/j.chbr.2024.100466 · Cited by 14 · see citing works
Acevedo, P., Magana, A. J., Walsh, Y., Will, H., Beneš, B., & Mousas, C. (2024) · Computers & Education X Reality · doi:10.1016/j.cexr.2024.100075 · Cited by 13 · see citing works
Lazou, C., & Tsinakos, A. (2025) · Information · doi:10.3390/info16060482 · Cited by 10 · see citing works
King, S. A., Glazek, C., Ross, K. M., Coghlan, C., Green, M., Feng, L., Lele, H., & Bell, T. (2025) · Virtual Reality · doi:10.1007/s10055-025-01212-2 · Cited by 11 · see citing works
“This may reflect several limita - tions, including the lack of opportunities for students to study material, take notes, or control the pace of the lecture (i.e., segmenting; Lui et al. 2023), as well as the low stakes of the assessment (Penk et al. 2014).”
Boel, C., Rotsaert, T., Valcke, M., & Schellens, T. (2025) · Journal of Computer Assisted Learning · doi:10.1111/jcal.70045 · Cited by 5 · see citing works
Zhong, Y., Li, C., Jiang, J., Fryer, L. K., & Shum, A. (2025) · Journal of Educational Computing Research · doi:10.1177/07356331251396405 · Cited by 6 · see citing works
Xinyu, B. I., Hu, Y., Li, L., ZHANG, J., & Yang, X. (2025) · Education and Information Technologies · doi:10.1007/s10639-024-13248-z · Cited by 4 · see citing works
“The emerging technology of immersive virtual reality (IVR) provides similar, yet more interactive, opportunities to engage teachers in classroom scenarios (Khukalenko et al., 2022; Lamb & Etopio, 2020; Lui et al., 2023; Majewska & Vereen, 2023).”
Teacher online professional learning: A systematic literature review
Wang, C., & Hu, X. (2025) · Educational Research Review · doi:10.1016/j.edurev.2025.100727 · Cited by 13 · see citing works
Robalino, A. A. R., Picchio, R., Proto, A. R., Kaakkurivaara, N., Venanzi, R., & Borz, S. A. (2025) · Current Forestry Reports · doi:10.1007/s40725-025-00261-9 · Cited by 3 · see citing works
“…theories and approaches are fundamental to under - standing how people acquire knowledge and how to design effective learning experiences [ 94 , 150, 156, 182]; learn - ing methodologies must consider both the individuality of the user they are aimed at and the specificity of the area in which…”
InfluentialIntegrating Speech Input in Educational Immersive Virtual Reality Applications: A Systematic Review
Alghamdi, N., & Cristea, A. I. (2024) · IEEE International Conference on Intelligent Systems · doi:10.1109/is61756.2024.10705165 · Cited by 3 · see citing works
“…IVR in education reviews, we observe that the reviews tend to focus on specific educational fields, such as language learning [17], [20], science education [21], and anatomy education [22], or on specific education settings, such as undergraduate students [23], and K-12 and higher education [24].”
BackgroundAl‐Emran, M., Al-Sharafi, M. A., Foroughi, B., Al-Qaysi, N., Leung, N., Yaseen, Z. M., & Ali, N. B. (2025) · Education and Information Technologies · doi:10.1007/s10639-025-13720-4 · Cited by 2 · see citing works
“For example, Lui et al. (2023 ) reported that when students recognize the unique potential of VR to create highly interactive and personalized learning experiences, their attitudes toward its use become significantly more positive.”
Integrating STEM into curricula: a systematic review and proposed implementation framework
Madar, M. J., Sulub, M. A., Kofal, F., & Khalif, A. (2026) · Frontiers in Education · doi:10.3389/feduc.2026.1717283 · Cited by 4 · see citing works
ІМЕРСИВНИЙ СИНТЕТИЧНИЙ ПРОСТІР НАВЧАННЯ ІЗ ЗАСТОСУВАННЯМ ЕЛЕМЕНТІВ VR
Богачков, Ю. М., & Ухань, П. С. (2023) · Information Technologies and Learning Tools · doi:10.33407/itlt.v94i2.5154 · Cited by 1 · see citing works
Exploring the Integration of AI and Metaverse in Education
Aldowah, H. A., Saif, A., Rehman, S. U., Ghazal, S., & Alsswey, A. (2025) · Advances in computational intelligence and robotics book series · doi:10.4018/979-8-3373-3815-6.ch010 · Cited by 1 · see citing works
Diptera-VR: A Gamified Virtual Entomology Lab for Science Education
Gois, J. P., Russo, V. T., Carreiro, J. V. A., Santos, D., & Santos, C. M. D. (2025) · Simpósio Brasileiro de Jogos e Entretenimento Digital (SBGames) · doi:10.5753/sbgames.2025.9583 · Cited by 1 · see citing works
“Studies highlight their potential to improve engagement, accessibility, and hands-on learning [Ullah et al. 2022, Sabri et al. 2022, Agustin et al. 2024, Lui et al. 2023].”
Hartmann, C., Kosel, C., Wolf, A., & Bannert, M. (2026) · Computers & Education X Reality · doi:10.1016/j.cexr.2025.100130 · Cited by 3 · see citing works
Castillo, J. F. V., Santiago, L. B., & Bolaños, N. M. (2026) · Discover Education · doi:10.1007/s44217-026-01801-6 · Cited by 1 · see citing works
“Nevertheless, many IVR applications in STEM education lack curricular alignment, offer limited input from teachers, or fail to incorporate theoretical foundations that ensure meaningful learning [6].”
Ayverdi, L. (2026) · Journal of Science Education and Technology · doi:10.1007/s10956-026-10355-z · Cited by 1 · see citing works
Lo, S. C. T., Bridges, S., Chian, M. M., Yip, V. W. Y., Leung, J. S. C., Wong, G. K. W., Not, C., Williams, G. A., Chan, K. K. H., Russell, B. D., et al. (2024) · Learning Culture and Social Interaction · doi:10.1016/j.lcsi.2024.100834 · Cited by 1 · see citing works
Self-citationBridges, S., Lo, S. C. T., Chian, M. M., Yip, V. W. Y., Leung, J. S. C., Wong, G. K. W., Not, C., Williams, G. A., Chan, K. K. H., Russell, B. D., et al. (2023) · SSRN Electronic Journal · doi:10.2139/ssrn.4494627
Self-citationZulva, R., Setiawan, A., & Suhandi, A. (2023) · Jurnal Penelitian Pendidikan IPA · doi:10.29303/jppipa.v9i10.5150
“…on the development of instructional media, such as smartphone flipbooks, virtual reality, web-based computer games, PHET, and video learning, all of which aim to enhance students' skills (Banda et al., 2023; Danielsson et al., 2006; Ermawati et al., 2021; Kößler et al., 2015; Lui et al., 2023).”
BackgroundTechnology Use in Primary School Science Education: Bibliometric and Descriptive Analysis
Kalemkuş, J. (2025) · e-Kafkas Eğitim Araştırmaları Dergisi · doi:10.30900/kafkasegt.1632067
Ji, Z., Hu, C., Luo, Z., Wang, Y., Zhang, S., Yang, S., Pons, D. J., & Chen, Y. (2025) · Virtual Reality · doi:10.1007/s10055-025-01255-5 · Cited by 2 · see citing works
“Poor safety training would cause weak safety awareness of practitioners and then lead to a poor safety culture, which may further enhance the occurrence of safety incidents (Albert & (Lui et al. 2023).”
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Low-Cost VR Interaction Device: Dynamic CoG Mapping and Adaptive Compensation Design
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“In the field of education, VR technology significantly enhances students’ learning experiences by creating immersive educational environments [3].”
Theory-Based Design of AI-Driven Virtual Training Systems
Hirsch, S., Traboulsi, S., & Uckelmann, D. (2026) · Lecture notes on data engineering and communications technologies · doi:10.1007/978-981-95-4423-3_27
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“The system defines synchronization offset as the baseline error metric and introduces an interpolation correction function for time-domain alignment of multi-source heterogeneous data [7].”
How we Learn in Extended Reality: A Systematic Look at Learning Frameworks in XR Education
Muniz, J., & Bruder, G. (2026) · IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) · doi:10.1109/vrw70859.2026.00080
“Research in XR education and learning often highlights that the field lacks consistent theoretical foundations to guide analysis and application development [12,23].”
Using 360° Video to Create Virtual Field Trips for Ecology Education
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Immersive virtual reality in learning physics: a systematic review of opportunities and challenges
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“Seriousgamesareonepossible carrier for organizing learning through tasks, feedback, and challenges 29,30 .”
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- Authors
- Lui, A. L. C., Not, C., & Wong, G. K. W.
- Affiliations
- University of Hong Kong (HK)
- Corresponding author
- Wong, Gary K. W.
- Venue
- Journal of Science Education and Technology
- Published
- 2023-03-31
- Volume
- 32
- Issue
- 3
- Pages
- 390-432
- ISSN
- 1059-0145 (ISSN-L)
- 1573-1839
- OpenAlex
- W4362475674
- Cited by
- 44
- References
- 126
- Citations by year
- 2026: 14 · 2025: 16 · 2024: 8 · 2023: 6
- FWCI
- 1.53
- Type
- journal article
- Language
- en
- Open access
- closed
- Licence
- Locations
- Journal of Science Education and Technology (publishedVersion)
- Funders
- University of Hong Kong
- Topics
- Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
- Physical Sciences › Computer Science › Computer Vision and Pattern Recognition › Augmented Reality Applications
- Physical Sciences › Computer Science › Information Systems › Education and Learning Interventions
- Keywords
- immersive virtual reality, learning theory, science education, lesson design, design principles, learner control, cognitive load, learner characteristics, reflective tasks, learning outcomes
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