A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda
Open accessAbstract
Researchers have explored the benefits and applications of virtual reality (VR) in different scenarios. VR possesses much potential and its application in education has seen much research interest lately. However, little systematic work currently exists on how researchers have applied immersive VR for higher education purposes that considers the usage of both high-end and budget head-mounted displays (HMDs). Hence, we propose using systematic mapping to identify design elements of existing research dedicated to the application of VR in higher education. The reviewed articles were acquired by extracting key information from documents indexed in four scientific digital libraries, which were filtered systematically using exclusion, inclusion, semi-automatic, and manual methods. Our review emphasizes three key points: the current domain structure in terms of the learning contents, the VR design elements, and the learning theories, as a foundation for successful VR-based learning. The mapping was conducted between application domains and learning contents and between design elements and learning contents. Our analysis has uncovered several gaps in the application of VR in the higher education sphere—for instance, learning theories were not often considered in VR application development to assist and guide toward learning outcomes. Furthermore, the evaluation of educational VR applications has primarily focused on usability of the VR apps instead of learning outcomes and immersive VR has mostly been a part of experimental and development work rather than being applied regularly in actual teaching. Nevertheless, VR seems to be a promising sphere as this study identifies 18 application domains, indicating a better reception of this technology in many disciplines. The identified gaps point toward unexplored regions of VR design for education, which could motivate future work in the field.
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The development of AI-powered AR/VR applications can provide students with access to simulations and virtual environments, enabling them to acquire practical skills and knowledge in various disciplines.
“The development of AI-powered AR/VR applications can also provide students with access to simulations and virtual environments, enabling them to acquire practical skills and knowledge in various disciplines [105].”
From New Era of Artificial Intelligence in Education: Towards a Sustainable Multifaceted Revolution (2023) · cites this paper as [105]
Sections 5.6 and 6.1 describe immersive VR applications used to teach practical skills and knowledge across disciplines, including nursing, surgery and astronomy. The paper does not establish that these applications are AI-powered or that its findings extend to AR applications; section 6.1 also notes that few studies evaluated learning outcomes. (LLM, conf=0.88)
Experimental — accuracy not yet measuredPractical simulations benefit students by preparing them for practical experiences.
“Beyond the Longevity Games, practical simulations benefit students by preparing students for practical experiences (17–19).”
From Using generative AI for interview simulations to enhance student research skills in biology education (2025) · cites this paper as [19]
VR applications yield moderate to significant gains in knowledge acquisition and student motivation across disciplines.
“A systematic review found that such VR applications yield moderate to significant gains in knowledge acquisition and student motivation across disciplines (Radianti et al., 2020).”
From Intelligent Immersion: AI and VR Tools for Next-Generation Higher Education (2026) · cites this paper as Radianti et al., 2020
Researchers often prioritise how easy the technology is to use or how many features the app has instead of checking if students actually learn.
“Instead of checking if students actually learn, researchers often prioritise how easy the technology is to use or how many features the app has (Radianti et al., 2020).”
From Intelligent Immersion: AI and VR Tools for Next-Generation Higher Education (2026) · cites this paper as Radianti et al., 2020
Virtual reality environments consistently lead to improvements in knowledge acquisition, motivation, and retention across various fields, such as medicine, engineering, and the arts.
“Systematic reviews, including those by Radianti et al. (2020), show that virtual reality environments consistently lead to improvements in knowledge acquisition, motivation, and retention across various fields, such as medicine, engineering, and the arts.”
From Intelligent Immersion: AI and VR Tools for Next-Generation Higher Education (2026) · cites this paper as Radianti et al. (2020)
Most VR developers do not use established learning theories to guide how they design these tools, and 68% of the studies reviewed failed to mention any theoretical foundation at all.
“A major systematic review found that most developers do not use established learning theories to guide how they design these tools. In fact, sixty-eight percent of the studies reviewed failed to mention any theoretical foundation at all (Radianti et al., 2020).”
From Intelligent Immersion: AI and VR Tools for Next-Generation Higher Education (2026) · cites this paper as Radianti et al., 2020
Immersive VR applications in higher education include virtual laboratory experiences and virtual workshop-style training in engineering and related fields.
“Immersive VR applications in higher education include virtual laboratory experiences and virtual workshop-style training in engineering and related fields (Radianti et al., 2020).”
From Intelligent Immersion: AI and VR Tools for Next-Generation Higher Education (2026) · cites this paper as Radianti et al., 2020
Many immersive VR studies report usability and engagement outcomes more consistently than long-term learning outcomes.
“However, synthesis work notes that many immersive VR studies report usability and engagement outcomes more consistently than long-term learning outcomes (Radianti et al., 2020).”
From Intelligent Immersion: AI and VR Tools for Next-Generation Higher Education (2026) · cites this paper as Radianti et al., 2020
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“Beyond the Longevity Games , practical simulations benefit students by preparing students for practical experiences (17–19).”
An Assessment of Simulation-Based Learning Modules in an Undergraduate Engineering Economy Course
Negahban, A., Ashour, O., Nowparvar, M., Knight, D., Ozden, S., & Delgoshaei, P. (2024) · 2022 ASEE Annual Conference & Exposition Proceedings · doi:10.18260/1-2--41913 · Cited by 7 · see citing works
Virtual Reality or Videoconferencing for Online Learning? Evidence from Comparative Meta-Analyses
Zhang, Y., Luo, H., Peng, S., & Han, X. (2025) · Applied Sciences · doi:10.3390/app15116293 · Cited by 5 · see citing works
LOTFI, F. Z., & Laajan, Y. (2025) · EIKI Journal of Effective Teaching Methods · doi:10.59652/jetm.v3i1.476 · Cited by 2 · see citing works
“This immersion strengthens motivation and enhances learning interactivity, both crucial for maintaining student attention (Radianti et al., 2020).”
Intelligent Immersion: AI and VR Tools for Next-Generation Higher Education
Liakopoulos, K., & Liapakis, A. (2026) · AI in Education · doi:10.3390/aieduc2020013 · Cited by 1 · see citing works
- Authors
- Radianti, J., Majchrzak, T. A., Fromm, J., & Wohlgenannt, I.
- Affiliations
- University of Agder (NO)
- University of Duisburg-Essen (DE)
- University of Liechtenstein (LI)
- Corresponding author
- Majchrzak, Tim A.
- Venue
- Computers & Education
- Publisher
- Elsevier BV
- Published
- 2020-04
- Volume
- 147
- Pages
- 103778
- ISSN
- 0360-1315 (ISSN-L)
- OpenAlex
- W2995065029
- Cited by
- 3,585
- References
- 16
- Citations by year
- 2026: 926 · 2025: 716 · 2024: 602 · 2023: 544 · 2022: 430 · 2021: 261 · 2020: 100 · 2019: 4 · 2013: 2
- FWCI
- 17.63
- Type
- journal article
- Language
- en
- Open access
- hybrid
- doi.org
- Licence
- Locations
- Computers & Education (publishedVersion, cc-by)
- NORA - Norwegian Open Research Archives (submittedVersion, cc-by)
- Funders
- Erasmus+
- 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, higher education, virtual reality in education, VR application design, head-mounted displays, learning theory, learning outcomes, usability evaluation, research gaps
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