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Immersive technologies such as augmented reality (AR), virtual reality (VR), metaverse environments, together with virtual laboratories as their most established application in higher education, have emerged as innovative tools with the potential to transform teaching and learning processes in higher education. This study presents a literature review of research published between 2020 and 2025 examining their pedagogical role in this context. The review adopts a holistic approach by synthesizing systematic reviews, meta-analyses, and empirical studies. The findings indicate that AR and VR applications generally have positive effects on conceptual learning, psychomotor skills, and spatial reasoning, while metaverse-based environments enhance motivation and social interaction. However, the sustainability of these positive outcomes depends on the pedagogically sound design of learning environments. Inadequate pedagogical design and excessive immersion may increase cognitive load, thereby limiting learning effectiveness. In conclusion, the pedagogical value of immersive technologies in higher education depends not on the technology itself, but on instructional designs that are aligned with learning objectives and grounded in inclusive and ethical principles.
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Vesile Gül Başer Gülsoy (2026) studied this question.
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