Augmented reality (AR) has been widely used in higher education because of its unique characteristics that combine virtuality and reality. This study systematically reviewed the literature on the application of AR in higher education between 2000 and 2023. A total of 237 articles were selected, and the key research findings were analyzed and synthesized based on the coding manual from five aspects: basic information, disciplines, technology features, instructional design, and research results. The results revealed interesting findings regarding AR literature in terms of publication trends and applied disciplines, technical features and affordances, instructional design, and learning outcomes and measurement methods. Furthermore, a meta-analysis was conducted on 60 experimental studies selected from the literature to examine the overall effectiveness of AR-based instructions. The results indicate that AR applications in higher education tend to have a large overall effect size (g = 0.896, 95% confidence interval = [0.685–1.107], p = 0.000), with two significant moderators: instructional function and learning outcomes. Additional sensitivity and publication bias analyses confirmed the robustness of the meta-analytic findings. Based on these results, four implications for educational practice and research investigating AR-supported higher education were proposed and discussed.
This study explored the relationship between technology acceptance and learning satisfaction within a virtual learning environment (VLE) with cognitive presence, cognitive engagement, social presence, and emotional engagement as mediators. A total of 237 university students participated and completed a questionnaire after studying in the Virbela VLE. The results revealed direct and indirect links between technology acceptance and virtual learning satisfaction. The mediation analysis showed the critical mediating roles of cognitive presence and emotional engagement in fostering satisfaction. There also appeared to be a sequential mediating pathway from technology acceptance to learning satisfaction through social presence and emotional engagement. Notably, cognitive engagement and social presence did not have a significant mediating effect on satisfaction. These results provide a supplementary perspective on how technological, cognitive, and emotional factors can enhance student satisfaction in VLEs. The study concludes with several implications for future research and practice of VLEs in higher education.
Background: Immersive virtual reality (IVR) serves as a promising tool to provide adolescents with enriched social experience due to its high-fidelity simulations and multimodal interaction. This study aims to design and develop a multi-user IVR collaborative game utilizing simultaneous localization and mapping (SLAM)-based inside-out tracking technique to foster social experience among students. Also, this study explored the mechanism by which technology acceptance affected social experience in the IVR collaboration game, focusing on the mediating effects of presence, collective efficacy, and group effectiveness, as well as the moderating effect of social–emotional competence (SEC). Methods: A total of 104 seventh graders from a middle school in Central China participated in this study and completed the questionnaire. Finally, 87 valid questionnaire responses were retrieved. Results: The results revealed that technology acceptance both directly and indirectly influenced social experience. The mediation analysis revealed a key pathway influencing social experience: technology acceptance → presence → collective efficacy → group effectiveness → social experience. However, no moderating effect of SEC was found in the relationship between technology acceptance and social experience, group effectiveness, and social experience. Conclusions: Based on these results, more appropriate IVR interventions could be developed for social–emotional learning among children and adolescents.