Contextualizing the Intersection of Makerspaces and XR Technologies Through Immersive Storytelling: A Thematic Hybrid Review
Abstract
1. Introduction
2. Methods
2.1. Eligibility Criteria and Information Sources
2.2. Search Strategy, Selection Process, and Study Selection
3. Results
3.1. Engagement
3.2. Creativity
3.3. Self-Determination, Empowerment, and Voice
3.4. Digital Literacy with XR and Makerspaces
3.5. Citizenship in Makerspaces
4. Discussion
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Data Availability Statement
Conflicts of Interest
Abbreviations
| DIY | Do-It-Yourself |
| STEM | Science, Technology, Engineering, and Math |
| STEAM | Science, Technology, Engineering, Arts, and Math |
| PBL | Project- and Problem-Based Learning |
| XR | Extended Reality |
| VR | Virtual Reality |
| IVR | Immersive Virtual Reality |
| AR | Augmented Reality |
| MR | Mixed Reality |
| PRISMA | Preferred Reporting Items for Systematic Reviews and Meta-Analyses Statement |
| IBL | Inquiry-Based Learning |
| CT | Computational Thinking Pedagogy |
Appendix A. Questions for Contextualizing the Proposed Immersive Storytelling XR-Enhanced Makerspace Checklist
| Checklist Item | Question |
| Engagement |
|
| Creativity |
|
| Self-Determination, Empowerment, Voice |
|
| Digital Literacy with XR Technologies |
|
| Citizenship in Makerspaces |
|
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| Theme | Synthesized Checklist Items | Summary Description of Checklist Items |
|---|---|---|
| Engagement |
| Enhance engagement through XR immersive stories that are premised on open-ended inquiry, are equity-driven through flexibility and imagination, and include collaborative efforts to reflect on the purpose of the applied technologies and materials. |
| Creativity |
| Enhance creativity through XR immersive stories that discuss or annotate various materials and skills, apply various storytelling methods or traditions, and focus on the making process. |
| Self-determination, empowerment, and voice |
| Enhance self-determination, empowerment, and voice through XR immersive stories that provide a narrative, include reflections of unique learning goals, attitudes, and motivations, that cover meaningful contexts, and that are centered on students’ identity creation. |
| Digital literacy with XR technology |
| Enhance digital literacy through XR immersive stories that require the use of different devices and software, that require multiple iterations, that include evaluation and synthesis of information, and that demonstrate awareness of ethical use issues. |
| Citizenship in makerspaces |
| Enhance citizenship in makerspaces through XR immersive stories that advocate for students as innovators and agents of change, promote civic engagement and shared knowledge, and demonstrate students’ initiative. |
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Jovanovic, P.; Hughes, J.; Kay, R. Contextualizing the Intersection of Makerspaces and XR Technologies Through Immersive Storytelling: A Thematic Hybrid Review. Information 2026, 17, 192. https://doi.org/10.3390/info17020192
Jovanovic P, Hughes J, Kay R. Contextualizing the Intersection of Makerspaces and XR Technologies Through Immersive Storytelling: A Thematic Hybrid Review. Information. 2026; 17(2):192. https://doi.org/10.3390/info17020192
Chicago/Turabian StyleJovanovic, Philip, Janette Hughes, and Robin Kay. 2026. "Contextualizing the Intersection of Makerspaces and XR Technologies Through Immersive Storytelling: A Thematic Hybrid Review" Information 17, no. 2: 192. https://doi.org/10.3390/info17020192
APA StyleJovanovic, P., Hughes, J., & Kay, R. (2026). Contextualizing the Intersection of Makerspaces and XR Technologies Through Immersive Storytelling: A Thematic Hybrid Review. Information, 17(2), 192. https://doi.org/10.3390/info17020192

