Extended Reality in Computer Science Education: A Narrative Review of Pedagogical Benefits, Challenges, and Future Directions
Abstract
1. Introduction
2. Materials and Methods
2.1. Review Design and Rationale
2.2. Scope
2.3. Information Sources
- Scopus and Web of Science (multidisciplinary coverage);
- ACM Digital Library and IEEE Xplore (core CS venues);
- SpringerLink, ScienceDirect/Elsevier, Wiley Online Library, Taylor & Francis, and MDPI (journal collections with education/technology coverage).
2.4. Search Strategy
- (i)
- XR modalities, “extended reality,” “virtual reality,” “augmented reality,” and “mixed reality;”
- (ii)
- The educational domain, “computer science education,” “CS education,” “higher education,” and “STEM education”; and
- (iii)
- Pedagogical and CS constructs, pedagog*, “learning outcome*,” assess*, curricul*, visuali*, program*, “data structure*,” and algorithm*.
2.5. Eligibility Criteria
2.5.1. Inclusion
- Peer-reviewed journal articles and peer-reviewed conference proceedings.
- Empirical studies (quantitative, qualitative, mixed methods), design-based research, explicitly addressing XR for teaching/learning in university CS.
- Reports containing pedagogical outcomes (e.g., engagement, understanding, spatial reasoning, performance, skills), implementation details, or analysis of challenges/limitations.
2.5.2. Exclusion
- Non-peer-reviewed materials; grey literature; theses; editorials without empirical or analytical substance.
- K-12 only; training outside formal higher education;
- Non-educational XR (marketing, entertainment) or purely technical XR papers without teaching/learning analysis.
- Studies lacking sufficient methodological description or outcome detail to inform synthesis.
2.6. Quality Appraisal
- Clarity of context: Studies were required to explicitly describe the educational setting (e.g., course level, class size) and the specific XR intervention used. Studies with vague descriptions that prevented understanding the implementation were excluded.
- Methodological coherence: We assessed whether the study design (qualitative or quantitative) aligned with the stated research questions.
- Evidence support: We evaluated whether the reported conclusions were supported by the data presented (e.g., distinguishing between anecdotal student feedback and measured learning outcomes). While this approach is less formal than a statistical meta-analysis risk assessment, it ensured that the synthesized literature provided reliable insights into the pedagogical application of XR.
2.7. Methodological Limitations
3. The XR Spectrum in Education
4. Pedagogical Benefits of XR in CS Education
4.1. Theoretical Framework
4.2. Engagement and Motivation
4.3. Visualization of Abstract Concepts
4.4. Spatial Reasoning
4.5. Skills Development
4.6. Collaborative Learning
5. Implementations, Case Studies, Challenges, and Limitations
5.1. Augmented Reality
5.2. Mixed Reality
5.3. Platforms and Tools
5.4. Case Studies
5.5. Challenges and Limitations
5.6. Critical Analysis of Mixed Results
- Extraneous cognitive load: When the XR interface is too complex or the visual stimuli are purely decorative (“seductive details”), students exhaust their cognitive resources navigating the environment rather than processing the CS concepts.
- The novelty effect vs. significant learning: Initial engagement spikes due to the “wow factor” of VR often masquerade as learning interest. However, without structured pedagogical scaffolding (e.g., guided inquiry or assessment-embedded feedback), this engagement remains superficial and does not translate into better retention of complex algorithms or programming logic once the novelty fades.
6. Conclusions and Future Directions
6.1. Future Research Agenda
6.2. Practical Recommendations for Implementation
- Curriculum integration strategy: Educators should adopt a targeted input approach rather than migrating entire courses to XR. We recommend identifying specific threshold concepts, topics historically difficult for students (e.g., pointers, recursion, electromagnetic fields), and deploying XR interventions exclusively for these bottlenecks. This maximizes pedagogical return on investment.
- Evaluation criteria: Assessment in XR must move beyond self-reported engagement (“Did you like it?”). We recommend implementing performance-based assessments within the virtual environment, such as requiring a student to successfully debug a virtual circuit or optimize a sorting network inside the simulation to pass a module.
- Teacher training pathways: Institutions must establish pedagogical sandboxes, safe, low-stakes environments where faculty can experiment with XR tools without the pressure of immediate classroom deployment. Training programs should focus less on technical troubleshooting and more on instructional design, specifically focusing on how to scaffold the transition between the virtual experience and abstract theory.
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
- Morimoto, T.; Kobayashi, T.; Hirata, H.; Otani, K.; Sugimoto, M.; Tsukamoto, M.; Yoshihara, T.; Ueno, M.; Mawatari, M. XR (Extended Reality: Virtual Reality, Augmented Reality, Mixed Reality) Technology in Spine Medicine: Status Quo and Quo Vadis. J. Clin. Med. 2022, 11, 470. [Google Scholar] [CrossRef]
- Valladares Ríos, L.; Acosta-Diaz, R.; Santana-Mancilla, P.C. Enhancing Self-Learning in Higher Education with Virtual and Augmented Reality Role Games: Students’ Perceptions. Virtual Worlds 2023, 2, 343–358. [Google Scholar] [CrossRef]
- Meccawy, M. Creating an Immersive XR Learning Experience: A Roadmap for Educators. Electronics 2022, 11, 3547. [Google Scholar] [CrossRef]
- Crogman, H.T.; Cano, V.D.; Pacheco, E.; Sonawane, R.B.; Boroon, R. Virtual Reality, Augmented Reality, and Mixed Reality in Experiential Learning: Transforming Educational Paradigms. Educ. Sci. 2025, 15, 303. [Google Scholar] [CrossRef]
- Burke, D.; Crompton, H.; Nickel, C. The Use of Extended Reality (XR) in Higher Education: A Systematic Review. TechTrends 2025, 69, 998–1011. [Google Scholar] [CrossRef]
- Pirker, J.; Kopf, J.; Kainz, A.; Dengel, A.; Buchbauer, B. The Potential of Virtual Reality for Computer Science Education -Engaging Students through Immersive Visualizations. In Proceedings of the 2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), Lisbon, Portugal, 27 March–3 April 2021; pp. 297–302. [Google Scholar]
- Garcia-Ruiz, M.A.; Santana-Mancilla, P.C.; Gaytan-Lugo, L.S. A User Study of Virtual Reality for Visualizing Digitized Canadian Cultural Objects. In Advances in Multimedia and Interactive Technologies; Yang, K.C.C., Ed.; IGI Global: Hershey, PA, USA, 2019; pp. 42–66. ISBN 978-1-5225-5912-2. [Google Scholar]
- Santana, P.C.; Juarez, C.U.; Magana, M.A. Augmented Education: An Opportunity for Digital Inclusion on Mexican Secondary Schools. In Proceedings of the 2013 Mexican International Conference on Computer Science, Morelia, Mexico, 30 October–1 November 2013; pp. 68–72. [Google Scholar]
- Silva, D.B.; Aguiar, R.D.L.; Dvconlo, D.S.; Silla, C.N. Recent Studies About Teaching Algorithms (CS1) and Data Structures (CS2) for Computer Science Students. In Proceedings of the 2019 IEEE Frontiers in Education Conference (FIE), Covington, KY, USA, 16–19 October 2019; pp. 1–8. [Google Scholar]
- Narman, H.S.; Berry, C.; Canfield, A.; Carpenter, L.; Giese, J.; Loftus, N.; Schrader, I. Augmented Reality for Teaching Data Structures in Computer Science. In Proceedings of the 2020 IEEE Global Humanitarian Technology Conference (GHTC), Seattle, WA, USA, 29 October–1 November 2020; pp. 1–7. [Google Scholar]
- Santana-Mancilla, P.C.; Garcia-Ruiz, M.A.; Acosta-Diaz, R.; Juarez, C.U. Service Oriented Architecture to Support Mexican Secondary Education through Mobile Augmented Reality. Procedia Comput. Sci. 2012, 10, 721–727. [Google Scholar] [CrossRef]
- Pallavicini, F.; Pepe, A.; Clerici, M.; Mantovani, F. Virtual Reality Applications in Medicine During the COVID-19 Pandemic: Systematic Review. JMIR Serious Games 2022, 10, e35000. [Google Scholar] [CrossRef] [PubMed]
- Sinou, N.; Sinou, N.; Filippou, D. Virtual Reality and Augmented Reality in Anatomy Education During COVID-19 Pandemic. Cureus 2023, 15, e35179. [Google Scholar] [CrossRef]
- Raja, M.; Lakshmi Priya, G.G. Using Virtual Reality and Augmented Reality with ICT Tools for Enhancing Quality in the Changing Academic Environment in COVID-19 Pandemic: An Empirical Study. In Technologies, Artificial Intelligence and the Future of Learning Post-COVID-19; Hamdan, A., Hassanien, A.E., Mescon, T., Alareeni, B., Eds.; Studies in Computational Intelligence; Springer International Publishing: Cham, Switzerland, 2022; Volume 1019, pp. 467–482. ISBN 978-3-030-93920-5. [Google Scholar]
- Shen, S.; Xu, K.; Sotiriadis, M.; Wang, Y. Exploring the Factors Influencing the Adoption and Usage of Augmented Reality and Virtual Reality Applications in Tourism Education within the Context of COVID-19 Pandemic. J. Hosp. Leis. Sport Tour. Educ. 2022, 30, 100373. [Google Scholar] [CrossRef]
- Pautasso, M. The Structure and Conduct of a Narrative Literature Review. In A Guide to the Scientific Career; Shoja, M., Arynchyna, A., Loukas, M., D’Antoni, A.V., Buerger, S.M., Karl, M., Tubbs, R.S., Eds.; Wiley: Hoboken, NJ, USA, 2019; pp. 299–310. ISBN 978-1-118-90742-9. [Google Scholar]
- Kitchenham, B.; Pearl Brereton, O.; Budgen, D.; Turner, M.; Bailey, J.; Linkman, S. Systematic Literature Reviews in Software Engineering—A Systematic Literature Review. Inf. Softw. Technol. 2009, 51, 7–15. [Google Scholar] [CrossRef]
- Huang, T.-C.; Tseng, H.-P. Extended Reality in Applied Sciences Education: A Systematic Review. Appl. Sci. 2025, 15, 4038. [Google Scholar] [CrossRef]
- Murala, D.K.; Panda, S.K. The Role of Immersive Reality (AR/VR/MR/XR) in Metaverse. In Metaverse and Immersive Technologies; Chandrashekhar, A., Saheb, S.H., Panda, S.K., Balamurugan, S., Peng, S., Eds.; Wiley: Hoboken, NJ, USA, 2023; pp. 159–189. ISBN 978-1-394-17454-6. [Google Scholar]
- Foglia, L.; Wilson, R.A. Embodied Cognition. WIRES Cogn. Sci. 2013, 4, 319–325. [Google Scholar] [CrossRef] [PubMed]
- Sweller, J. Cognitive Load Theory. In Psychology of Learning and Motivation; Elsevier: Amsterdam, The Netherlands, 2011; Volume 55, pp. 37–76. ISBN 978-0-12-387691-1. [Google Scholar]
- Chuang, S. The Applications of Constructivist Learning Theory and Social Learning Theory on Adult Continuous Development. Perf. Improv. 2021, 60, 6–14. [Google Scholar] [CrossRef]
- Fernández-Enríquez, R.; Delgado-Martín, L. Augmented Reality as a Didactic Resource for Teaching Mathematics. Appl. Sci. 2020, 10, 2560. [Google Scholar] [CrossRef]
- Merchant, Z.; Goetz, E.T.; Cifuentes, L.; Keeney-Kennicutt, W.; Davis, T.J. Effectiveness of Virtual Reality-Based Instruction on Students’ Learning Outcomes in K-12 and Higher Education: A Meta-Analysis. Comput. Educ. 2014, 70, 29–40. [Google Scholar] [CrossRef]
- Pulley, J.; Claflin, K.; Thompson, A. Review of Virtual Reality Applications in Agriculture Education and Recommendations for Future Research. J. Agric. Educ. 2025, 66, 15. [Google Scholar] [CrossRef]
- Lee, E.A.-L.; Wong, K.W. Learning with Desktop Virtual Reality: Low Spatial Ability Learners Are More Positively Affected. Comput. Educ. 2014, 79, 49–58. [Google Scholar] [CrossRef]
- Safadel, P.; White, D. Effectiveness of Computer-Generated Virtual Reality (VR) in Learning and Teaching Environments with Spatial Frameworks. Appl. Sci. 2020, 10, 5438. [Google Scholar] [CrossRef]
- Gittinger, M.; Wiesche, D. Systematic Review of Spatial Abilities and Virtual Reality: The Role of Interaction. J. Eng. Edu. 2024, 113, 919–938. [Google Scholar] [CrossRef]
- Lungu, A.J.; Swinkels, W.; Claesen, L.; Tu, P.; Egger, J.; Chen, X. A Review on the Applications of Virtual Reality, Augmented Reality and Mixed Reality in Surgical Simulation: An Extension to Different Kinds of Surgery. Expert Rev. Med. Devices 2021, 18, 47–62. [Google Scholar] [CrossRef]
- Bringhenti, D.; Marchetto, G.; Sisto, R.; Valenza, F.; Yusupov, J. Automated Firewall Configuration in Virtual Networks. IEEE Trans. Dependable Secur. Comput. 2023, 20, 1559–1576. [Google Scholar] [CrossRef]
- Lavric, T.; Bricard, E.; Preda, M.; Zaharia, T. A Low-Cost AR Training System for Manual Assembly Operations. ComSIS 2022, 19, 1047–1073. [Google Scholar] [CrossRef]
- Wagner, P.; Alharthi, D. Leveraging VR/AR/MR/XR Technologies to Improve Cybersecurity Education, Training, and Operations. J. Cybersecur. Educ. Res. Pract. 2023, 2024, 1. [Google Scholar] [CrossRef]
- Kullman, K.; Ryan, M.; Trossbach, L. VR/MR Supporting the Future of Defensive Cyber Operations. IFAC-Pap. 2019, 52, 181–186. [Google Scholar] [CrossRef]
- Rana, S.; Chicone, R. AI-Enhanced Virtual and Augmented Reality for Cybersecurity Training. In Fortifying the Future; Springer Nature: Cham, Switzerland, 2025; pp. 101–131. ISBN 978-3-031-81779-3. [Google Scholar]
- Dalgarno, B.; Lee, M.J.W. What Are the Learning Affordances of 3-D Virtual Environments? Brit. J. Educ. Tech. 2010, 41, 10–32. [Google Scholar] [CrossRef]
- Cetin, I.; Andrews-Larson, C. Learning Sorting Algorithms through Visualization Construction. Comput. Sci. Educ. 2016, 26, 27–43. [Google Scholar] [CrossRef]
- Kazlaris, G.C.; Keramopoulos, E.; Bratsas, C.; Kokkonis, G. Augmented Reality in Education Through Collaborative Learning: A Systematic Literature Review. Multimodal Technol. Interact. 2025, 9, 94. [Google Scholar] [CrossRef]
- Wang, X.; Ye, H.; Sandor, C.; Zhang, W.; Fu, H. Predict-and-Drive: Avatar Motion Adaption in Room-Scale Augmented Reality Telepresence with Heterogeneous Spaces. IEEE Trans. Visual. Comput. Graph. 2022, 28, 3705–3714. [Google Scholar] [CrossRef]
- Dominic, J.; Tubre, B.; Ritter, C.; Houser, J.; Smith, C.; Rodeghero, P. Remote Pair Programming in Virtual Reality. In Proceedings of the 2020 IEEE International Conference on Software Maintenance and Evolution (ICSME), Adelaide, Australia, 28 September–2 October 2020; pp. 406–417. [Google Scholar]
- Klingenberg, S.; Bosse, R.; Mayer, R.E.; Makransky, G. Does Embodiment in Virtual Reality Boost Learning Transfer? Testing an Immersion-Interactivity Framework. Educ. Psychol. Rev. 2024, 36, 116. [Google Scholar] [CrossRef]
- Mukasheva, M.; Kalkabayeva, Z.; Pussyrmanov, N. Visualization of Sorting Algorithms in the Virtual Reality Environment. Front. Educ. 2023, 8, 1195200. [Google Scholar] [CrossRef]
- Dewi, I.P.; Mursyida, L.; Effendi, H.; Giatman, M.; Hanafi, H.F.; Ali, S.K. Virtual Reality in Algorithm Programming Course: Practicality and Implications for College Students. JOIV Int. J. Inform. Vis. 2024, 8, 1720. [Google Scholar] [CrossRef]
- Venigalla, A.S.M.; Chimalakonda, S. FlowARP—Using Augmented Reality for Visualizing Control Flows in Programs. In Proceedings of the ACM Conference on Global Computing Education Vol 1, Hyderabad, India, 7–9 December 2023; pp. 161–167. [Google Scholar]
- Alvarez-Marin, A.; Velazquez-Iturbide, J.A.; Campos-Villarroel, R. Interactive AR App for Real-Time Analysis of Resistive Circuits. IEEE R. Iberoam. Tecnol. Aprendiz. 2021, 16, 187–193. [Google Scholar] [CrossRef]
- Guajardo-Cuéllar, A.; Corona-Echauri, R.; Meza-Flores, R.A.; Vázquez, C.R.; Rodríguez-Arreola, A.; Navarro-Gutiérrez, M. Mixed Reality Laboratory for Teaching Control Concepts: Design, Validation, and Implementation. Educ. Sci. 2025, 15, 883. [Google Scholar] [CrossRef]
- Chen, C.-M.; Li, M.-C.; Tu, C.-C. A Mixed Reality-Based Chemistry Experiment Learning System to Facilitate Chemical Laboratory Safety Education. J. Sci. Educ. Technol. 2024, 33, 505–525. [Google Scholar] [CrossRef]
- Unity Technologies. Unity. 2025. Available online: https://unity.com/es (accessed on 5 September 2025).
- Epic Games. Unreal Engine. 2025. Available online: https://www.unrealengine.com/ (accessed on 29 September 2025).
- Titov, D. 11 Best Augmented Reality SDKs to Start AR Development in 2021. 2020. Available online: https://invisible.toys/best-augmented-reality-sdk/ (accessed on 17 September 2025).
- Apple. Apple Augmented Reality. 2025. Available online: https://www.apple.com/mx/augmented-reality/ (accessed on 29 September 2025).
- Google. Google ARCore. 2025. Available online: https://developers.google.com/ar?hl=es-419 (accessed on 29 September 2025).
- Çankaya, S. Use of VR Headsets in Education: A Systematic Review Study. J. Educ. Technol. Online Learn. 2019, 2, 74–88. [Google Scholar] [CrossRef]
- Cabada, E.; Kurt, E.; Ward, D. Constructing a Campus-Wide Infrastructure for Virtual Reality. Coll. Undergrad. Libr. 2020, 27, 281–304. [Google Scholar] [CrossRef]
- Yoshimura, A.; Borst, C.W. Remote Instruction in Virtual Reality: A Study of Students Attending Class Remotely from Home with VR Headsets. In Mensch und Computer 2020-Workshopband; Gesellschaft für Informatik eV: Bonn, Germany, 2020. [Google Scholar] [CrossRef]
- Evans, L. Barriers to VR Use in HE. In Virtual and Augmented Reality to Enhance Learning and Teaching in Higher Education Conference 2018; IM Publications Open LLP: Chichester, UK, 2019; pp. 3–13. ISBN 978-1-906715-28-1. [Google Scholar]
- Dengel, A.; Iqbal, M.Z.; Grafe, S.; Mangina, E. A Review on Augmented Reality Authoring Toolkits for Education. Front. Virtual Real. 2022, 3, 798032. [Google Scholar] [CrossRef]
- Villena-Taranilla, R.; Diago, P.D. Challenges and Implications of Virtual Reality in History Education: A Systematic Review. Appl. Sci. 2025, 15, 5589. [Google Scholar] [CrossRef]
- Al-Ansi, A.M.; Jaboob, M.; Garad, A.; Al-Ansi, A. Analyzing Augmented Reality (AR) and Virtual Reality (VR) Recent Development in Education. Soc. Sci. Humanit. Open 2023, 8, 100532. [Google Scholar] [CrossRef]
- Ardiny, H.; Khanmirza, E. The Role of AR and VR Technologies in Education Developments: Opportunities and Challenges. In Proceedings of the 2018 6th RSI International Conference on Robotics and Mechatronics (IcRoM), Tehran, Iran, 23–25 October 2018; pp. 482–487. [Google Scholar]
- Cossio, S.; Chiappinotto, S.; Dentice, S.; Moreal, C.; Magro, G.; Dussi, G.; Palese, A.; Galazzi, A. Cybersickness and Discomfort from Head-Mounted Displays Delivering Fully Immersive Virtual Reality: A Systematic Review. Nurse Educ. Pract. 2025, 85, 104376. [Google Scholar] [CrossRef]
- Killough, D.; Ji, T.F.; Zhang, K.; Hu, Y.; Huang, Y.; Du, R.; Zhao, Y. XR for All: Understanding Developers’ Perspectives on Accessibility Integration in Extended Reality. arXiv 2025. [Google Scholar] [CrossRef]
- Creed, C.; Al-Kalbani, M.; Theil, A.; Sarcar, S.; Williams, I. Inclusive Augmented and Virtual Reality: A Research Agenda. Int. J. Hum. Comput. Interact. 2024, 40, 6200–6219. [Google Scholar] [CrossRef]
- Simon-Liedtke, J.T.; Baraas, R.C. The Need for Universal Design of eXtended Reality (XR) Technology in Primary and Secondary Education: Identifying Opportunities, Challenges, and Knowledge Gaps from the Literature. In Virtual, Augmented and Mixed Reality: Applications in Education, Aviation and Industry; Chen, J.Y.C., Fragomeni, G., Eds.; Lecture Notes in Computer Science; Springer International Publishing: Cham, Switzerland, 2022; Volume 13318, pp. 121–141. ISBN 978-3-031-06014-4. [Google Scholar]
- Werner, L.; Brey, P.; Henschke, A. Augmented Reality and Ethics: Key Issues. Virtual Real. 2025, 29, 122. [Google Scholar] [CrossRef]
- Kim, Y. Virtual Reality Data and Its Privacy Regulatory Challenges: A Call to Move Beyond Text-Based Informed Consent. Cal. L. Rev. 2022, 110, 225. [Google Scholar] [CrossRef]
- Abhinaya, S.B.; Sabir, A.; Das, A. Enabling Developers, Protecting Users: Investigating Harassment and Safety in VR. In Proceedings of the 33rd USENIX Security Symposium (USENIX Security 24), Philadelphia, PA, USA, 11–13 August 2024; USENIX Association: Philadelphia, PA, USA, 2024; pp. 6561–6578. [Google Scholar]
- VRChat Inc. VRChat. 2025. Available online: https://hello.vrchat.com/ (accessed on 29 September 2025).
- Rec Room Inc. Safety in Rec Room. 2025. Available online: https://recroom.com/safety (accessed on 29 September 2025).
- Raja, U.S.; Al-Baghli, R. Ethical Concerns in Contemporary Virtual Reality and Frameworks for Pursuing Responsible Use. Front. Virtual Real. 2025, 6, 1451273. [Google Scholar] [CrossRef]
- Petruse, R.E.; Grecu, V.; Gakić, M.; Gutierrez, J.M.; Mara, D. Exploring the Efficacy of Mixed Reality versus Traditional Methods in Higher Education: A Comparative Study. Appl. Sci. 2024, 14, 1050. [Google Scholar] [CrossRef]
- Dewi, I.P.; Ambiyar, A.; Effendi, H.; Giatman, M.; Hanafi, H.F.; Ali, S.K. The Impact of Virtual Reality on Programming Algorithm Courses on Student Learning Outcomes. Int. J. Learn. Teach. Educ. Res. 2024, 23, 45–61. [Google Scholar] [CrossRef]
- Obeidallah, R.; Al Ahmad, A.; Qutishat, D. Challenges of Extended Reality Technology in Higher Education: A Review. Int. J. Emerg. Technol. Learn. 2023, 18, 39–50. [Google Scholar] [CrossRef]
- Checa, D.; Miguel-Alonso, I.; Bustillo, A. Immersive Virtual-Reality Computer-Assembly Serious Game to Enhance Autonomous Learning. Virtual Real. 2023, 27, 3301–3318. [Google Scholar] [CrossRef]
- Morales-Vanegas, E.A.; Álvarez Magallán, B.A.; Gaytán Lugo, L.S.; Santana-Mancilla, P.C. Towards the Design of Personal Data Protection-Aware Artificial Intelligence Applications in Ubiquitous Smart Environments. Av. Interacción Hum. Comput. 2023, 8, 24–29. [Google Scholar] [CrossRef]



| Concept | Field Scope | Terms | Description |
|---|---|---|---|
| XR modalities | TITLE-ABS-KEY | “extended reality”, “XR”, “virtual reality”, “VR”, “augmented reality”, “AR”, “mixed reality”, “immersive technology” | Captures all major XR labels and their acronyms. |
| Education domain (CS-specific) | “computer science education”, “CS education”, “informatics education”, “programming education”, “information technologies education” | Focuses on CS/IT education contexts. | |
| Pedagogical/CS constructs | pedagogy, “learning outcomes”, assessment, curriculum, visualization, programming, “data structures”, algorithms, “computational thinking”, “learning effect”, “student engagement” | Targets learning constructs, outcomes, and core CS instructional topics. | |
| Higher/tertiary education filter | “higher education”, university, “tertiary education” | Narrow the scope to post-secondary settings. |
| XR Modality | Definition | Key Educational Affordances | Example Use Case |
|---|---|---|---|
| Virtual Reality (VR) | A fully immersive digital environment that completely replaces the real world for the user. Typically, experienced through head-mounted displays (HMDs), VR detaches learners from physical reality. | High immersion and presence; ideal for simulating scenarios that are too dangerous, expensive, or impossible to experience in real life. Enables repeated practice in risk-free settings and deep engagement with 3D content. | Immersive virtual lab: Students enter a virtual computer lab or data center to practice network configuration or cybersecurity exercises safely, experiencing scenarios (such as cyberattacks) that would be risky to recreate in real life. |
| Augmented Reality (AR) | An overlay of digital information or objects onto the real physical environment in real time. Users see the real world augmented with virtual elements (often via smartphone, tablet, or AR glasses). | Contextual learning support makes abstract or invisible concepts visible in the real world. AR keeps learners grounded in their physical context while adding guidance or visualizations, which helps link theory to tangible examples. It often leverages existing mobile devices, increasing accessibility. | AR coding tutor: Pointing a tablet at a circuit board causes virtual annotations to appear (pin labels, code snippets), helping CS students learn hardware programming by seeing code effects directly on the real device. Similarly, AR can render a data structure (like a graph or linked list) as a 3D hologram on a textbook page, helping students visualize abstract structures in a tangible way. |
| Mixed Reality (MR) | A seamless blending of real and virtual environments where digital and physical objects co-exist and can interact with each other in real time. Requires advanced sensors and displays (HMDs, such as Meta Quest series) to anchor virtual objects in the real world with spatial awareness. | Interactive simulations integrate real-world context with virtual content, supporting bidirectional interaction where users can manipulate virtual objects that appear in their physical space. MR affords experiential learning where theory meets practice (e.g., manipulating a virtual component attached to a real machine). Highly immersive like VR, but without completely leaving the real world, enabling collaborative and situated learning experiences. | Blended simulation: In an MR environment, CS students learning robotics see a virtual robot overlay on a real robotic arm. They can program the virtual robot to move, and the real arm responds, or vice versa. This blended simulation enables them to experiment with algorithms controlling physical devices without the risk of damaging real equipment. Another example is an MR-based debugging session: a student can see a virtual visualization of an algorithm’s execution flow hovering over an actual whiteboard or computer and interact with it using hand gestures. |
| Study | XR Technology | CS Topic/Course | Methodology | Sample | Key Findings |
|---|---|---|---|---|---|
| Visualization of sorting algorithms in the virtual reality environment [41] | VR (Meta Quest 2) | Sorting Algorithms | Quasi-experimental | N = 150 | VR visualization significantly improved students’ understanding of sorting; ~77% of the VR group outperformed the control group in implementing sorts |
| Virtual Reality in Algorithm Programming Course: Practicality and Implications for College Students [42] | VR (Custom app) | Intro Programming (Algorithms) | Mixed Methods | N = 65 | The VR learning environment (multimodal) was rated highly practical, showing better learning outcomes than traditional lectures for algorithm basics. |
| FlowARP—Using Augmented Reality for Visualizing Control Flows in Programs [43] | AR (App on tablet) | Program Control Flow | Controlled Experiment | N = 44 | An AR tool for code flow enabled faster problem-solving and enhanced understanding of loops/recursion, increasing student engagement in coding tasks. |
| Interactive AR App for Real-Time Analysis of Resistive Circuits [44] | AR (Mobile app) | Electric Circuits | Controlled Trial | N = 124 | AR circuit app users scored higher on circuit analysis and reported similar or lower anxiety than peers in a standard lab; AR provided intuitive visualization of “invisible” electrical phenomena |
| Mixed Reality Laboratory for Teaching Control Concepts: Design, Validation, and Implementation [45] | MR (Unity + hardware) | Control Systems Lab | Survey/Case Study | N = 69 | MR lab (virtual equipment + real microcontroller) allowed hands-on practice with immediate transfer to real hardware; 87% of students found it valuable for bridging theory and practice, with increased motivation |
| Challenge | Description and Implications | Proposed Mitigation Strategies |
|---|---|---|
| Cost and Accessibility | The high upfront cost of XR hardware (VR headsets, MR glasses) and software limits widespread adoption [55]. Schools with limited resources may struggle to provide devices for all students, raising concerns about equity. Prices are gradually dropping, but budget constraints remain a major hurdle. | Adoption of low-cost Mobile VR (using students’ smartphones). Usage of WebXR to run content in browsers without expensive apps. Establishing shared institutional XR labs rather than 1:1 device ratio. |
| Technical Hurdle | Developing and integrating XR content is a technically complex process. Educators often lack easy-to-use authoring tools, needing programming expertise to create immersive lessons [56]. Incompatibilities between platforms and frequent hardware/software updates add to maintenance burdens [57]. Without common standards, XR apps designed for one system may not be portable to another, hindering reuse across classrooms. | Use of No-Code/Low-Code authoring tools (e.g., CoSpaces, Adobe Aero) for instructors. Promoting OpenXR standards to ensure content works across different headsets. Forming interdisciplinary teams (devs + teachers). |
| Pedagogical Integration and Training | Effectively using XR requires rethinking teaching methods and training instructors to maximize its benefits. Teachers must learn to manage virtual experiences and tie them to learning objectives, which many feel unprepared for [57]. Lack of professional development and pedagogical models for XR can lead to superficial usage. Institutional support is necessary to help faculty integrate XR into their curricula, rather than treating it as a gimmick. | Implementation of Train-the-Trainer workshops specifically for XR pedagogy. Using established frameworks (like the TPACK model) to guide integration. Creating repositories of lesson plans, not just software. |
| Limitation | Description and Considerations |
|---|---|
| Usability and Accessibility Issues | Some students experience motion sickness, eyestrain, or disorientation in VR, especially during long sessions [60]. Device weight and ergonomics can also cause discomfort. Furthermore, current XR systems are not fully accessible to those with visual, auditory, or motor disabilities [62]. For inclusive education, accommodations (alternative input/output modalities, specialized hardware) are necessary, but such solutions are still in early stages. |
| Cognitive Load and Learning Curve | Immersive environments can impose a high cognitive load: students may become so overwhelmed by the rich stimuli or complex interfaces that the learning content becomes secondary [57]. Novices may face a steep learning curve in mastering XR controls, potentially detracting from the subject matter. In some cases, studies have found no learning gains over traditional methods, or even slight performance drops, when XR is not implemented with careful instructional design [70]. This underscores that technology alone does not guarantee better outcomes; usability and pedagogy must align to avoid overload. |
| Privacy, Ethics, and Safety | XR devices collect detailed personal data (physical movements, biometrics), raising privacy concerns under regulations like GDPR [65]. Ensuring informed consent and data security is challenging, as users may not fully grasp what data is captured or how it is used. Ethically, questions arise regarding the psychological effects and blurring of reality (e.g., safeguarding against behavioral manipulation). Safety in shared virtual spaces is also a concern, as incidents of harassment or inappropriate behavior in VR have been documented [66]. Educators must establish protocols and utilize safety tools (such as blocking and content moderation) to protect learners. Clear community guidelines and possibly monitored sessions are required to maintain a safe virtual learning environment. |
Disclaimer/Publisher’s Note: The statements, opinions and data contained in all publications are solely those of the individual author(s) and contributor(s) and not of MDPI and/or the editor(s). MDPI and/or the editor(s) disclaim responsibility for any injury to people or property resulting from any ideas, methods, instructions or products referred to in the content. |
© 2025 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
Share and Cite
Garcia-Ruiz, M.A.; Morales-Vanegas, E.A.; Gaytán-Lugo, L.S.; Alcaraz-Valencia, P.A.; Santana-Mancilla, P.C. Extended Reality in Computer Science Education: A Narrative Review of Pedagogical Benefits, Challenges, and Future Directions. Virtual Worlds 2025, 4, 56. https://doi.org/10.3390/virtualworlds4040056
Garcia-Ruiz MA, Morales-Vanegas EA, Gaytán-Lugo LS, Alcaraz-Valencia PA, Santana-Mancilla PC. Extended Reality in Computer Science Education: A Narrative Review of Pedagogical Benefits, Challenges, and Future Directions. Virtual Worlds. 2025; 4(4):56. https://doi.org/10.3390/virtualworlds4040056
Chicago/Turabian StyleGarcia-Ruiz, Miguel A., Elba A. Morales-Vanegas, Laura S. Gaytán-Lugo, Pablo A. Alcaraz-Valencia, and Pedro C. Santana-Mancilla. 2025. "Extended Reality in Computer Science Education: A Narrative Review of Pedagogical Benefits, Challenges, and Future Directions" Virtual Worlds 4, no. 4: 56. https://doi.org/10.3390/virtualworlds4040056
APA StyleGarcia-Ruiz, M. A., Morales-Vanegas, E. A., Gaytán-Lugo, L. S., Alcaraz-Valencia, P. A., & Santana-Mancilla, P. C. (2025). Extended Reality in Computer Science Education: A Narrative Review of Pedagogical Benefits, Challenges, and Future Directions. Virtual Worlds, 4(4), 56. https://doi.org/10.3390/virtualworlds4040056

