A Narrative Review on Augmented Reality in Education
Abstract
1. Introduction
2. Methodological Approach
3. Exploring the Basics of Augmented Reality
3.1. Definitions and Differences Between Augmented Reality, Virtual Reality, and Mixed Reality
3.2. Origins and Evolution
4. Key Hardware Elements and Different Types of AR Systems
4.1. Displays
4.2. Tracking Systems
- Image-based AR: includes marker-based and markerless solutions that use image recognition techniques to track an object and its position.
- Location-based AR: uses position data to identify an object and its position (Cheng & Tsai, 2013; Koutromanos et al., 2015).
4.3. Input Devices
4.4. Computer
5. Augmented Reality, Education, and Theories of Learning
5.1. From Embodied Interaction to Embodied Cognition
5.2. Situated Learning, Experiential Learning, and the Contiguity Principle of Multimedia Learning
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- Case Study: Santos et al. explored AR applications for situated vocabulary learning, leveraging multimedia learning theory to design an AR system for handheld devices (Santos et al., 2016). Their study focused on developing and evaluating AR applications for learning Filipino and German vocabulary in authentic contexts. The AR system allowed users to interact with virtual content, including text, images, audio, and animations, superimposed onto the real environment. Compared to non-AR methods, AR-supported learning improved vocabulary retention and enhanced motivation, attention, and satisfaction (Santos et al., 2016). This case study highlights a key boundary condition: situated vocabulary gains are more likely when AR cues closely match the learner’s perceptual context and multimedia elements are integrated to minimize split attention.
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- Case Study: Wu and Huang investigated the application of AR in an interactive design course to foster experiential and situated learning (C. Wu & Huang, 2020). Their study involved 62 university students divided into 17 groups tasked with designing AR applications. The course was structured around key activities, including case analysis, project planning, peer reviews, and performance presentations. Grounded in Kolb’s experiential learning theory and the situated learning model, the instructional design emphasized real-world contexts and collaboration. Results revealed that 15 of 17 groups successfully integrated AR technology with prior knowledge, creating applications such as games and educational tools. Students reported improved creativity, teamwork, and understanding of AR technologies (C. Wu & Huang, 2020). Notably, this type of design-focused task may have its greatest impact on higher-order outcomes, such as creativity, teamwork, and design competence, which are often undermeasured in AR research. More detailed reporting of group processes, including collaboration quality and the content of peer feedback, as well as implementation conditions such as teacher facilitation, time constraints, and technical reliability, would help explain variability across groups and improve reproducibility in classroom settings.
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- Case Study: Krüger and Bodemer investigated the application of multimedia design principles in AR learning environments, focusing on the spatial contiguity and coherence principles (Bacca-Acosta et al., 2022). Two studies examined the impact of these principles on cognitive load and knowledge acquisition. In the first study, with 80 participants, researchers examined the spatial integration of virtual and physical elements in AR. Participants experienced an integrated or separated design, with virtual textual information either overlaid on real-world visuals or presented separately on a tablet. Results suggested minor improvements in reducing extraneous cognitive load and enhancing performance with integrated designs, though most effects were not statistically significant. The second study, involving 130 participants, explored the coherence principle by manipulating the addition of matching or non-matching virtual sounds in an AR environment. Contrary to expectations, non-matching sounds did not significantly increase cognitive or task load compared to matching or no sounds (Bacca-Acosta et al., 2022).
5.3. Constructivism, Sociocultural Theory, and Connectivism
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- Case Study: Safadel and White explored the use of AR in teaching molecular biology, emphasizing its potential to improve the visualization and comprehension of complex 3D macromolecular structures (Safadel & White, 2019). The study involved 60 university students randomly assigned to either a traditional 2D instructional condition or an AR-enhanced environment. In the AR condition, students used mobile devices to interact with 3D models of molecules, such as DNA, enabling them to rotate, manipulate, and observe structures from multiple perspectives. This AR approach aligned with constructivist and situated learning theories, as it engaged students in active exploration and contextualized learning tasks. Results demonstrated that students in the AR group reported higher satisfaction and usability, and a better understanding of molecular structures, than those in the 2D group (Safadel & White, 2019). This study also points to a key boundary condition for constructivist AR: benefits are more likely when exploration is scaffolded, and learners are prompted to articulate what the visualizations imply, rather than simply manipulating models superficially.
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- Case Study: Teo et al. (2022) explored the application of an AR game to improve comprehension of English for Medical Purposes (EMP) among 240 Asian medical undergraduates aged 19–21 (Teo et al., 2022). The AR games integrated multimedia elements into real-life healthcare scenarios, allowing students to practice listening and reading comprehension collaboratively under teacher guidance. AR games created real-life-like scenarios for students to practice comprehension collaboratively, integrating verbal and non-verbal cues to simulate professional contexts. This approach facilitated shared responsibility for learning and enhanced cognitive processes, mainly when students of varying proficiency levels collaborated in heterogeneous groups. The study emphasized that teacher immediacy—close interpersonal communication with students—reduced psychological distance and improved engagement, aligning with the sociocultural focus on mediated learning through interaction (Teo et al., 2022). This case study is particularly informative in showing that teacher-related variables, such as guidance, immediacy, and classroom facilitation, can be decisive implementation conditions for AR-supported collaboration.
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- Case Study: Techakosit and Wannapiroon (2015) investigated the design and evaluation of a connectivism learning environment integrated into an AR science laboratory to enhance scientific literacy. The study was conducted in two phases: designing the AR-based learning environment and evaluating its suitability with the input of seven experts in connectivism, AR, and scientific literacy. The AR learning environment was structured around four key components: the learning environment, a process to enhance scientific literacy, environmental characteristics, and measures to foster scientific literacy. The design emphasized connectivist principles, where learners engage in a networked environment to share, research, and reflect on scientific concepts. The AR component enabled students to perform hands-on experiments, collaborate in real time, and visualize complex scientific concepts interactively. Expert evaluations highlighted the environment’s suitability, with ratings indicating a high potential to promote problem-solving skills, collaborative learning, and a deeper understanding of science. The study concluded that integrating AR into science education fosters scientific literacy by bridging theoretical concepts with practical, technology-mediated experiences (Techakosit & Wannapiroon, 2015). Because this case study emphasizes design and expert evaluation, it also underscores the importance of examining implementation and learning effects in authentic classroom settings.
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- Case Study: A practical example of an AR application concerning CLT can be seen in a study conducted by Küçük et al., which evaluated an AR application named “MagicBook” (Küçük et al., 2016). Seventy second-year medical students were divided into experimental and control groups. The experimental group used the “MagicBook” to learn neuroanatomy, while the control group used traditional learning methods. The “MagicBook” integrates traditional printed books with AR technology using mobile devices. Students interact with the book by scanning visual markers on the pages using the Aurasma app on their mobile devices. This interaction superimposes multimedia content, such as 3D animations and videos, onto the book pages, allowing students to visualize anatomical structures dynamically and interactively. The results showed that the “MagicBook” students achieved higher academic performance and reported lower cognitive load than the control group. The AR application helped make abstract anatomical concepts more concrete, reducing the mental effort required to understand these concepts. The “MagicBook” enabled information processing through visual and verbal channels, enhancing knowledge transfer to long-term memory (Küçük et al., 2016). This example illustrates how AR can function as an integration tool by aligning visual and verbal information and making spatial relations more concrete, which is consistent with reduced extraneous cognitive load.
6. Educational Topics Addressed by AR and Targeted Age Groups
6.1. Growth in the Number of Studies on AR in Education
6.2. Domains and Target Ages of AR Studies for Education
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- Physics: AR can be helpful for physics teaching by offering digital and visual tools that make complex concepts more accessible and concrete (Cai et al., 2013, 2017; Fidan & Tuncel, 2019). For instance, a recent study on 91 students aged 12–14 evaluated the effectiveness of “FenAR”, a marker-based AR software designed to make challenging notions such as force, energy, pressure, and work more accessible. Through tablets, students interacted with realistic three-dimensional models, manipulating virtual objects and observing details from different angles. FenAR also allowed students to explore concepts such as weight and mass in various environments, including on the moon or Mars, thereby facilitating a practical understanding of theoretical ideas. Results showed that students who used AR performed significantly better on learning tests and retained learned concepts longer (Fidan & Tuncel, 2019).
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- Natural Sciences: By enabling students to visualize complex phenomena, such as biological cycles, ecosystems, and natural processes, through dynamic three-dimensional models, AR facilitates understanding abstract concepts, stimulates curiosity, and promotes more engaging and accessible learning. For example, a study by Sahin and colleagues involved 100 students aged 12 to 13 from two public middle schools to test their attitudes toward AR applications (Sahin & Yilmaz, 2020). The participants, who had never used AR before, were divided into two groups: an experimental group and a control group. Students in the experimental group studied the module “The Solar System and Beyond” utilizing AR-based teaching materials. These materials consisted of an activity booklet enhanced by educational videos, three-dimensional images of the planets, and key information obtained from the Morpa Campus website. During the lecture, students could interact directly with the 3D representations of the planets and constellations. At the same time, virtual objects were projected onto the whiteboard to create a synchronized, engaging learning environment. Meanwhile, the control group followed the same topic through traditional methods based solely on textbooks and face-to-face lectures. Students in the experimental group performed significantly better on the course evaluation test than their peers in the control group. In addition to academic improvements, the use of AR also positively impacted students’ attitudes toward the subject, making learning more interesting and challenging (Sahin & Yilmaz, 2020).
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- Math: Numerous studies have investigated AR solutions for teaching mathematics, particularly for visualizing 3-D graphs or solving geometric problems (J. W. Lai & Cheong, 2022). For example, Kounlaxay et al. studied 40 undergraduate engineering students at Souphanouvong University in Laos to evaluate the effectiveness of teaching three-dimensional geometry in mathematics. Students tried “GeoGebra AR”, an application that allows them to create, visualize, and manipulate three-dimensional geometric objects in a real-world context. During the lessons, students could interact with solid figures such as cubes, cylinders, cones, and prisms, observing how parameters, such as height and radius, affected volume calculations in real time, allowing them to modify the shapes and see the results immediately (Kounlaxay et al., 2021).
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- Biology: AR for studying anatomy or processes takes advantage of the unique features of this technology to enable students to visualize complex structures, such as the human body or biological processes, in a three-dimensional and detailed cellular manner (e.g., Afnan & Puspitawati, 2024). An example conducted in this area is the study by Fuchsova, which involved 61 first-year college students in a program for future teachers (Fuchsova & Korenova, 2019). The goal was to improve comprehension of human anatomy using interactive AR applications installed on tablets: “Anatomy 4D” and “The Brain iExplore”. “Anatomy 4D” allowed users to explore the human body in 4D, visualizing body systems in detail to better understand the relationships between organs and physiological processes. On the other hand, “The Brain iExplore” focused on the brain, showing its reactions to sounds and allowing students to delve into functions such as short-term memory through interactive games. During the sessions, students integrated AR applications with traditional textbooks and smartphone research, making learning more flexible. Results showed significant improvement in understanding and memorization of concepts, increased motivation, and development of clinical skills. The immersive and interactive experience provided by AR made learning more engaging (Fuchsova & Korenova, 2019).
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- History and Archaeology: With the ability to recreate historical settings, visualize archaeological artifacts in 3D, and integrate contextual information, AR permits exploration of events and places with a level of interactivity and engagement that is difficult to achieve with traditional methods (Barrile et al., 2019; Challenor & Ma, 2019; Gherardini et al., 2020). AR not only facilitates understanding of complex historical events but also promotes historical empathy, helping students connect emotionally with figures and places from the past (C. A. Chen & Lai, 2021). AR applications used at archaeological sites or museums enrich learning, transforming visits into educational experiences that combine technological innovation and cultural insight (Challenor & Ma, 2019). For example, in a study by Chang and colleagues, 87 first-year university students from the Department of Tourism and Leisure in Taiwan participated in a guided tour of historic sites using three modes: an advanced AR app, an audio guide, and no media. The AR allowed them to identify buildings and provide real-time historical information. The results showed a significant improvement in test scores and “Sense of Place” (historical empathy and sense of belonging) in the AR group compared to the others, highlighting that AR is more effective than audio in engaging students and improving learning (Chang et al., 2015).
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- Literature: By overlaying digital virtual elements with traditional texts, AR allows students to view animated scenes, explore narrative settings, and interact with story characters, transforming reading into an immersive experience. This approach stimulates students’ imagination and interest and facilitates a deep understanding of texts, developing narrative, critical, and emotional skills in a more dynamic and accessible way than traditional methods. For example, a study by Nezhyva and colleagues explored the use of AR to improve comprehension and interaction with literary works among elementary school children (Nezhyva et al., 2020).
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- Foreign Languages: Although the adoption of AR for language learning is still in its early stages, it has shown great potential in assisting learners and educators (Mohd Nabil et al., 2024). According to Larchen Costuchen et al. (2020), AR has proven to be a valuable tool for creating innovative materials and immersive educational technologies for second-language learning, such as AR books (Cheng, 2017), AR flashcards (Tsai, 2018; Yaacob et al., 2019), and AR games (Hu et al., 2022). A significant finding of their study was that incorporating immersive AR experiences into familiar physical environments enhanced vocabulary retrieval performance among twenty-first-century college students learning a second language. Additionally, Y. W. Chen et al. (2019) observed that students exhibited high motivation to learn through contextualized AR-enhanced learning. Skilled learners showed increased motivation in self-efficacy, proactive learning, and perceived learning value.
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- Arts: AR is also transforming art education, offering innovative tools to explore artworks, places, and concepts in an interactive, immersive way. Through AR, students and visitors can view hidden details, interact with digital reconstructions, and delve into historical and cultural contexts, making art learning more accessible, engaging, and personalized. For example, in a study on augmented museum experiences, AR enriched Van Gogh’s painting “Starry Night” with visual effects (twinkling stars, reflections on water) and floating descriptive text. Questionnaires showed that verbal elements (descriptions) had a more significant impact on user engagement and willingness to pay for similar experiences, highlighting the importance of relevant informational content- rather than visual effects alone (He et al., 2018). Moreover, a study at the Acropolis Museum in Athens used mobile devices to augment exhibits with AR, creating interactive narrative experiences. Features included videos, games, audio narratives, and digital reconstruction. Although the results have not been published, visitors expressed interest in using AR to get more information about the exhibits (Keil et al., 2013).
7. Discussion
7.1. Enhancing Education Through Augmented Reality: Opportunities and Advancements
7.2. Limits and Barriers to the Use of AR in Education
7.3. Key Points for the Design and Testing of AR Applications for Education
7.4. Implications for Educational Practice and Recommendations for Future Research
7.5. The ARCADE Framework: A Practical Checklist for AR in Education
7.6. Limitations
8. Conclusions
Author Contributions
Funding
Data Availability Statement
Conflicts of Interest
References
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| AR (Augmented Reality) | VR (Virtual Reality) | MR (Mixed Reality) | |
|---|---|---|---|
| Virtual environment | Overlay of digital content in a real environment | Totally virtual, computer-created environment | Integration of virtual and real objects in real time |
| Interaction with the Real Environment | The real environment remains visible and interacts with digital objects | There is no interaction with the real environment. Everything is virtual | Virtual and real objects interact in real time. |
| Technology Used | Smartphones, tablets, AR HMDs (open) | VR HMDs (close), audio headsets, and motion sensors for an immersive experience | Advanced MR HMDs (open) and tracking systems. |
| AR Feature | Learning Theory | Learning Mechanism | Design Implications | Typical Outcome to Assess |
|---|---|---|---|---|
| Spatial tracking and anchoring (stable 3D objects in space) | Embodied Cognition Embodied Interaction | Supports perception– action coupling and “embodied” manipulation | Ensure stable tracking (e.g., low latency) and keep gestures natural and simple | Learning gain, engagement, presence |
| In situ overlay (information superimposed on real context) | Situated Learning | Ties knowledge to the physical situation and supports contextualized understanding | Use authentic tasks, keep overlays minimal and context-relevant | Transfer, retention, motivation |
| Interactive manipulation (rotate, assembly) | Experiential Learning Connectivism | Active meaning-making and problem-solving through exploration | Use problem-based tasks, scaffolding, and short debrief/reflection | Problem-solving performance, quality of explanations |
| Multimedia contiguity (labels/text placed on/near the object) | Contiguity Principle of Multimedia Learning | Reduces split-attention and integrates visual–verbal information | Place labels on the object, avoid redundancy and decorative overload | Recall/comprehension, perceived cognitive load |
| Segmentation (step-by-step guidance, progressive disclosure) | Cognitive Load Theory | Manages complexity and reduces extraneous processing | Chunk content, adapt guidance to prior knowledge, and avoid long uninterrupted. sequences | Error rate, time-on-task, cognitive load |
| Real-time feedback and contextual hints | Constructivism | Supports self-regulation and timely correction during activity | Make feedback brief, specific, and non-intrusive | Self-efficacy, performance accuracy |
| Multi-user collaborative AR (shared AR scenarios) | Sociocultural Theory | Co-construction and negotiation of meaning with peers | Define roles and interdependence, provide coordination supports | Collaboration quality, learning outcomes |
| ARCADE Step | Core Question | Recommended Actions |
|---|---|---|
| A—Align | What are the learning goals, learners, and constraints? | Specify learning objectives, learner characteristics, setting, duration, resources, and constraints (e.g., devices, time). |
| R—Rationale | Why should AR help here (mechanism/theory)? | Link AR use to a theory-driven mechanism (e.g., embodied cognition, situated learning,). State how AR affordances are expected to activate that mechanism. |
| C—Configure | Which AR design choices best support the mechanism (without overload)? | Select AR type (i.e., mobile, wearable, spatial) and core affordances (e.g., anchoring, feedback, collaboration). Minimize extraneous load (e.g., limit overlay density). |
| A—Activate | Can the intervention run reliably and equitably in the real setting? | Plan training, classroom orchestration, teacher facilitation, time-on-task, and contingencies for technical failures. Address accessibility (e.g., device availability, inclusive design). |
| D—Document | What happened in a way others can interpret and reuse? | Report learning outcomes together with mechanism-aligned process indicators (e.g., cognitive load, interaction quality) and qualitative feedback. |
| E—Evolve | How should the intervention be refined and adapted based on evidence and context? | Use results and implementation feedback to iteratively refine the AR experience and its educational supports. Specify what is core vs. adaptable, clarify boundary conditions and resource requirements to support cross-study comparability and replication. |
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Pallavicini, F.; Anesa, P. A Narrative Review on Augmented Reality in Education. Educ. Sci. 2026, 16, 261. https://doi.org/10.3390/educsci16020261
Pallavicini F, Anesa P. A Narrative Review on Augmented Reality in Education. Education Sciences. 2026; 16(2):261. https://doi.org/10.3390/educsci16020261
Chicago/Turabian StylePallavicini, Federica, and Patrizia Anesa. 2026. "A Narrative Review on Augmented Reality in Education" Education Sciences 16, no. 2: 261. https://doi.org/10.3390/educsci16020261
APA StylePallavicini, F., & Anesa, P. (2026). A Narrative Review on Augmented Reality in Education. Education Sciences, 16(2), 261. https://doi.org/10.3390/educsci16020261

