Vol.:(0123456789) 1 3
Virtual Reality
https://doi.org/10.1007/s10055-020-00444-8
S.I. : XR (VR, AR, MR) AND IMMERSIVE LEARNING ENVIRONMENTS
Virtual reality and augmented reality in social learning spaces:
a literature review
Anthony Scavarelli
1
· Ali Arya
1
· Robert J. Teather
1
Received: 28 February 2019 / Accepted: 12 May 2020
© Springer-Verlag London Ltd., part of Springer Nature 2020
Abstract
In this survey, we explore Virtual Reality and Augmented Reality within social learning spaces, such as classrooms and
museums, while also extending into relevant social interaction concepts found within more reality-based and social immersive
media frameworks. To provide a foundation for our fndings we explore properties and interactions relevant to educational
use in social learning spaces; in addition to several learning theories such as constructivism, social cognitive theory, con-
nectivism, and activity theory, within a CSCL lens, to build a theoretical foundation for future virtual reality/augmented
reality educational frameworks. Several virtual reality/augmented reality examples for learning are explored, and several
promising areas to further research, such as a greater focus on accessibility, the interplay between the physical and virtual
environments, and suggestions for updated learning theory foundations, are proposed.
Keywords Virtual reality · Augmented reality · Mixed reality · Multi-user · Collaborative · Education · Social learning
spaces
1 Introduction
Virtual Reality (VR) and Augmented Reality (AR) technolo-
gies are currently receiving a great deal of attention, thanks
in large part to the commercial availability of new immersive
VR/AR platforms (Microsoft HoloLens, n.d.; Oculus Rift,
n.d.) and lower-cost standalone VR/AR platforms such as
the Oculus Quest (Oculus Quest 2019). Additionally, frame-
works are quickly appearing to make VR/AR development
easier for the web (A-Frame, n.d.), through plugins into
popular game engines (Valve, n.d.), and with the technol-
ogy built directly into the operating systems of mobile plat-
forms (Apple, n.d.). While these technologies frst appeared
in research and development dating back to middle of the
twentieth century (Azuma 1997; Mazuryk and Gervautz
1996) there is tremendous human interest in the concept of
simulating reality which can be seen within fction as early
as the 1930s (Weinbaum 1935), and much earlier within
the philosophical realm, when humans started to consider
whether our perceived reality is an “absolute” reality, rather
than merely “shadows on a cave wall” (Plato and Lee 1974),
“a dream” (Descartes and Cress 1993) or a robust “computer
simulation” (Bostrom 2003).
Current lower-cost and higher fdelity VR/AR techno-
logical developments such as increased resolution, reduced
latency, and higher framerates have raised hopes for more
mainstream and diverse applications within the fascinating
area of simulating and augmenting/enhancing reality, in
which we are no longer bounded by physical spaces and the
physics of the known universe. We are seeing an explosion
of experimentation and development of novel applications
within VR/AR forms such as gaming (Keep Talking and
Nobody Explodes, n.d.; Pokémon Go 2016; Star Trek Bridge
Crew n.d.), flm (Dear Angelica n.d.; Google Spotlight Sto-
ries, n.d.), social communities (Mozilla Hubs 2018; Rec
Room, n.d.; VRChat, n.d.); and, most interestingly for this
survey, educational endeavours (Dede 2009; Dunleavy et al.
2009; Grotzer et al. 2015; Ketelhut et al. 2010; Salzman and
Dede 1999; Schrier 2006).
* Anthony Scavarelli
anthony.scavarelli@carleton.ca
Ali Arya
ali.arya@carleton.ca
Robert J. Teather
rob.teather@carleton.ca
1
Carleton University, Ottawa, ON, Canada