VR/AR Benefits & Studies

What are the benefits of VR for learners?

A 2016 study showed that students learning with VR versus a traditional desktop learning experience had better recall. In addition, despite having less familiarity with VR devices, learners reported feeling more immersed in the scene and more focused on the task.

How do we know VR is effective?

A PwC study found the following:

• Cost Effective: VR training costs sit somewhere around 52% less than traditional classroom
• Boosts Confidence: Learners are up to 275% more confident to act on what they learned after VR training
• Faster and better: Learners are up to 4x faster to train, 4x more focused than peers using e-learning and 1.5x more focused than peers in a traditional classroom setting
• Makes it stick: Retention levels using VR can sit around 75% compared to other learning methods, which may achieve 5-10%

• Higher learning rates: With adequate support in the adoption of VR learning, learning rates are higher with VR than rates measured with the traditional formats

While there is a growing body of research highlighting the benefits of virtual reality/augmented reality in education, we’re not aware of an online repository that you can use to support bringing these technologies to your campus. In order to fill that gap we maintain the research database below. Have another study to share? We’d love to hear from you so that we can ensure the database below remains current and comprehensive.

Virtual Reality/Augmented Reality (VR/AR) Studies

CategoryYearTitleDescription
Virtual Reality/Augmented Reality (VR/AR) Studies​2025Walmart cuts training time by 96% with immersive learning
This case study from Strivr highlights how Walmart has leveraged immersive learning and virtual reality (VR) training to drastically reduce training time by 96% while improving employee retention and performance. By using VR simulations, Walmart enables associates to experience real-world scenarios in a controlled environment, leading to faster skill acquisition, better preparedness, and increased confidence on the job. The report underscores the efficacy of immersive learning in corporate training, demonstrating how scalable VR solutions can enhance workforce development across thousands of locations.
AI Tutoring2024AI Tutoring Outperforms Active LearningThis Harvard study compared the effectiveness of AI tutoring to active learning in educational environments. Results showed that students using AI tutors outperformed those in active learning settings in both comprehension and retention. The findings suggest AI-driven tools can enhance student engagement, provide personalized instruction, and offer a scalable alternative to traditional methods.
Virtual Reality/Augmented Reality (VR/AR) Studies​2024The impact of virtual reality on student engagement in the classroom–a critical review of the literatureThis Frontiers in Psychology review examines the impact of virtual reality (VR) on student engagement in the classroom by analyzing existing research on the topic. The study explores how VR enhances cognitive, emotional, and behavioral engagement, providing immersive and interactive learning experiences that can lead to deeper understanding and improved retention. While highlighting the potential benefits of VR in education, the review also discusses challenges such as accessibility, cost, and teacher training, offering a balanced perspective on the integration of VR into modern classrooms.
Virtual Reality/Augmented Reality (VR/AR) Studies​2024Virtual Reality Decreases Public Speaking Anxiety
The study by Chris Macdonald introduces a virtual reality exposure therapy platform to reduce public speaking anxiety. It features open access for broader use and “overexposure therapy,” where users practice in extreme scenarios, like speaking to a virtual audience of 10,000. A 30-minute session with students showed reduced anxiety and increased confidence and enjoyment.
Virtual Reality/Augmented Reality (VR/AR) Studies​2024Virtual interview training for college studentsThe study presents an agent-based virtual interview training system for shy college students, integrating Virtual Reality Exposure Therapy (VRET) with biofeedback therapy. The system uses virtual agents with diverse personality types to simulate realistic interview scenarios, offering tailored feedback based on users’ physiological and behavioral data. Participants in the study showed significant reductions in interview anxiety and improvements in performance after multiple training sessions. Key features include dynamic feedback, personalized scenarios, and multimodal assessments to help users manage anxiety and develop confidence.
AI Tutoring2024Revolutionizing Education: How AI Tutors Double Student Learning OutcomesA study by Harvard University researchers found that students tutored by AI learned twice as much in the same amount of time compared to traditional lecture-based instruction. The AI tutor provided personalized, real-time feedback, allowing students to grasp complex concepts more efficiently. However, the researchers emphasized that AI tutors should complement, not replace, human educators, serving as valuable resources to enhance the learning experience. This study underscores the potential of AI in education to improve learning outcomes and suggests a collaborative approach between AI technology and traditional teaching methods.
Virtual Reality/Augmented Reality (VR/AR) Studies​2024Virtual Reality vs. Traditional Rehabilitation: Enhanced Recovery Outcomes for Total Knee Arthroplasty PatientsA 2024 study published in Medicine compared the effectiveness of virtual reality (VR) headsets to traditional rehabilitation methods following total knee arthroplasty (TKA). The randomized controlled trial involved 100 patients divided into two groups: one receiving VR-based rehabilitation and the other undergoing standard physical therapy. The findings indicated that the VR group experienced significant improvements in pain reduction, range of motion, and overall functional outcomes compared to the traditional therapy group. Additionally, patients using VR reported higher satisfaction levels and greater engagement during rehabilitation sessions. The study suggests that VR technology can be a valuable adjunct to conventional rehabilitation, offering enhanced recovery experiences for TKA patients.
Virtual Reality/Augmented Reality (VR/AR) Studies​2024Decoding AI Ethics in Education: User Perspectives on Privacy, Bias, and TransparencyA 2024 study by Tengteng Zhuang, Xiaoshu Xu, and Yunfeng Zhang, titled “Decoding AI Ethics from Users’ Lens in Education: A Systematic Review,” was published in Heliyon. The research systematically examines users’ perspectives on the ethical implications of artificial intelligence (AI) in educational settings. By analyzing existing literature, the authors identify key ethical concerns, including data privacy, algorithmic bias, and the transparency of AI systems. The study emphasizes the importance of incorporating user experiences and viewpoints to develop ethical AI applications in education, aiming to foster trust and ensure equitable outcomes for all stakeholders.
Student Engagement Studies2024Leading with Technology: Enhancing Mathematics for All StudentsThe NCSM position paper highlights how using technology in math classrooms can improve learning. Tools like AI, digital games, and virtual manipulatives help students understand math better and make learning more fun. It also addresses the importance of training teachers to use these tools and making sure all students have access to them. There are challenges, like the digital divide and keeping student data safe, but with the right support, technology can make math education more engaging and fair for everyone.
Virtual Reality/Augmented Reality (VR/AR) Studies​2023Virtual Reality: A Technology to Promote Active Learning of Physiology for Students Across Multiple DisciplinesThis study explored VR’s role in promoting active learning of physiology. Students across multiple disciplines reported higher engagement and improved understanding of physiological concepts when learning through immersive VR simulations compared to traditional methods.
Virtual Reality/Augmented Reality (VR/AR) Studies​2023Impact of Virtual Reality on EducationThis Kaggle dataset, titled Impact of Virtual Reality on Education, compiles data exploring how virtual reality (VR) technologies influence learning experiences across various subjects. The dataset includes information on VR applications in education, user experiences, and outcomes, providing a valuable resource for researchers and educators interested in the transformative effects of VR on teaching and learning.
Virtual Reality/Augmented Reality (VR/AR) Studies​2023AI and the Future of Teaching and Learning (2023) : This study from the US Department of Education highlights the need for sharing knowledge, providing supports, and developing policies for artificial intelligence. The study found that AI enables new forms of interactions, helps educators address variability in student learning, supports powerful forms of adaptivity, enhances feedback loops, and supports educators.
Virtual Reality/Augmented Reality (VR/AR) Studies2023Enhancing Climate Change Education through Virtual RealityA 2023 study investigated the impact of virtual reality (VR) on climate change education, specifically addressing ocean acidification. Conducted across multiple locations, the study found that increased physical interaction in VR boosted participants’ confidence to take action but occasionally reduced information retention. It also revealed that focusing VR narratives on specific topics improved understanding, while broad messaging linking ocean acidification to climate change sometimes hindered learning. The study highlighted VR’s ability to enhance environmental awareness and inspire climate-positive behaviors.
Virtual Reality/Augmented Reality (VR/AR) Studies​2023AI in Education (2023): This whitepaper from the Getting Smart organization, provides an in-depth look into the learning applications, operations, logistics, privacy, policy, challenges, and opportunities of the use of AI in education to provide a high-level view of the various facets of implementing AI in the education space. This whitepaper concludes that AI-based tools will allow students to learn faster and receive more personalized instruction tailored to their individual needs.
Virtual Reality/Augmented Reality (VR/AR) Studies​2023Using a mobile Virtual Reality and computer game to improve visuospatial self-efficacy in middle school students (2023): A recent study by Kuznetcova and colleagues (2023) examined the effects of a VR intervention on middle school students’ visuospatial (VS) skills. The study participants included 169 students across 11 classrooms in 3 middle schools in the US. The results showed that VR intervention significantly increased the participants’ VS self-efficacy.
Virtual Reality/Augmented Reality (VR/AR) Studies​2022 Effects of virtual reality on learning outcomes in K-6 education: A meta-analysis (2022).This meta-analysis shows that VR, on average, promotes greater student learning in comparison to control conditions, with no dependency on the education level or knowledge domains in which VR is used. Moreover, this effect is greater with immersive VR over semi-immersive and non-immersive systems.
Virtual Reality/Augmented Reality (VR/AR) Studies​2022Effects of virtual reality on creativity performance and perceived immersion: A study of brain waves (2022) Published by the British Educational Research Administration, this study sought to explore the effects of VR on creativity and immersion among middle school students. The study found that VR had a significant effect on immersion, attention, and the creative process. Additionally, VR also increased attention-related and meditation-related brain wave activity and desynchronized alpha waves.
Virtual Reality/Augmented Reality (VR/AR) Studies​2022 Benefits of Taking a Virtual Field Trip in Immersive Virtual Reality:Evidence for the Immersion Principle in Multimedia Learning (2022). This study suggests that using VR can improve knowledge acquisition. When comparing a 2D video experience to a head mounted display (HMD), students in the HMD group scored significantly higher than the video group on presence
Virtual Reality/Augmented Reality (VR/AR) Studies​2022CBS News discusses the Metaverse (2022) From dial-up to virtual reality, the future of immersive technology is upon us!
Virtual Reality/Augmented Reality (VR/AR) Studies​2022ScienceVR: A Virtual Reality Framework for STEM Education, Simulation and Assessment (2021): Read this paper to learn about ScienceVR – a framework for designing and developing a VR learning environment. The paper discusses a study involving 36 participants that were placed in three groups: IVR, Desktop VR, and 2D. Results showed a higher task completion rate, higher memorability scores, and faster and more accurate performance for the IVR group compared to the other groups.
Student Engagement Studies2022Measuring Brainwaves to Understand How Children Learn (2022) The science behind how students learn and retain content. This article discusses what student pay attention to and how information is stored in their short-term and long-term memory.
Student Engagement Studies2022A Whole New World: Education Meets the Metaverse (2022). An article that emphasizes the need for researchers and technology designers to work together to offer useful educational products in the metaverse.
Student Engagement Studies2021Learning About History in Immersive Virtual Reality: Does Immersion Facilitate Learning?Parong and Mayer explored whether immersive VR enhances history learning. Findings indicated that while VR increased engagement and presence, structured guidance was essential for maximizing learning effectiveness within immersive environments.
Virtual Reality/Augmented Reality (VR/AR) Studies​2021Travel kinematics in virtual reality increases learning efficiency (2021): This paper discusses the benefits of VR technologies for STEM learning efficiency and presents a study on VR interface capability, virtual environmental traversal, and its effect on students’ learning. Results indicated that VR interfaces, irrespective of environmental traversal, are suitable environments for STEM learning
Virtual Reality/Augmented Reality (VR/AR) Studies​2021Impact of Virtual Reality on Student Motivation in a High School Science Course (2021). In this study involving high school science students in Mexico, each student was provided VR equipment and apps to have an immersive, interactive, and contextualized experience of science content. The results of the student surveys after the VR experience indicated a substantial increase in attention, relevance, trust, and satisfaction.
Virtual Reality/Augmented Reality (VR/AR) Studies​2021Future of Testing in Education: Artificial Intelligence (2021): In a report from the Center for American Progress, findings indicated that technology and artificial intelligence can vastly improve the types of assessments teachers use to guide students in their learning. A key result showed that AI can help students learn better and faster when paired with high-quality learning materials and instruction.
Virtual Reality/Augmented Reality (VR/AR) Studies​2021AI and Education: Guidance for Policy-Makers (2021): From UNESCO, the United Nations’ specialized agency for education, comes detailed guidance for policymakers on the use and application of AI in education. The publication provides insight into how AI can address some of the biggest challenges in education, innovate teaching and learning practices, and accelerate the progress towards sustainable development goals.
Virtual Reality/Augmented Reality (VR/AR) Studies​2021VR Headsets – See Significant Growth (2021) VR headsets are selling off the shelves as virtual reality awareness is growing. More and more companies and educational institutions are gearing up with VR tools.
Virtual Reality/Augmented Reality (VR/AR) Studies​2021Social VR App ‘Rec Room’ Raises $145 Funding, Now Valued at $3.5B (2021) Looking for a different way to fundraise? Check this article out to see how a Seattle-based start-up secured millions of dollars!
Virtual Reality/Augmented Reality (VR/AR) Studies​2020A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agendaThis Computers & Education article presents a systematic review of immersive virtual reality (VR) applications in higher education, analyzing various design elements and extracting lessons learned to propose a future research agenda. The study examines how VR technology is being integrated into university curricula, identifying key components that contribute to effective learning experiences. It also discusses common challenges and successful strategies observed in existing applications, offering valuable insights for educators and researchers aiming to implement or study VR in higher education settings.
Virtual Reality/Augmented Reality (VR/AR) Studies​2020Ready student one: Exploring the predictors of student learning in virtual realityThis PLOS ONE study investigates the effectiveness of immersive virtual reality (VR) as a teaching tool compared to traditional methods. Researchers conducted a between-subjects experiment, teaching participants about Moon phases using three different methods: a hands-on activity, a VR simulation, and a desktop simulation. While a significant majority of students expressed a preference for the VR experience, the study found no substantial differences in learning outcomes across the three methods. However, the research did reveal that factors such as gender and prior video game experience influenced performance in the VR setting, suggesting that these elements may provide certain groups with an advantage when learning through VR.
Virtual Reality/Augmented Reality (VR/AR) Studies​2020A scoping review of immersive virtual reality in STEM education (2020): This study presents a scoping review on the use of VR simulation training and VR-supported instructional design practices in STEM education, including K-12 and Higher Education settings. The study included 41 papers published between 2009 and 2019. Findings inform future research focusing on in-depth understanding of the benefits of VR for STEM education.
Student Engagement Studies2020Extremely Cool Teacher Runs Math Lesson From Home within ‘Half Life: Alyx’ (2020). Check out an example of how one teacher utilized VR to engage students. The video shows how one VR application was integrated into a math lesson, helping students understand and extend content.
Tutoring Studies
2020Takeaways from Research on Tutoring to Address Coronavirus Learning Loss (2020). Research points to how important frequent tutoring sessions and a structured curriculum contribute to student success.
Tutoring Studies
2020Evidence-based Peer-tutoring Program to ImproveStudents’ Performance at the University (2020). A study done to demonstrate the impact of a peer-tutoring programs on academic performance for first-year students.
Student Engagement Studies2020Virtual Reality in Education: The Promise, Progress, and Challenge (2020) Read to find out how VR is benefitting education through engagement, inaccessible environments, spatial memory, empathy training, and distance learning.
Virtual Reality/Augmented Reality (VR/AR) Studies​2020Using virtual reality in the classroom: Reflections of STEM teachers on the use of teaching and learning tools (2020): In this study, seven teachers participated in VR training and implemented VR in their classrooms. Afterwards, the participants were interviewed to reveal their opinions of VR. Findings indicated that VR practices increased students’ motivation, technology literacy, individualized learning, and understanding of difficult concepts, among others.
Virtual Reality/Augmented Reality (VR/AR) Studies​2019The past, present, and future of virtual reality in pharmacy education (2019): This study examined the current use of VR and evaluated its future utility in pharmacy education. The authors concluded that VR can provide an immersive and interactive learning environment and help to overcome multiple obstacles faced by traditional approaches to pharmacy education.
Virtual Reality/Augmented Reality (VR/AR) Studies​2019“I’m a computer scientist!”: Virtual reality experience influences stereotype threat and STEM motivation among undergraduate women (2019): This paper explored VR as a space for a self-intervention to decrease stereotype threat and increase STEM motivation. Participants included 79 undergraduate women who were randomly assigned to two VR conditions: a future self highly successful in STEM and a future self highly successful in humanities. The results showed a significant difference between women in STEM condition and women in humanities condition.
Virtual Reality/Augmented Reality (VR/AR) Studies​2019A Virtual Tour of the Cell: Impact of Virtual Reality on Student Learning and Engagement in the STEM Classroom (2019). This Otterbein University (Ohio) study was designed to assess the educational impact of VR on student learning and engagement in a sophomore-level cell biology course, Students used VR to explore the cell and its environment within the human body and engaged in a team-based activity. At the end, the students completed a survey about their experiences. The survey results showed a majority of students felt it had a positive impact on their education (on their ‘education’ or on their ‘learning’? The survey said ‘education’ in the question) and indicate the potential supportive role that VR may have in a variety of undergraduate courses.
Virtual Reality/Augmented Reality (VR/AR) Studies​2019VStream – The Benefits of VR Training (2019) A study done by University of Maryland found that participants scored higher in recall ability using VR over the desktop display.
Student Engagement Studies2018Learning Science in Immersive Virtual Reality: Effects on Performance, Engagement, and Self-EfficacyThis study examined how learning science in immersive VR affects students’ performance, engagement, and self-efficacy. Results showed that VR enhanced engagement and boosted self-confidence, leading to improved learning outcomes compared to traditional methods.
Virtual Reality/Augmented Reality (VR/AR) Studies2018Virtual Reality Builds Empathy and Inspires ActionResearch from Stanford University shows that VR can deepen empathy and motivate real-world change. In a study led by the Virtual Human Interaction Lab, participants experienced “Becoming Homeless,” a 7-minute VR simulation where they navigated life after losing their jobs and homes. Compared to those who read about homelessness or saw a 2D version, VR participants showed significantly greater compassion, were more likely to support affordable housing initiatives, and maintained their empathetic attitudes over time. This study highlights VR’s potential to not just inform but to inspire enduring, positive social behavior.
Virtual Reality/Augmented Reality (VR/AR) Studies​2018The effect of virtual reality on EFL writing performance (2018). From the Journal of Language and Linguistic Studies, this research study from Turkey explored the impact of VR on academic writing performance. The results showed students using VR as their instructional method had longer-term positive impacts on their writing than traditional instructional methods.
Student Engagement Studies2018Increasing Student Engagement through Virtual Interactions: (2018) A study focusing on interactions that take place within the virtual world and how it contributes to higher levels of engagement.
Virtual Reality/Augmented Reality (VR/AR) Studies​2018Learning in virtual reality: Effects on performance, emotion and engagement (2018). In this study from the United Kingdom, the researchers gave students instruction with traditional textbooks, VR, or videos. Students using VR showed better performance in remembering things than those using traditional textbooks and video.
Virtual Reality/Augmented Reality (VR/AR) Studies​2018People Recall Information Better Through Virtual Reality, Says New UMD Study (2018) Virtual memory palaces improve recall accuracy when compared to using traditional desktops.
Virtual Reality/Augmented Reality (VR/AR) Studies​20183 Ways Virtual Reality in Construction is Shaping the Industry (2018) Click the article above to see how the new age of VR technology is solving old problems. VR is being used to elevate experiences for both employees and clients.
Virtual Reality/Augmented Reality (VR/AR) Studies​2018Starlight Children’s Foundation, Disney and Google Unveil Starlight Xperience VR Program (2018). Read to find out how VR is helping transform hospital experiences for millions of seriously ill children and their families.
Virtual Reality/Augmented Reality (VR/AR) Studies​2018Exploring Relationships Between Eye Tracking and Traditional Usability Testing Data (2018): From the University of Florida, this study explored the relationship between eye tracking and traditional usability testing data. The study identified important relationships between eye movement metrics and traditional usability metrics such as task difficulty rating and completion time.
Student Engagement Studies2018Virtual Memory Palaces: Immersion Aids Recall (2018) Click here to read how memorization increased using head-mounted displays over desktop displays.
Student Engagement Studies2018Increasing Student Engagement through Virtual Interactions: (2018) A study focusing on interactions that take place within the virtual world and how it contributes to higher levels of engagement.
Virtual Reality/Augmented Reality (VR/AR) Studies​2018Effect of motivational scaffolding on e-learning environments: self-efficacy, learning achievement, and cognitive style (2018): Published in the Journal of Educators Online, this research studied the effects of motivational scaffolding that favor self-efficacy and improve learning achievement in students with different cognitive styles when they interact in an e-learning environment in mathematics. The results showed significant differences in learning achievement and academic self-efficacy attributable to the effect of scaffolding.
Student Engagement Studies2018Hattie Ranking: 252 Influences and Effect Sizes Related to Student Achievement (2018) Click here to read John Hattie’s updated list of 138 -150 effects in Visible Learning for Teachers (2011).
Tutoring Studies
2018Research, Planning & Institutional Effectiveness: The Effects of Tutoring on Academic Performance. (2018). Data indicating that students who utilize Success Centers have higher success and retention rates than students in the same courses who do not.
Virtual Reality/Augmented Reality (VR/AR) Studies​2017Advantages and Challenges Associated with Augmented Reality for Education: A Systematic Review of the Literature This systematic review identified the benefits and challenges of using AR in education. AR enhances engagement, motivation, and understanding but also presents challenges such as technological barriers and usability issues that educators must address.
Virtual Reality/Augmented Reality (VR/AR) Studies​2017A study on the Effect of Virtual Reality 3D Exploratory Education on Students’ Creativity and Leadership (2017). In this study conducted in Taiwan, students were engaged in 3D exploratory education activities using VR technology. The study showed that the ability to explore concepts and manipulate content in a VR environment resulted in a significant impact on student creativity and leadership skills.
Virtual Reality/Augmented Reality (VR/AR) Studies​2017Instructor presence in instructional video: Effects on visual attention, recall, and perceived learning (2017): In this study from the University of Florida, participants each reviewed two 10-minute-long mathematics videos with instructor present or absence. The findings suggested that the videos with instructor presence attracted considerable visual attention, an increase in recall of information from the video, and a positive influence on participants’ perceived learning and satisfaction.
Student Engagement Studies2017Fostering Student Connectedness: Building Relationships in the Classroom (2017) Read how students placed a high-value on connectedness and how it impacted their academic performance.
Tutoring Studies
2017 Evaluating the Impact of Online Tutoring (YourTutor):Final Report (2017) Data from a study regarding student academic self-efficacy. The more self-efficacious
students were in their academic skills, the higher the academic
grade.
Tutoring Studies
2017Evaluating the Impact of Online Tutoring (YourTutor): Final Report (2017) Data from a study regarding student academic self-efficacy. The more self-efficacious
students were in their academic skills, the higher the academic
grade.
Virtual Reality/Augmented Reality (VR/AR) Studies​2015The Benefits of Virtual Reality in Education (2015). This Swedish comparison study looked at the impact of VR versus mobile phone applications in the same content area. The results indicated that VR is more effective than mobile phone applications in subjects where an interactive environment is needed, such as science-related content. Additionally, the study found that VR offers a more immersive experience that leads to increased involvement, and better promotes active learning
Virtual Reality/Augmented Reality (VR/AR) Studies​2015Virtual manufacturing at Ford slashes worker injuriesThis report from Michigan Public explores how Ford Motor Company utilizes virtual manufacturing technology to reduce worker injuries and improve efficiency on the assembly line. By simulating assembly processes in a virtual environment, Ford identifies potential ergonomic risks before production begins, significantly decreasing injuries and enhancing worker safety. The article highlights how virtual reality and motion capture technology have become essential tools in modern manufacturing, ensuring both safer workplaces and optimized production workflows.
Virtual Reality/Augmented Reality (VR/AR) Studies​2014Effectiveness of Virtual Reality-Based Instruction on Students’ Learning Outcomes in K-12 and Higher Education: A Meta-AnalysisThis meta-analysis reviewed the effectiveness of VR-based learning across K-12 and higher education. Results showed that VR instruction significantly improved students’ learning outcomes, highlighting VR’s potential as a powerful educational tool across disciplines.

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