Augmented and Virtual Reality in Computational Thinking: A Systematic Review of Their Individual Impacts, Advantages, Challenges, and Future Directions

Authors

  • Muhammad Aizri Fadillah Department of Science Education, Universitas Negeri Padang, Indonesia https://orcid.org/0000-0002-7085-2538
  • Syafrijon Department of Electronics Engineering, Universitas Negeri Padang, Indonesia https://orcid.org/0009-0003-6417-7278
  • Febry Azmiana Siregar Department of Mathematics Education, Universitas Negeri Medan, Indonesia
  • Usmeldi Department of Electrical Engineering, Universitas Negeri Padang, Indonesia https://orcid.org/0000-0002-9456-1559

DOI:

https://doi.org/10.34190/ejel.22.3.3992

Keywords:

Augmented reality, Virtual reality, Computational thinking, Education, Systematic review, PRISMA

Abstract

Computational thinking (CT) skills are increasingly important in education to prepare students for the challenges of the digital age. Augmented Reality (AR) and Virtual Reality (VR) have been introduced as immersive technologies that have the potential to enhance CT skills through more interactive learning experiences. However, there is still a gap in understanding the effectiveness of these technologies in supporting the development of CT, particularly in different levels of education and disciplines. Although several studies have highlighted the benefits of AR and VR in education, no systematic review integrates these findings to identify advantages, challenges, and opportunities for further implementation. Therefore, this study conducted a systematic review based on the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines by analyzing 25 empirical studies (AR=17, VR=8) obtained from the Scopus database (2008-2024). The analysis addresses four key research questions: (1) the current state of AR/VR in CT development, (2) their advantages, (3) implementation challenges, and (4) future research directions. The results show that AR is more widespread than VR at various levels of education, with dominance in higher education followed by secondary and primary schools. Computer science is the main field of application of AR and VR, while AR is also widely applied in mathematics to increase interest and problem-solving. A total of 11 studies reported significant impacts of these technologies on CT, with AR being superior in increasing student motivation and engagement, as well as aiding in problem-solving and debugging. In contrast, VR provides a more immersive learning experience by strengthening concept understanding, especially in programming and recursion. However, several obstacles in the application of AR and VR, such as hardware limitations, costs, and user skills, affect the effectiveness of these technologies in the learning environment. This study also identified potential future research, including the exploration of VR in primary and kindergarten education, the application of VR in non-computer science fields, and the efficient use of these technologies in supporting the CT process. This study provides more precise insights into the optimal ways of utilizing AR and VR in developing CT skills. It is a reference for educators, policymakers, and researchers in supporting CT learning.

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Published

19 May 2025