Transforming AEC Education: A Systematic Review of VR/AR in Mass Timber Curriculum
Abstract
1. Introduction
1.1. Research Questions
1.2. Identified Research Gaps
- Inadequate faculty readiness: This highlights the limitations in technical competency, pedagogical skills, and confidence among AEC educators to design, validate, and deliver VR/AR modules. Most research concentrates on hardware performance, with limited focus on faculty preparedness
- Lack of Integration Framework: There is an absence of a structured roadmap or strategy for incorporating VR/AR modules into AEC curricula.
1.3. Aims and Objectives of the Study
- To perform a scientometric analysis that emphasizes the publication trend, citation analysis, keyword analysis, and overall journal contributions.
- To assess how VR/AR impacts learning outcomes, including student engagement, cognitive outcomes, and skill across the reviewed studies.
- To evaluate the adoption barriers and optimization strategies of VR/AR for education.
- To propose a framework for developing and validating a VR/AR-based instruction tool for mass timber education by synthesizing pedagogical models, delivery strategies, and immersive content.
- To propose evaluation metrics and instructional strategies for integrating VR/AR into mass timber curricula in AEC education.
2. Methodology
2.1. Data Selection
2.2. Search Strategy
2.3. Inclusion and Exclusion Criteria:
3. Scientometric Analysis
3.1. Publication Trends (2020–2024)
3.2. Journal Distribution and Contribution
3.3. Word Clouds Analysis
3.4. Keyword Co-Occurrence Mapping
4. Thematic Analysis of Reviewed Studies
4.1. Effectiveness of VR/AR in AEC Education
4.2. Adoption and Optimization Strategies
4.2.1. Factors Influencing Adoption
4.2.2. Optimizing Approaches
4.2.3. Delivery Models for VR/AR in AEC Education and Mass Timber Education
4.3. Integration Framework and Assessment Metrics
4.3.1. Propose Framework for VR/AR Integration in AEC Curricula
Identified Gaps
Recommendations
Framework
- Curriculum Integration: To ensure that VR/AR content is correctly applied, it should be added to AEC syllabi through strategies like scenario-based learning and interactive simulations [57]. This will help students interact with realistic construction settings in ways that improve their spatial awareness and critical thinking potential. For mass timber, this means being able to visualize the sequencing of structural systems, including CLT and glulam and understanding their fire detailing and connection profile. The content of the curriculum must meet the standards for accreditation.
- Faculty Training and Development: The success of adopting VR/AR in AEC education depends on how prepared educators are [6]. To equip educators with the technical skills required for successfully integrating VR/AR into teaching methodologies, AEC institutions should put a lot of emphasis on practical training, professional development, and interdisciplinary collaborations. This involves faculty development workshops on using VR/AR tools, teaching guidelines on linking conventional teaching content to VR/AR workflows, and robust technical support for integrating VR/AR into mass timber courses.
- Infrastructure and Accessibility: Accessibility remains a challenge due to the inadequate number of available VR/AR technologies [38]. Dudley et al. [115] also attributed the limited accessibility to the cost-intensive nature of VR/AR hardware and software. The infrastructure required for the VR/AR experience, such as Meta Quest and HTC Vive, should be affordable and scalable. There should be access to reliable internet, cross-platform compatibility, and Unity-based modules should be tailored for mass timber systems.
- Immersion and Motivation: VR/AR achieves optimal performance and engagement when students feel present and involve [76]. This framework suggests gamified modules, scenario-based learning, and voice narrations of design logic as strategies to enhance engagement.
- Assessment and Feedback: Yu et al. [116] found that there are no standard metrics to measure learning outcomes. Standardized assessment guidelines or metrics are required to accurately measure and enhance learning outcomes [117]. These metrics include metrics for spatial performance, post-simulation tests or reports, and real-time formative feedback.
4.3.2. Cognitive Metrics for Measuring Learning Outcomes
5. Discussion and Summary
5.1. Contribution to AEC Pedagogy
5.2. Contribution to the Standardization of VR/AR Frameworks
5.3. Contribution to AEC Pedagogy
5.4. Integration of Mass Timber Curriculum Contributions
5.5. Contribution to the Standardization of VR/AR Frameworks
5.6. Integration of Mass Timber Curriculum Contributions
- -
- Proposes a standardized framework for VR/AR integration and assessment.
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- Establishes a pedagogical foundation for immersive AEC learning.
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- Provides the basis for VR/AR-based mass timber curricula, advancing sustainable construction education.
6. Conclusions
Supplementary Materials
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Gap Category | Relevance to Mass Timber | Studies | Country/Institutions of Study |
---|---|---|---|
Lack of Empirical Validation | No pilot studies of VR/AR timber curricula | [19,20] | South Korea (KAIST); Germany (RWTH) |
Pedagogical Integration | Absence of VR/AR modules for fire detailing or joint sequencing | [21,22] | UAE (Khalifa University); Nigeria (UNILAG) |
Adoption Barriers | Lack of faculty experience on mass timber-specific VR/AR modules | [23] | Saudi Arabia (KFUPM) |
Theme | Keywords | Enumerations |
---|---|---|
Immersive Technology Terms | Virtual Reality Augmented Reality | “Virtual Reality”, “VR”, “Virtual Environments”, “Immersive Environments” “AR”, “Augmented Reality”, “Mixed Reality” |
Educational Context | AEC | “AEC”, “Architecture, Engineering, and Construction”, “Architecture”, “Engineering”, “Construction”, “Built Environment” |
Material Focus | Mass Timber | “Mass Timber”, “Sustainable Construction Materials”, “Cross-laminated Timber”, “CLT”, “Glue Laminated Timber”, “Glulam”, “DLT” |
Domain Focus | Education | “Education,” “Teaching,” “Learning,” “Training,” “Pedagogy” |
Criterion | Inclusion | Exclusion |
---|---|---|
Publication Type | Peer-reviewed articles | Conference papers, abstracts, and posters |
Language | English | Non-English |
Timeframe | 2020–2024 | Studies before 2020 |
Educational Context | Must involve education, teaching, training, or learning in AEC | VR/AR studies without education applications |
Technology Scope | Explicit adoption of VR/AR or mixed reality (MR) in AEC education | Studies that do not focus on education including gaming and entertainment focus studies |
Journal | Earliest Publication | Latest Publication | Number of Publications | Articles |
---|---|---|---|---|
Buildings | 2021 | 2024 | 5 | [7,28,29,30,31] |
Journal of Civil Engineering Education | 2023 | 2024 | 6 | [14,32,33,34,35,36] |
Sustainability | 2023 | 2024 | 4 | [37,38,39,40] |
Advanced Engineering Informatics | 2021 | 2023 | 3 | [5,41,42] |
Safety Science | 2024 | 2024 | 3 | [43,44,45] |
Journal of Construction Engineering and Management | 2022 | 2024 | 3 | [46,47,48] |
Education Sciences | 2022 | 2024 | 2 | [49,50] |
International Journal of Construction Education and Research | 2022 | 2023 | 2 | [51,52] |
Engineering Construction and Architectural Management | 2024 | 2024 | 2 | [53,54] |
Journal Of Computing in Civil Engineering | 2023 | 2023 | 2 | [55,56] |
Computer Applications in Engineering Education | 2022 | 2023 | 2 | [57,58] |
Automation in Construction | 2022 | 2023 | 2 | [59,60] |
Others | 2020 | 2024 | 34 | [15,25,61,62,63,64,65,66,67,68,69,70,71,72,73,74,75,76,77,78,79,80,81,82,83,84,85,86,87,88,89,90,91] |
Metric | VR/AR Impact (%) | Key Findings |
---|---|---|
Engagement Enhancement | 30 | Enhanced motivation and participation [71] |
Skill Acquisition | 25 | Improved problem-solving abilities [68] |
Knowledge Retention | 20 | Higher memory recall in VR environments [70] |
Practical Training | 15 | Better situational awareness and safety training [46] |
Critical Thinking | 10 | Increased reasoning skills through immersive problem-solving [60] |
Feature | Partial (Desktop) | Fully Immersive |
---|---|---|
Tools/Devices | Google Cardboard, Smartphones, Desktop VR | HTC Vive, Oculus Rift, Head-Mounted Displays (HMDs) |
Software Used | EduVenture VR, UtoVR, Quest3D | Unity3D 2022.3.8f1, Autodesk Revit, Unreal Game Engine |
Learning Focus | Conceptual Understanding, Visualization | Practical skill application, situational awareness |
Engagement Level | Moderate | High |
Retention of Knowledge | Good for theoretical concepts | Excellent for practical tasks |
Skill Acquisition | Limited hands-on practice | Significant improvement in practical skills |
Accessibility and Cost | Highly accessible, low-cost | High-cost hardware setup |
Potential Risks | Minimal cognitive overload, limited interaction | Risk of motion sickness, higher cognitive overload |
Performance Outcomes | Improved understanding and long-term retention | Faster learning and comparable performance for traditional training |
Studies | Motion Sickness/Fatigue | Real-World Misalignment | Cognitive Overload | Headset Discomfort |
---|---|---|---|---|
[68] | Yes | No | Implied | Yes |
[76] | Implied | Yes | Implied | Yes |
[15] | No | Yes | Yes | Implied |
[53] | Yes | Yes | No | No |
[71] | No | Yes | No | No |
[63] | Yes | Yes | No | No |
Dimension | Pedagogical Strategy | Optimizing Strategy | Supporting Articles |
---|---|---|---|
Hands-on Simulation | Kolb’s Learning Cycle | Practical Application | [33,57,64,78] |
Student Engagement | Authentic Learning | Gamification features | [38,49,54,80] |
Self-Efficacy | Bloom’s Taxonomy | Personalized Learning | [45,79] |
Cognitive Skills | Bloom’s Taxonomy | AI-driven adaptive learning | [39,81] |
Collaborative Learning | Authentic Learning | Multi-user environment | [60,81] |
Delivery Models | Studies | Country/Institution |
---|---|---|
Individual VR/AR modules | [14,46] | USA (Arizona State University); China (Tsinghua University) |
BIM-VR/AR Integration | [45,56] | USA (University of Michigan); South Korea (Hanyang University) |
Scenario-based Simulations | [73] | Australia (University of Melbourne) |
Multi-user Environments and Gamification | [81] | Australia (University of Southern Queensland) |
Feedback Mechanisms and Learner Control | [68] | USA (University of Florida) |
Category | Delivery Module | Mass Timber Education Objective |
---|---|---|
Pedagogical | Individual VR/AR Modules | Assembly sequencing and fire ratings |
Multi-user Environments | Collaborative large-scale timber installation and handling skills | |
Technical | BIM VR/AR Integration | Optimizing fabrication-to-assembly workflow |
Scenario-based Simulations | Spatial understanding, hazard identification, and situational awareness | |
Sustainability | Feedback Mechanisms | Understanding sustainability features and optimization |
Cognitive Skills | Evaluation | Analysis | Decision-Making | Critical Thinking | Problem-Solving | Knowledge Retention |
---|---|---|---|---|---|---|
Assessment Method | Pre/Post Tests, Scenario-Based Assessments | Observation, Scenario Analysis, Surveys | Real-Time Simulation, Performance Metrics | Group Tasks, Reasoning Exercises | Observation in Simulation, Error Analysis | Follow-Up Testing, Retention Quizzes |
Measurement Tools | Surveys, Rubrics, Checklists | Eye Tracking, Surveys, Reports | Task Completion Time, Error Rate | Peer Evaluation, Cognitive Load Analysis | Task-Based Analysis, Collaborative Tests | Pre/Post Retention Tests |
Module | Adoption for Mass Timber Education |
---|---|
Individual VR/AR Modules | Concentrate on handling, sustainability, and fire detailing of individual or isolated timber elements such as glulam and CLT |
BIM-VR/AR Integration | Link shop drawings and fabrication data into BIM platforms for accurate assembling, sequencings, and real-time spatial analysis |
Scenario-based Simulations | Include offsite prefabrication models, onsite joint installations under different weather conditions, and handling equipment sequencing such as cranes and lifts |
Multi-user Environments | Allow students to collaboratively erect and install mass timber elements, optimize component handling, and simulate alignment tasks |
Feedback Mechanisms | Real-time sustainability scoring for embedded embodied carbon and material wastage during simulated assembly |
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Share and Cite
Saiba, M.R.; Berghorn, G.H.; Nubani, L.; Cetin, K.; Syal, M.G.M. Transforming AEC Education: A Systematic Review of VR/AR in Mass Timber Curriculum. Buildings 2025, 15, 2938. https://doi.org/10.3390/buildings15162938
Saiba MR, Berghorn GH, Nubani L, Cetin K, Syal MGM. Transforming AEC Education: A Systematic Review of VR/AR in Mass Timber Curriculum. Buildings. 2025; 15(16):2938. https://doi.org/10.3390/buildings15162938
Chicago/Turabian StyleSaiba, Mohammed Rayan, George H. Berghorn, Linda Nubani, Kristen Cetin, and M. G. Matt Syal. 2025. "Transforming AEC Education: A Systematic Review of VR/AR in Mass Timber Curriculum" Buildings 15, no. 16: 2938. https://doi.org/10.3390/buildings15162938
APA StyleSaiba, M. R., Berghorn, G. H., Nubani, L., Cetin, K., & Syal, M. G. M. (2025). Transforming AEC Education: A Systematic Review of VR/AR in Mass Timber Curriculum. Buildings, 15(16), 2938. https://doi.org/10.3390/buildings15162938