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Enhancing STEM and STEAM Education at the Grade Level Through Mixed Reality Applications

A Meta-analytical Study

Bibliographic Data

ID15401266
AuthorsSegun Michael Ojetunde (0000-0002-2333-8632, University of Johannesburg, corresponding author), Umesh Ramnarain (0000-0003-4548-5913, University of Johannesburg)
Year2026
Volume26
Issue2
Publication date2026-02-10
Open AccessYes
TypeARTICLE
VenueCanadian Journal of Science Mathematics and Technology Education (JOURNAL)
Journal identifiersISSN: 1492-6156 • E-ISSN: 1942-4051
PublisherSpringer Science+Business Media (PUBLISHER • DE)
DOI10.1007/s42330-026-00456-7
OpenAlexW7128508209
LanguageEN
References cited44

The advancement of technology has spurred innovation in teaching and learning activities within contemporary education, particularly through the adoption of immersive learning technologies at the grade level. Numerous studies have explored and reviewed the effectiveness of immersive learning technologies (ILT) in science (STEM) education, with various recommendations suggesting that these technologies could also be applied in arts (STEAM) education. However, there is a notable lack of comprehensive reviews on the use of ILT in STEAM and corresponding meta-analyses for STEM education. This review presents a systematic review (SR) and meta-analysis (MA) of the effectiveness of mixed reality (MR) applications for STEM and STEAM learning at the grade level. Following the Preferred Reporting Items for Systematic Review and Meta-Analysis (PRISMA) guidelines, a search was conducted across three databases, ultimately identifying articles that met the established inclusion criteria. The data extracted for the SR were analyzed using descriptive statistics, while the R statistical program was employed for the MA. The results indicate that the application of MR significantly enhances grade-level learners’ understanding, interest, attention, achievement, engagement, and skills. Furthermore, the USA has effectively utilized MR applications to advance STEM education at the grade level more than other countries in this regard. Consequently, it was recommended that educational stakeholders embrace the opportunities presented by MR applications in both STEM and STEAM education, and adequately prepare teachers to respond to these advancements

Descriptive statistics · Educational technology · Inclusion (mineral · Mixed reality · Multimethodology · Science education · Systematic review · The arts · Augmented Reality Applications · Technology-Enhanced Education Studies · Virtual Reality Applications and Impacts

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