In the wake of the pandemic, instruction has shifted to synchronous and asynchronous online teaching, which has posed privacy issues and led to reduced student engagement. Virtual reality (VR) has been proposed as a potential solution to improve student engagement by allowing students to create customized avatars that reflect their identity. Research suggests that these avatars, combined with systems capable of reading facial expressions and emotional cues, can create interactive spaces that mimic aspects of reality, thereby promoting a more immersive and engaging learning experience (
J. Bailenson, 2018;
Schroeder, 2011;
Slater & Sanchez-Vives, 2016;
J. N. Bailenson et al., 2008). While this approach has shown promise in reducing disengagement for some students, it is not a universal solution, and its effectiveness can vary based on individual student preferences and the specific learning context (
Lee & Wong, 2014). VR learning is at the forefront of scientific learning and helps students visualize concepts in a realistic way (
Irawati et al., 2008;
Tekedere & Göke, 2016). VR learning also improves focus and reduces distractions, as students’ vision and attention are fully captured by immersive experiences in a VR headset, limiting opportunities for multitasking or interruptions. Though some desktop-based VR applications are available, the headset-based experience generally enhances engagement by creating a more isolated, distraction-free environment (
PricewaterhouseCoopers, n.d.). Jaror Lanier coined the term “virtual reality”, popularized in the 1980s (
Lanier & Biocca, 1992).
VR has the potential to significantly enhance education by offering engaging, interactive simulations that make previously inaccessible experiences more accessible in the classroom, such as historical scenes or complex scientific structures, thereby boosting student motivation and retention. For instance, Stanford University’s research demonstrated that VR can significantly enhance student engagement and improve retention rates compared to traditional teaching methods (
J. Bailenson, 2018). Additionally, VR holds the promise of democratizing learning by providing accessible, immersive virtual field trips and cultural exchanges, helping students overcome geographical or socioeconomic barriers (
Radianti et al., 2020). VR also facilitates experiential learning and skill development by allowing students to practice tasks, such as medical procedures or engineering feats, in a risk-free environment. Stanford University’s Medicine program found that VR simulations reduced anxiety in medical students while improving their real-life surgical performance (
Weiss et al., 2021). A recent study demonstrated that VR enhances collaborative and social learning by connecting students across distances and fostering group interactions (
Lee & Wong, 2014). The study also found that VR-based collaboration significantly improves communication skills and overall learning outcomes. Finally, VR serves as a valuable tool for teacher training and professional development, equipping educators with the skills needed to integrate this technology effectively into their teaching practices (
Tekedere & Göke, 2016).
Extended reality (XR) is an umbrella term that encompasses all immersive technologies and the experiences they create. It combines the spectra of real and virtual environments. Technologies that fall under XR include VR, AR, and MR. XR stands at the intersection of various technological advances, offering numerous possibilities across sectors. By bridging the real and digital worlds, XR could reshape industries, redefine human–computer interactions, and provide immersive experiences that were once the domain of science fiction. Across sectors like healthcare, retail, and training, XR is enhancing engagement, from virtual patient simulations that improve skills to AR-enabled retail experiences that allow customers to preview products in real time, reducing return rates and boosting satisfaction (
World Economic Forum, n.d.;
Kellton, n.d.). As technology progresses, the boundaries between VR, AR, and MR may blur, potentially leading to more integrated and seamless experiences. Further advancements in AI and 5G, which enhance XR’s responsiveness and accessibility, are poised to make these tools integral to daily life, with XR headsets and wearables now moving toward mainstream use (
Autodesk, n.d.;
Rock Paper Reality, n.d.;
AxisXR, 2024).
The purpose of this paper is to explore and evaluate the integration and effectiveness of XR technologies in experiential learning environments. It aims to examine how these immersive technologies can enhance, transform, and potentially revolutionize educational practices, providing novel experiences and learning methods that traditional approaches might not offer. While XR fosters empathy by providing historical and cultural contexts through first-person experiences, educators face challenges like integrating XR cost-effectively, ensuring it complements rather than replaces traditional education, and mitigating health concerns associated with its prolonged use. As XR becomes more advanced and accessible, its integration into education could influence how educational content is delivered and experienced.
1.1. Background/Theoretical Framework
Virtual reality (VR) and Augmented reality (AR) have long been recognized for their potential to transform education through immersive, experiential learning. Early VR concepts date back to Morton Heilig’s
Sensorama in the 1950s, an innovative attempt to create a multisensory virtual experience that prefigured modern applications of VR in experiential learning (
Sutherland, 1968). Ivan Sutherland’s pioneering work, including the
Ultimate Display in 1968 and the “Sword of Damocles” head-mounted display developed with Sproull, demonstrated the potential of immersive technologies to simulate environments that blend real and virtual elements, offering innovative opportunities for experiential learning (
Heilig, 1962). Although initially focused on entertainment, VR has evolved to serve educational purposes, with systems incorporating auditory, visual, and even haptic feedback to create realistic, interactive simulations.
In the 1980s, Jaron Lanier not only coined the term “virtual reality” but also founded VPL Research, establishing the groundwork for VR’s future in realistic, experiential learning scenarios (
Lanier & Biocca, 1992;
J. N. Bailenson et al., 2008). Despite gaming ventures by companies like Sega and Nintendo in the 1990s, it was in the 2010s—marked by the launch of the Oculus Rift—that VR’s educational potential was truly highlighted. The Oculus Rift catalyzed interest from companies like Google, Sony, and HTC to develop VR platforms aimed at immersive learning, from simulated field trips to virtual lab experiences, enabling students to explore complex scientific concepts and historical sites in ways previously unimaginable (
Luckerson, 2015).
While VR immerses users in a fully virtual environment, AR enhances real-world views by overlaying digital information, allowing students to interact with both real and virtual elements simultaneously. The concept of AR emerged in the late 20th century, with Tom Caudell at Boeing coining the term “augmented reality” in the 1990s. This development paved the way for educational applications where digital content could complement traditional learning tools, enriching physical environments with interactive, layered information (
Caudell & Mizell, 1992). The 2000s saw the introduction of the ARToolKit, a breakthrough that brought mobile AR experiences to educational settings, transforming classrooms into interactive learning zones (
Kato & Billinghurst, 1999). With the rise of smartphones in the 21st century and the introduction of applications like Pokémon Go and tools such as Microsoft’s HoloLens, AR has further bridged digital and physical realms, offering holistic educational experiences that support active, experiential learning (
Microsoft Inc., 2015).
Together, the advancements in VR and AR over the decades have laid the foundation for a transformative educational landscape, where immersive and augmented experiences promote deeper engagement, critical thinking, and problem-solving skills, bringing theoretical concepts to life in ways that traditional methods cannot achieve.
It is important to note that place illusion and plausibility are two key concepts that help explain the effectiveness of VR experiences. These concepts are crucial for understanding how VR can create a convincing, immersive environment that users interact with as if it were real (
Slater, 2009). However, in AR, the concepts of physical presence (PP) and plausibility illusion (Psi) operate a bit differently compared to in VR, due to the fundamental nature of AR (
Wienrich et al., 2021). AR blends digital content with the real world, rather than creating a completely virtual environment (see
Table 1).
Positioned between the immersive realm of VR and the digitally enhanced domain of AR is mixed reality (MR). The concept of MR was first articulated by Milgram and Kishino in the 1990s, who emphasized a continuum between the real and virtual worlds (
Milgram & Kishino, 1994). MR truly began to gain prominence in the 2010s, particularly with the introduction of Microsoft’s HoloLens, which merged key features of both VR and AR, allowing users to interact with digital objects within their physical space (
Microsoft Inc., 2015). Since then, significant advancements in MR hardware and software have enabled the seamless convergence of physical and digital worlds, offering new possibilities for educational applications (
Radianti et al., 2020;
Milgram & Kishino, 1994;
Microsoft Inc., 2015;
Peddie, 2022;
Merchant et al., 2014).
With the advent of Apple’s Vision Pro (AVP), the landscape of AR technology is rapidly evolving. AVP introduces an intuitive control system utilizing eye tracking, hand gestures, and voice commands, eliminating the need for external controllers. This technology leverages more than a dozen cameras and sensors to map the environment, enhancing the user experience by tracking hand and eye movements accurately (
Apple Inc., 2023). The potential of AVP, Meta’s headsets, and other MR devices to transform education lies in their ability to provide immersive, interactive experiences that deepen the understanding of complex concepts through hands-on, virtual interaction. Studies have shown that MR can enhance student engagement and retention by enabling learners to visualize and manipulate 3D models of anatomical structures, mechanical systems, or historical artifacts, which would otherwise be challenging to experience in a traditional classroom setting (
J. Bailenson, 2018;
Merchant et al., 2014).
Despite its potential, the integration of AVP and similar technologies into educational systems is not without challenges. Factors such as the high cost of devices, dependency on other proprietary products, the need for external accessories like battery packs, and considerations for prescription glasses wearers present obstacles that must be addressed before widespread adoption. Nevertheless, Apple’s innovations have driven the market, encouraging other technology companies to develop similar products. For example, Meta has introduced new headsets that incorporate similar features but are offered at a much lower cost, making these technologies more accessible to a broader audience. This competitive development in the industry suggests that while initial challenges exist, the growing ecosystem of MR technology could facilitate broader adoption. The educational community’s readiness to embrace and adapt to such technology will play a critical role in determining its success. However, the trajectory of XR technology suggests that the convergence of digital and physical realities could revolutionize industries beyond entertainment and healthcare, including education, by offering new methods of interactive, experiential learning that traditional methods cannot replicate (
Radianti et al., 2020; Stanford University Medicine, 2022) (see
Table 2). As we stand on the precipice of this technological leap, it is essential to engage in a dialog on how best to integrate these tools into educational frameworks to maximize their potential benefits.
The evolution of VR, AR, and MR may enhance existing experiential learning approaches by offering immersive environments that promote active engagement, critical thinking, and problem-solving. While experiential learning is a core component of effective teaching, these technologies can extend its reach by providing unique experiences that are difficult to achieve in traditional settings, such as simulating historical events or complex scientific processes (
J. Bailenson, 2018;
Radianti et al., 2020). For example, VR allows students to experience environments that are otherwise inaccessible or hazardous, which enhances engagement and deepens learning (Stanford University Medicine, 2022). This integration of immersive technology lays the foundation for a transformative educational future.
Experiential learning, rooted in the theories of Dewey and further structured by Kolb, is a holistic approach that combines experience, perception, cognition, and behavior. Dewey emphasized the importance of experience in education, advocating active, experience-centered learning (
Dewey, 1938). Kolb’s experiential learning theory (ELT) further formalizes this approach by proposing a cyclical process in which learners pass through interconnected stages: from directly experiencing an event, to reflecting on it, drawing conclusions, and then applying what they have learned in new situations. As shown in
Figure 1, each stage is associated with specific learning styles—Diverging, Assimilating, Converging, and Accommodating—highlighting the diverse ways individuals engage with and process experiences. This structured cycle, enhanced through immersive technologies, supports a deeper, more engaged learning experience by bridging theoretical concepts with practical application. The cycle of experiential learning can begin at any stage but requires the following of subsequent steps in sequence for effective learning (
Kellton, n.d.). Experiential learning can take many forms, including internships, fieldwork, laboratory experiments, studio work, study abroad programs, service-learning, and more. It is employed across various educational settings, from primary education to higher education and professional training programs.
The key benefits of experiential learning include the development of critical thinking and problem-solving skills, enhanced engagement and motivation, the ability to apply theoretical knowledge in practical contexts, and the development of personal and professional skills. By bridging the gap between academic theory and real-world practice, experiential learning prepares students for the complexities and challenges of the professional world. It also emphasizes the importance of reflection, allowing learners to analyze and learn from their experiences. This reflective practice is crucial for deep learning, as it enables students to connect their experiences with their existing knowledge and skills, leading to more profound and lasting learning outcomes.
In summary, experiential learning is a dynamic and effective approach to education that prepares learners for real-world challenges by integrating theoretical knowledge with practical application. It encourages active participation, critical thinking, and a deeper understanding of the subject matter, making it a valuable tool in modern education.
Extended realities offer profound tools for experiential learning. XR serves as a platform to develop alternative assessment methods that incorporate experiential learning into modern grading systems as described by Crogman and colleagues (
Autodesk, n.d.). Immersive technologies can place learners in controlled yet realistic environments, offering hands-on experiences that traditional classrooms might not provide. For instance, VR can simulate historical events, enabling students to “experience” history. AR can superimpose complex structures, like human anatomy, in a real-world setting. MR, being a blend, might allow medical students to practice surgeries with virtual tools on a real mannequin. By integrating VR/AR/MR into experiential learning, educators may foster deeper engagement, improved retention, and more meaningful learning experiences (
Merchant et al., 2014).
1.2. A Review of the Literature
In the realm of digital learning, the incorporation of extended reality has received significant attention. Studies have illustrated that VR provides a more immersive learning environment, increasing student engagement and retention rates (
Lee & Wong, 2014). Additionally, recent research by Stanford University suggests that VR can improve non-verbal synchrony and positive measures such as pleasure, presence, and enjoyment, leading to implications for student learning (
Hadazy, 2022). The same can be said for AR, where the integration of the digital with the physical realm provides learners with a more enriched, context-aware learning experience (
Dunleavy & Dede, 2014).
However, there are also concerns regarding the use of VR in education. Some studies suggest that VR could lead to cognitive overload, overwhelming students with excessive sensory input that detracts from learning (
Makransky & Petersen, 2021). Others have highlighted that the immersive nature of VR could become distracting, causing students to focus more on the virtual environment than the educational content (
Mayer et al., 2020). Physical discomfort, such as motion sickness, has also been raised as a potential barrier to VR adoption (
Keshavarz & Hecht, 2011). Additionally, issues of accessibility and equity have been identified, with the high costs of VR equipment making it difficult for all students to benefit from the technology (
Checa & Bustillo, 2020).
Despite these concerns, recent studies offer counterpoints that demonstrate how VR’s negative effects can be mitigated through thoughtful design and technological advancements. Research shows that when properly designed, VR environments can reduce cognitive load by making abstract concepts more tangible and easier to grasp (
Makransky & Petersen, 2021). This suggests that cognitive overload is not an inherent flaw of VR but a challenge that can be addressed through appropriate instructional design (
Makransky & Petersen, 2021).
Similarly, concerns about distraction from core content have been refuted by other studies, which argue that well-designed VR environments enhance focus by engaging students more deeply with the learning material (
Jensen & Konradsen, 2018). Reviews conclude that distractions often arise from poor content design rather than from the medium itself, and when implemented correctly, VR can increase students’ focus on the subject matter (
Jensen & Konradsen, 2018).
Advancements in VR hardware, including improved tracking systems and higher frame rates, have significantly reduced motion sickness. These technological improvements enable more comfortable and extended learning sessions without the adverse side effects previously experienced (
Lin et al., 2020).
On the issue of accessibility and equity, researchers observed that the cost of VR is steadily decreasing, making it more accessible to a broader range of institutions. Furthermore, schools and universities are finding innovative solutions, such as shared VR resources, whereby students can use the technology in communal learning settings without needing to own the devices personally (
Farra et al., 2019;
Alpert, 2024).
Lastly, while some researchers raised concerns about VR fostering social isolation, others found that VR can enhance social collaboration by creating shared virtual spaces where students interact and work together (
Dalgarno & Lee, 2019). Their research emphasized that VR, when designed for collaborative learning, can foster greater peer interaction and engagement, sometimes even more effectively than traditional classrooms (
Dalgarno & Lee, 2019).
In addition to these refutations, experiential learning, defined as the process of learning through experience, has been widely examined in the literature.
D. A. Kolb (
1984) has been foundational in this domain, introducing a four-stage experiential learning cycle that emphasizes the role of experience, observation, conceptualization, and experimentation in learning (
Kellton, n.d.). Crogman and colleagues (
Crogman et al., 2015;
Crogman & Trebeau Crogman, 2016,
2018) present a compelling case for the integration of experiential learning in science education. Their Generated Question Learning Model (GQLM) exemplifies an approach that empowers students to engage in self-assessment, thereby promoting active participation and reflection, key tenets of experiential learning. This method not only encourages critical thinking but also accommodates diverse learning styles, as evidenced by its successful application in a high school physics class, where it enhanced student engagement and learning outcomes.
Wenning’s Levels of Inquiry Model presents a nuanced, systematic approach to learning in science through experience (
Wenning, 2011;
Wening, 2011;
Wenning & Khan, 2011). It categorizes learning into five stages: discovery learning, interactive demonstrations, inquiry lessons, inquiry labs, and hypothetical inquiry, each characterized by different levels of teacher and student involvement. The model is underpinned by a five-stage cycle including observation, manipulation, generalization, verification, and application, facilitating knowledge building. While it embodies the core tenets of experiential learning such as active engagement and practical experiences, its distinctiveness lies in its ordered, methodical emphasis on scientific processes and knowledge, making it especially apt for science education and inquiry-based learning.
Further,
Crogman et al. (
2015) discussed the importance of fostering an environment that creates a space where students are comfortable enough to develop their question-asking skills. Similarly,
Crogman et al. (
2018) proposed a revised Force Concept Inventory that aligns with experiential learning principles. By allowing students to explain their answers and gauge their confidence, the modified FCI transforms assessments into active learning experiences, facilitating deeper engagement with physics concepts and providing insights into students’ understanding. These approaches collectively illustrate how experiential learning strategies can revolutionize education, making it more inclusive, effective, and attuned to 21st century educational needs. With the advent of digital technologies, scholars have explored the amplification of experiential learning in digitally augmented environments, demonstrating the myriad ways through which digital tools can simulate real-world experiences, enhancing the depth and breadth of the learning experience (
A. Y. Kolb & Kolb, 2017).
While gaps in interdisciplinary research combining VR and experiential learning remain, these counterpoints illustrate that many of the negative effects of VR can be addressed through proper design and thoughtful integration. Our lab is working with companies like Victory XR to create educational environments that are more interactive and dynamic, incorporating these lessons from research to maximize VR’s positive impact on student learning while minimizing its drawbacks. There is a call for more robust studies on the pedagogical implications of integrating XR in experiential learning settings and understanding the long-term outcomes of such integrations (
Radianti et al., 2020).
1.3. The Potential of Extended Reality in Experiential Learning
The integration of XR into experiential learning is associated with several reported benefits. For example, researchers highlighted that one of the primary advantages is the technology’s ability to create highly immersive environments that can mimic or replace real-world experiences, potentially enhancing learning outcomes (
Hu-Au & Lee, 2017). These simulated settings provide learners with the opportunity to explore, interact with, and manipulate their surroundings in ways that foster deeper engagement and comprehension. For example, medical students can practice surgical procedures in a risk-free virtual environment, gaining hands-on experience without the consequences of real-life mistakes. Similarly, VR can enable history students to virtually explore ancient civilizations, making historical content more accessible and engaging. By making abstract concepts tangible and complex subjects more approachable, XR environments allow learners to experience otherwise inaccessible places and scenarios (
Merchant et al., 2014).
At California State University Dominguez Hills (CSUDH), VR is explored as a teaching modality using the platform Engage as a tool in face-to-face classrooms to enrich the learning experience.
Figure 2 shows how adaptive technologies such as XR can be used in the classroom to create immersive learning experiences and enhance student engagement.
In the burgeoning field of educational technology, the advent of the Apple Vision Pro, a yet-to-be-released mixed reality headset, looms on the horizon with the promise of revolutionizing the way educational content is delivered and experienced. Imagine a learning environment where interaction with digital content is as natural as conversing with a peer. The Apple Vision Pro is poised to unlock such interactions, granting users the ability to command apps with simple gestures, voice prompts, and the subtle movement of their eyes. The confines of a traditional classroom are set to expand beyond four walls. With the AVP, the ceiling could dissolve into the cosmos, offering a tangible astronomy experience, or the past could come alive with detailed historical simulations. These immersive capabilities suggest that education may transcend physical and temporal boundaries in the future. Distance learning, often plagued by a sense of isolation, could be radically transformed as the AVP aims to create an inclusive, collaborative space where remote learners are as engaged as their counterparts in brick-and-mortar classrooms. Additionally, this technology has the potential to increase student engagement and curiosity by providing immersive learning experiences that are both informative and interactive. For instance, the Apple Vision Pro could enhance students’ understanding in fields such as science and engineering by allowing them to visualize and interact with complex models in a realistic 3D environment. Such applications may help students grasp challenging concepts more effectively, contributing to a more profound interest in their studies.
Additionally, the unique affordances of XR contribute immensely to experiential learning.
Slater and Sanchez-Vives (
2016) noted that VR’s immersive nature facilitates a sense of presence, allowing learners to feel “physically” present in a non-physical world. AR, on the other hand, enhances the user’s real environment by overlaying digital information, thus providing contextual learning experiences that bridge theory and practice (
Slater & Sanchez-Vives, 2016;
Merchant et al., 2014). MR, merging both real and virtual worlds, provides a seamless environment where physical and digital objects co-exist, offering learners an enriched interactive experience that can adapt and respond in real time (
Milgram & Kishino, 1994).
Figure 3 shows students engaging in learning through XR. The key aspect that differentiates AR from MR is the level of interaction and integration between the virtual and real worlds. AR overlays digital content onto the real world but does not allow for interaction between real and virtual objects, while MR goes a step further by not only overlaying virtual objects onto the real world but also allowing interaction between these virtual objects and the real world (see
Figure 3c,d). Therefore, these technologies, combined with sound pedagogical strategies, hold the promise of redefining the boundaries of experiential learning, offering learners more authentic, memorable, and transformative experiences.