The field of educational technology is increasingly using immersive technologies like Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR)—collectively referred to as Extended Reality (XR)—to enhance learning experiences. Traditional educational methods often lack contextual relevance; however, XR enables experiential learning through direct engagement within authentic or simulated environments, aligning with key pedagogical theories such as Experiential Learning and Situated Learning. This work examines how XR technologies are transforming educational experiences in museum settings. It analyses the intersection of XR (VR, AR, MR) with learning theories to demonstrate that XR is a catalyst for enhancing skills acquisition by bridging abstract concepts with practical application. Using a systematic literature review, the study examines how XR features interact with and enhance these learning frameworks. Key findings include XR’s ability to provide concrete experiences, facilitate reflection, assist in conceptualization, and enable active experimentation, thereby supporting Kolb’s cycle of Experiential Learning. Additionally, XR fosters authentic contexts and participation in communities of practice, essential for Situated Learning. Despite its potential, challenges such as cost, technical expertise, usability, and ethical access remain. Ultimately, XR technologies represent a significant evolution in educational tools. Their successful integration into learning environments requires thoughtful pedagogical design that leverages XR’s capabilities to create compelling learning experiences. Future research should focus on longitudinal studies, comparative effectiveness, and adaptive systems.

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Immersive Worlds, Situated Knowledge: The Transformative Impact of Extended Reality on Experiential and Situated Learning in Museum Education. A Systematic Literature Review

  • Eliana Maria Torre

摘要

The field of educational technology is increasingly using immersive technologies like Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR)—collectively referred to as Extended Reality (XR)—to enhance learning experiences. Traditional educational methods often lack contextual relevance; however, XR enables experiential learning through direct engagement within authentic or simulated environments, aligning with key pedagogical theories such as Experiential Learning and Situated Learning. This work examines how XR technologies are transforming educational experiences in museum settings. It analyses the intersection of XR (VR, AR, MR) with learning theories to demonstrate that XR is a catalyst for enhancing skills acquisition by bridging abstract concepts with practical application. Using a systematic literature review, the study examines how XR features interact with and enhance these learning frameworks. Key findings include XR’s ability to provide concrete experiences, facilitate reflection, assist in conceptualization, and enable active experimentation, thereby supporting Kolb’s cycle of Experiential Learning. Additionally, XR fosters authentic contexts and participation in communities of practice, essential for Situated Learning. Despite its potential, challenges such as cost, technical expertise, usability, and ethical access remain. Ultimately, XR technologies represent a significant evolution in educational tools. Their successful integration into learning environments requires thoughtful pedagogical design that leverages XR’s capabilities to create compelling learning experiences. Future research should focus on longitudinal studies, comparative effectiveness, and adaptive systems.