Revolutionizing Education Through Augmented Reality (AR) and Virtual Reality (VR): Innovations, Challenges and Future Prospects

Authors

DOI:

https://doi.org/10.54392/ajir2511

Keywords:

Augmented Reality (AR), Virtual Reality (VR), Immersive Learning, Digital Education, Pedagogical Frameworks, STEM Education, Industry-Academia Collaboration, AI in Education, Cloud-Based Learning, Ethical Considerations, Data Privacy, Interactive Learning Environments

Abstract

Augmented Reality (AR) and Virtual Reality (VR) are revolutionizing education by providing immersive, interactive and engaging learning experiences. Both technologies enable better knowledge retention and skill development in various areas like STEM, medicine, language learning and special education. However, their adoption is limited by issues like high costs, technical constraints and ethical concerns. Effective deployment of AR/VR entails collaboration among educators, policymakers and business leaders to enable access, develop pedagogical frameworks and construct teacher training programs. The article explores the disruptive potential of AR/VR in education with specific reference to their use in experiential and personalized learning. It emphasizes the need for collaboration between industry and academia in innovation, educational content development and expansion of access to these technologies. Future advancements in AI, 5G and cloud computing will further enhance AR/VR applications, making them more adaptive and scalable. The long-term impact on student performance, comparison with traditional teaching methods and ethical implications of AR/VR in education are some of the notable research issues covered in the paper. Investment in Research and Development, standard implementation protocols and equitable access plans are needed to reap the maximum benefits of AR/VR. Establishing global standards will ensure seamless integration across curricula while addressing concerns of privacy and digital well-being. By overcoming existing barriers, AR/VR can revolutionize education, making it more fun, effective and accessible to all students.

References

Adu-Manu, K.S., Koranteng, G.A., Brown, S.N.A. (2023). Perspective Chapter: 5G Enabling Technologies – Revolutionizing transport, environment, and Health. In IntechOpen eBooks. https://doi.org/10.5772/intechopen.111671

Akella, D. (2010). Learning together: Kolb's experiential theory and its application. Journal of Management & Organization, 16(1), 100-112. https://doi.org/10.5172/jmo.16.1.100

Al-Ansi, A.M., Jaboob, M., Garad, A., Al-Ansi, A. (2023). Analyzing augmented reality (AR) and virtual reality (VR) recent development in education. Social Sciences & Humanities Open, 8(1), 100532. https://doi.org/10.1016/j.ssaho.2023.100532

AlGerafi, M.A.M., Zhou, Y., Oubibi, M., Wijaya, T.T. (2023). Unlocking the potential: A comprehensive evaluation of augmented reality and virtual reality in education. Electronics, 12(18), 3953. https://doi.org/10.3390/electronics12183953

Almeman, K., Ayeb, F. E., Berrima, M., Issaoui, B., Morsy, H. (2025). The Integration of AI and metaverse in Education: A Systematic literature review. Applied Sciences, 15(2), 863. https://doi.org/10.3390/app15020863

Altaleb, H., Shatnawi, M., Rajnai, Z. (2023). Digital education: governments’ strategies, teaching tools in the European Union and a case study of digital transformation in Budapest. Interdisciplinary Description of Complex Systems, 21(2), 148–160. https://doi.org/10.7906/indecs.21.2.3

Aluko, R., Ooko, M.A. (2022). Enhancing the digital literacy experience of teachers to bolster learning in the 21st century. Journal of Learning for Development, 9(3), 420–435. https://doi.org/10.56059/jl4d.v9i3.662

Angelov, V., Petkov, E., Shipkovenski, G., & Kalushkov, T. (2020). Modern virtual reality headsets. In 2020 International congress on human-computer interaction, optimization and robotic applications (HORA), IEEE, Turkey. https://doi.org/10.1109/HORA49412.2020.9152604

Arena, F., Collotta, M., Pau, G., & Termine, F. (2022). An overview of augmented reality. Computers, 11(2), 28. https://doi.org/10.3390/computers11020028

Aslani, N., Behmanesh, A., Garavand, A., Maleki, M., Davoodi, F., Shams, R. (2022). The Virtual Reality Technology Effects and Features in Cardiology Interventions Training: A scoping review. Medical Journal of the Islamic Republic of Iran. 36(1), 77. http://dx.doi.org/10.47176/mjiri.36.77

Azer, S.A., Azer, S. (2016). 3D Anatomy Models and Impact on Learning: A review of the quality of the literature. Health Professions Education, 2(2), 80–98. https://doi.org/10.1016/j.hpe.2016.05.002

Baek, S.W., Yeo, T., Lee, H. J., Moon, Y.J., Kim, Y. H., Park, C., Jung, J., Huh, Y., Chin, S.O., Kim, J., Kim, D. Systematic analysis of anatomy virtual reality (VR) apps for advanced education and further applications. Scientific Reports, 14(1), (2024). 31835. https://doi.org/10.1038/s41598-024-82945-z

Baratè, A., Haus, G., Ludovico, L. A., Pagani, E., Scarabottolo, N. (2019). 5G Technology for Augmented and Virtual Reality in Education. Education and New Developments, 1, 512–516. https://doi.org/10.36315/2019v1end116

Bermejo, B., Juiz, C., Cortes, D., Oskam, J., Moilanen, T., Loijas, J., Govender, P., Hussey, J., Schmidt, A. L., Burbach, R., King, D., O’Connor, C., & Dunlea, D. (2023). AR/VR Teaching-Learning Experiences in Higher Education Institutions (HEI): A systematic literature review. Informatics, 10(2), 45. https://doi.org/10.3390/informatics10020045

Bertrand, M.G., Sezer, H.B., Namukasa, I.K. (2024). Exploring AR and VR tools in mathematics education through culturally responsive pedagogies. Digital Experiences in Mathematics Education, 10(3), 462–486. https://doi.org/10.1007/s40751-024-00152-x

Best, P., Marshall, G., Cushnan, J., McCafferty, P., Booth, N. (2024). Immersive virtual environments as a tool to improve confidence and role expectancy in prospective social work students: a proof-of-concept study. Social Work Education, 1–19. https://doi.org/10.1080/02615479.2024.2334801

Bhutoria, A. (2022). Personalized education and Artificial Intelligence in the United States, China, and India: A systematic review using a Human-In-The-Loop model. Computers and Education Artificial Intelligence, 3, 100068. https://doi.org/10.1016/j.caeai.2022.100068

Blundell, C.N., Mukherjee, M., Nykvist, S. (2022). A scoping review of the application of the SAMR model in research. Computers and Education Open, 3, 100093. https://doi.org/10.1016/j.caeo.2022.100093

Buckley, G., Caulfield, T., Becker, I. (2024). GDPR and the indefinable effectiveness of privacy regulators: Can performance assessment be improved? Journal of Cybersecurity, 10(1), tyae017. https://doi.org/10.1093/cybsec/tyae017

Chalkiadakis, A., Seremetaki, A., Kanellou, A., Kallishi, M., Morfopoulou, A., Moraitaki, M., Mastrokoukou, S. (2024). Impact of Artificial Intelligence and Virtual Reality on Educational Inclusion: A Systematic Review of Technologies Supporting Students with Disabilities. Education Sciences, 14(11), 1223. https://doi.org/10.3390/educsci14111223

Chand, S.P. (2023). Constructivism in Education: Exploring the Contributions of Piaget, Vygotsky, and Bruner International Journal of Science and Research (IJSR) 12(7), 274–278. https://doi.org/10.21275/SR23630021800

Conrad, M., Kablitz, D., Schumann, S. (2024). Learning effectiveness of immersive virtual reality in education and training: A systematic review of findings. Computers & Education X Reality, 4, 100053. https://doi.org/10.1016/j.cexr.2024.100053

Darling-Hammond, L., Flook, L., Cook-Harvey, C., Barron, B., Osher, D. (2020). Implications for educational practice of the science of learning and development. Applied developmental science, 24(2), 97-140. https://doi.org/10.1080/10888691.2018.1537791

Delgado, J.M.D., Oyedele, L., Demian, P., Beach, T. (2020). A research agenda for augmented and virtual reality in architecture, engineering and construction. Advanced Engineering Informatics, 45, 101122. https://doi.org/10.1016/j.aei.2020.101122

Dosoftei, C. (2023). Simulation Power vs. Immersive Capabilities: Enhanced Understanding and Interaction with Digital Twin of a Mechatronic System. Applied Sciences, 13(11), 6463. https://doi.org/10.3390/app13116463

Dubiel, A., Kamińska, D., Zwoliński, G., Ramić-Brkić, B., Agostini, D., Zancanaro, M. (2025) Virtual reality for the training of soft skills for professional education: trends and opportunities. Interactive Learning Environments, 1–21. https://doi.org/10.1080/10494820.2025.2450634

Dwivedi, A., Shreya, Sahu, S., Srivastava, A. (2024) AI-Powered Real-Time Text Editor with Multilingual Translation and Speech Recognition. 2024 IEEE 16th International Conference on Computational Intelligence and Communication Networks (CICN), Indore, India. https://doi.org/10.1109/CICN63059.2024.10847521

Dwivedi, Y.K., Hughes, L., Baabdullah, A.M., Ribeiro-Navarrete, S., Giannakis, M., Al-Debei, M.M., Dennehy, D., Metri, B., Buhalis, D., Cheung, C.M., Conboy, K., Doyle, R., Dubey, R., Dutot, V., Felix, R., Goyal, D., Gustafsson, A., Hinsch, C., Jebabli, I., Janssen, M., Wamba, S.F. (2022). Metaverse beyond the hype: Multidisciplinary perspectives on emerging challenges, opportunities, and agenda for research, practice and policy. International Journal of Information Management, 66, 102542. https://doi.org/10.1016/j.ijinfomgt.2022.102542

Elsholz, S., Pham, K., Zarnekow, R. (2025). A taxonomy of virtual reality sports applications. Virtual Reality, 29(16). https://doi.org/10.1007/s10055-024-01090-0

Evans, G., Miller, J., Pena, M.I., MacAllister, A., Winer, E. (2017) Evaluating the Microsoft HoloLens through an augmented reality assembly application. Proceedings of SPIE, the International Society for Optical Engineering/Proceedings of SPIE. 10197, 282-297. https://doi.org/10.1117/12.2262626

Fu, W., Ji, C. (2023). Application and Effect of Virtual Reality Technology in Motor Skill Intervention for Individuals with Developmental Disabilities: A Systematic Review. International Journal of Environmental Research and Public Health, 20(5), 4619. https://doi.org/10.3390/ijerph20054619

Garcia, A.D., Schlueter, J., Paddock, E. (2020). Training astronauts using hardware-in-the-loop simulations and virtual reality. In AIAA Scitech 2020 Forum, 0167. https://doi.org/10.2514/6.2020-0167

Giaretta, A. (2024). Security and privacy in virtual reality: a literature survey. Virtual Reality, 29(1). https://doi.org/10.1007/s10055-024-01079-9

Gogus, A. (2012). Constructivist Learning. In: Seel, N.M. (eds) Encyclopedia of the Sciences of Learning. Springer, Boston, MA. https://doi.org/10.1007/978-1-4419-1428-6_142

Groenewald, E. S., Kumar, N., Avinash, S. I., & Yerasuri, S. (2024). Virtual laboratories enhanced by AI for hands-on informatics learning. Journal of Informatics Education and Research, 4(1), 1-21. https://doi.org/10.52783/jier.v4i1.600

Haleem, A., Javaid, M., Qadri, M. A., & Suman, R. (2022). Understanding the role of digital technologies in education: A review. Sustainable Operations and Computers, 3, 275–285. https://doi.org/10.1016/j.susoc.2022.05.004

Hewett, K. J. E., Zeng, G., & Pletcher, B. C. (2020). The acquisition of 21st-Century skills through video games: minecraft design process models and their web of class roles. Simulation & Gaming, 51(3), 336–364. https://doi.org/10.1177/1046878120904976

Huang, J., Lucash, M. S., Scheller, R.M., Klippel, A. (2020). Walking through the forests of the future: using data-driven virtual reality to visualize forests under climate change. International Journal of Geographical Information Science, 35(6), 1155–1178. https://doi.org/10.1080/13658816.2020.1830997

Javaid, M., Haleem, A., Singh, R.P., Dhall, S. (2024). Role of Virtual Reality in advancing education with sustainability and identification of Additive Manufacturing as its cost-effective enabler. Sustainable Futures, 8, 100324. https://doi.org/10.1016/j.sftr.2024.100324

Jeffri, N.F.S., Rambli, D.R.A. (2021). A review of augmented reality systems and their effects on mental workload and task performance. Heliyon, 7(3), e06277. https://doi.org/10.1016/j.heliyon.2021.e06277

Jiang, H., Vimalesvaran, S., Wang, J.K., Lim, K.B., Mogali, S. R., Car, L.T. (2021). Virtual Reality in Medical Students’ Education: Scoping review. JMIR Medical Education, 8(1), e34860. https://doi.org/10.2196/34860

Kabudi, T., Pappas, I., Olsen, D. H. (2021). AI-enabled adaptive learning systems: A systematic mapping of the literature. Computers and Education Artificial Intelligence, 2, 100017. https://doi.org/10.1016/j.caeai.2021.100017

Kaddoura, S., Husseiny, F.A. (2023). The rising trend of Metaverse in education: challenges, opportunities, and ethical considerations. PeerJ Computer Science, 9, e1252. https://doi.org/10.7717/peerj-cs.1252

Kaimara, P., Oikonomou, A., & Deliyannis, I. (2021). Could virtual reality applications pose real risks to children and adolescents? A systematic review of ethical issues and concerns. Virtual Reality, 26(2), 697–735. https://doi.org/10.1007/s10055-021-00563-w

Khukalenko, I.S., Kaplan-Rakowski, R., An, Y., Iushina, V.D. (2022). Teachers’ perceptions of using virtual reality technology in classrooms: A large-scale survey. Education and Information Technologies, 27(8), 11591–11613. https://doi.org/10.1007/s10639-022-11061-0

Kong, A., Feng, Z. (2024). Advancing VR edutainment design in blended learning: Learners’ views from wine classroom. Computers & Education X Reality, 5, 100078. https://doi.org/10.1016/j.cexr.2024.100078

Kourtesis, P., Kouklari, E., Roussos, P., Mantas, V., Papanikolaou, K., Skaloumbakas, C., Pehlivanidis, A. (2023). Virtual Reality Training of Social Skills in Adults with Autism Spectrum Disorder: An Examination of Acceptability, Usability, User Experience, Social Skills, and Executive Functions. Behavioral Sciences, 13(4), 336. https://doi.org/10.3390/bs13040336

Kranz, J., Baur, A., Möller, A. (2022). Learners’ challenges in understanding and performing experiments: a systematic review of the literature. Studies in Science Education, 59(2), 321–367. https://doi.org/10.1080/03057267.2022.2138151

Lee, H., & Hwang, Y. (2022). Technology-Enhanced Education through VR-Making and Metaverse-Linking to Foster Teacher Readiness and Sustainable Learning. Sustainability, 14(8), 4786.

Lee, J., Jun, J. (2023). The Future of Online Barrier-Free Open Space Cultural Experiences for People with Disabilities in the Post-COVID-19 Era. Land, 13(1), 33. https://doi.org/10.3390/land13010033

Lesch, H., Johnson, E., Peters, J., Cendán, J. C. (2019). VR simulation leads to enhanced procedural confidence for surgical trainees. Journal of Surgical Education, 77(1), 213–218. https://doi.org/10.1016/j.jsurg.2019.08.008

Li, J., Liang, W. (2024). Effectiveness of virtual laboratory in engineering education: A meta-analysis. PLoS ONE, 19(12), e0316269. https://doi.org/10.1371/journal.pone.0316269

Liu, J., Aziku, M., Qiang, F., Zhang, B. (2024). Leveraging professional learning communities in linking digital professional development and instructional integration: evidence from 16,072 STEM teachers. International Journal of STEM Education, 11(1). https://doi.org/10.1186/s40594-024-00513-3

Marougkas, A., Troussas, C., Krouska, A., & Sgouropoulou, C. (2023). Virtual reality in education: a review of learning theories, approaches and methodologies for the last decade. Electronics, 12(13), 2832. https://doi.org/10.3390/electronics12132832

Marques, B., Santos, B.S., Dias, P. (2024). Ten years of immersive education: Overview of a virtual and augmented reality course at postgraduate level. Computers & Graphics, 124, 104088. https://doi.org/10.1016/j.cag.2024.104088

Mishra, P., Koehler, M.J. (2006). Technological Pedagogical Content Knowledge: a framework for teacher knowledge. Teachers College Record the Voice of Scholarship in Education, 108(6), 1017–1054. https://doi.org/10.1111/j.1467-9620.2006.00684.x

Mohamed, T.I., Sicklinger, A. (2022). An integrated curriculum of virtual/augmented reality for multiple design students. Education and Information Technologies, 27(8), 11137–11159. https://doi.org/10.1007/s10639-022-11069-6

Moldovanu, C. (2024). Virtual and augmented reality systems and three-dimensional printing of the renal model—novel trends to guide preoperative planning for renal cancer. Asian Journal of Urology, 11(4), 521–529. https://doi.org/10.1016/j.ajur.2023.10.004

National Education Policy (2020), Ministry of Human Resource Development, Government of India. https://www.education.gov.in/sites/upload_files/mhrd/files/NEP_Final_English_0.pdf

OECD (2023), Country Digital Education Ecosystems and Governance: A Companion to Digital Education Outlook 2023, OECD Publishing, Paris, https://doi.org/10.1787/906134d4-en.

Ong, T., Wilczewski, H., Paige, S.R., Soni, H., Welch, B.M., & Bunnell, B.E. (2021). Extended Reality for enhanced telehealth during and beyond COVID-19: Viewpoint. JMIR Serious Games, 9(3), e26520. https://doi.org/10.2196/26520

Oufqir, Z., El Abderrahmani, A., Satori, K. (2020). ARKit and ARCore in serve to augmented reality. In 2020 international conference on intelligent systems and computer vision (ISCV). IEEE.

Ozioko, O., Dahiya, R. (2021). Smart tactile gloves for haptic interaction, communication, and rehabilitation. Advanced Intelligent Systems, 4(2). https://doi.org/10.1002/aisy.202100091

Paas, F., Van Merriënboer, J.J.G. (2020). Cognitive-Load Theory: Methods to manage working memory load in the learning of complex tasks. Current Directions in Psychological Science, 29(4), 394–398. https://doi.org/10.1177/0963721420922183

Park, S., Bokijonov, S., Choi, Y. (2021). Review of Microsoft HoloLens Applications over the Past Five Years. Applied Sciences, 11(16), 7259. https://doi.org/10.3390/app11167259

Partarakis, N., Zabulis, X. (2023). Applying Cognitive Load Theory to eLearning of Crafts. Multimodal Technologies and Interaction, 8(1), 2. https://doi.org/10.3390/mti8010002

Pigola, A., Da Costa, P.R., Carvalho, L.C., Da Silva, L.F., Kniess, C.T., Maccari, E. A. (2021). Artificial Intelligence-Driven Digital Technologies to the Implementation of the Sustainable Development Goals: A Perspective from Brazil and Portugal. Sustainability, 13(24), 13669.

Piromchai, P., Avery, A., Laopaiboon, M., Kennedy, G., O’Leary, S. (2012). Virtual reality training for improving the skills needed for performing surgery of the ear, nose or throat. Cochrane Database of Systematic Reviews. https://doi.org/10.1002/14651858.CD010198

Pivotto, I.D., Matias, V., de Paula Ferreira, W. (2024). CAVE automatic virtual environment technology to enhance social participation of autistic people: A classification and literature review. Research in Autism Spectrum Disorders, 117, 102453. https://doi.org/10.1016/j.rasd.2024.102453

Prabhakaran, A., Mahamadu, A., & Mahdjoubi, L. (2022). Understanding the challenges of immersive technology use in the architecture and construction industry: A systematic review. Automation in Construction, 137, 104228. https://doi.org/10.1016/j.autcon.2022.104228

Proctor, N. (2011). The Google Art Project: A new generation of museums on the web? Curator the Museum Journal, 54(2), 215–221. https://doi.org/10.1111/j.2151-6952.2011.00083.x

Radianti, J., Majchrzak, T.A., Fromm, J., Wohlgenannt, I. (2019). A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda. Computers & Education, 147, 103778. https://doi.org/10.1016/j.compedu.2019.103778

Rahmawati, Y., Haryani, H., Sulistyorini, D., Indriyati, R. (2024). Expanding English vocabulary using Google Lens: Insights from a real-time translation. Jurnal CULTURE (Culture Language and Literature Review), 11(2), 112–129. https://doi.org/10.53873/culture.v11i2.636

Riddle, E.W., Kewalramani, D., Narayan, M., Jones, D. B. (2024). Surgical simulation: virtual reality to artificial intelligence. Current Problems in Surgery, 61(11), 101625. https://doi.org/10.1016/j.cpsurg.2024.101625

Sakr, A., Abdullah, T. (2024). Virtual, augmented reality and learning analytics impact on learners, and educators: A systematic review. Education and Information Technologies. 29, 19913–19962. https://doi.org/10.1007/s10639-024-12602-5

Schmidt, D.A., Baran, E., Thompson, A.D., Mishra, P., Koehler, M.J., Shin, T.S., Iowa State University, & Michigan State University. (2009). Technological Pedagogical Content Knowledge (TPACK): The development and validation of an assessment instrument for preservice teachers. In Journal of Research on Technology in Education, 42(2), (2009) 123-149. https://doi.org/10.1080/15391523.2009.10782544

Schwartz, R.N., Milne, C., Homer, B.D., & Plass, J.L. (2013). Designing and implementing effective animations and simulations for chemistry learning. In Pedagogic roles of animations and simulations in chemistry courses American Chemical Society, 43-76. https://doi.org/10.1021/bk-2013-1142.ch003

Shehade, M., Stylianou-Lambert, T. (2020). Virtual Reality in Museums: Exploring the experiences of museum professionals. Applied Sciences, 10(11), 4031. https://doi.org/10.3390/app10114031

Sidhu, M.S., Mousakhani, S., Lee, C.K., Sidhu, K.K. (2024). Educational impact of Metaverse learning environment for engineering mechanics dynamics. Computer Applications in Engineering Education, 32(5), e22772. https://doi.org/10.1002/cae.22772

Silva, R.M., Martins, P., Rocha, T. (2024). Virtual reality educational scenarios for students with ASD: Instruments validation and design of STEM programmatic contents. Research in Autism Spectrum Disorders, 119, 102521. https://doi.org/10.1016/j.rasd.2024.102521

Skulmowski, A. (2023). Ethical issues of educational virtual reality. Computers & Education X Reality, 2, 100023. https://doi.org/10.1016/j.cexr.2023.100023

Smith, S. A. (2019). Virtual reality in episodic memory research: A review. Psychonomic Bulletin & Review, 26(4), 1213–1237. https://doi.org/10.3758/s13423-019-01605-w

Stauffer, S., Gardner, A., Ungu, D. a. K., López-Córdoba, A., Heim, M. (2018). Labster Virtual Lab Experiments: Basic Biology. In Springer eBooks. https://doi.org/10.1007/978-3-662-57996-1

Strobel, G., Schoormann, T., Banh, L., Möller, F. (2023). Artificial Intelligence for Sign Language Translation – A Design Science Research study. Communications of the Association for Information Systems, 53(1), 42–64. https://doi.org/10.17705/1CAIS.05303

Sutherland, I.E. (1968). A head-mounted three dimensional display. In Proceedings of the December 9-11, 1968, fall joint computer conference, part I (AFIPS '68 (Fall, part I)). Association for Computing Machinery, New York. https://doi.org/10.1145/1476589.1476686

Tang, Y., Zhou, Q. (2024). Inspired by intertemporal connections: Using AR technology to enhance visitor satisfaction in historical museums. Tourism Management, 108, 105096. https://doi.org/10.1016/j.tourman.2024.105096

Tarng, W., Pei, M. (2023) Application of virtual reality in learning quantum Mechanics. Applied Sciences, 13(19), 10618. https://doi.org/10.3390/app131910618

Vasilevski, N., Birt, J. (2020). Analysing construction student experiences of mobile mixed reality enhanced learning in virtual and augmented reality environments. Research in Learning Technology, 28. 1-23. http://dx.doi.org/10.25304/rlt.v28.2329

Verma, V., Leger, C. (2019). SSIM: NASA Mars Rover Robotics Flight Software Simulation. IEEE Aerospace Conference, IEEE, USA. https://doi.org/10.1109/AERO.2019.8741862

Voštinár, P., Ferianc, P. (2023). Merge Cube as a new teaching tool for augmented reality. IEEE Access, 11, 81092–81100. https://doi.org/10.1109/ACCESS.2023.3301399

Wang, Q.J., Escobar, F.B., Da Mota, P.A., Velasco, C. (2021). Getting started with virtual reality for sensory and consumer science: Current practices and future perspectives. Food Research International, 145, 110410. https://doi.org/10.1016/j.foodres.2021.110410

Won, M., Ungu, D. A. K., Matovu, H., Treagust, D.F., Tsai, C., Park, J., Mocerino, M., Tasker, R. (2022). Diverse approaches to learning with immersive Virtual Reality identified from a systematic review. Computers & Education, 195, 104701. https://doi.org/10.1016/j.compedu.2022.104701

Woodward, C.J., Khan, O., Aydin, A., Dasgupta, P., Sinha, J. (2024). Simulation-Based training in Orthopaedic Surgery: A Systematic Review. Current Problems in Surgery, 63, 101676. https://doi.org/10.1016/j.cpsurg.2024.101676

Wu, W., Vu, V. (2022). Application of virtual reality method in Aircraft Maintenance Service—Taking Dornier 228 as an example. Applied Sciences, 12(14), 7283. https://doi.org/10.3390/app12147283

Yang, S. (2023). Storytelling and user experience in the cultural metaverse. Heliyon, 9(4), e14759. https://doi.org/10.1016/j.heliyon.2023.e14759

Yavuz, M., Çorbacıoğlu, E., Başoğlu, A.N., Daim, T.U., Shaygan, A. (2021). Augmented reality technology adoption: Case of a mobile application in Turkey. Technology in Society, 66, 101598. https://doi.org/10.1016/j.techsoc.2021.101598

Ye, Z. (2024). The Cognitive Benefits of Virtual Reality Technology in Anatomy learning. Science and Technology of Engineering Chemistry and Environmental Protection, 1(6). https://doi.org/10.61173/zazxxa86

Żammit, J. (2023) Exploring the effectiveness of Virtual Reality in teaching Maltese. Computers & Education X Reality, 3, 100035. https://doi.org/10.1016/j.cexr.2023.100035

Zapata, M., Ramos-Galarza, C., Valencia-Aragón, K., Guachi, L. (2024). Enhancing mathematics learning with 3D augmented reality escape room. International Journal of Educational Research Open, 7, 100389. https://doi.org/10.1016/j.ijedro.2024.100389

Zechner, O., Kleygrewe, L., Jaspaert, E., Schrom-Feiertag, H., Hutter, R.I.V., Tscheligi, M. (2023). Enhancing Operational Police Training in High Stress Situations with Virtual Reality: Experiences, Tools and Guidelines. Multimodal Technologies and Interaction, 7(2), 14. https://doi.org/10.3390/mti7020014

Zhang, H., Jiao, L., Yang, S., Li, H., Jiang, X., Feng, J., Zou, S., Xu, Q., Gu, J., Wang, X., Wei, B. (2024). Brain-computer interfaces: The innovative key to unlocking neurological conditions. International Journal of Surgery, 110(9), 5745–5762. https://doi.org/10.1097/JS9.0000000000002022

Zhao, X., Ren, Y., Cheah, K.S. (2023). Leading virtual reality (VR) and augmented reality (AR) in education: bibliometric and content analysis from the web of science (2018–2022). Sage Open, 13(3), 21582440231190821. https://doi.org/10.1177/21582440231190821

Zhou, X., Tang, L., Lin, D., & Han, W. (2020). Virtual & augmented reality for biological microscope in experiment education. Virtual Reality & Intelligent Hardware, 2(4), 316–329. https://doi.org/10.1016/j.vrih.2020.07.004

Downloads

Published

2025-03-04

How to Cite

Thangavel, S., K, S., & K, S. (2025). Revolutionizing Education Through Augmented Reality (AR) and Virtual Reality (VR): Innovations, Challenges and Future Prospects. Asian Journal of Interdisciplinary Research, 8(1), 1-28. https://doi.org/10.54392/ajir2511