Supporting Extended Reality Education Through Interactive Digital Learning Platforms: A Scoping Review, Comparative Analysis and Implementation Insights
The results indicate that XR-oriented educational platforms may benefit from combining conventional multimedia elements with 3D, 360∘, virtual tour, and XR content, while also supporting diverse e-learning activities, intuitive no-code authoring, personalized learning support, feedback mechanisms, and AI-assisted functionality.
Abstract
Extended reality (XR) technologies, including virtual reality (VR), augmented reality (AR), and mixed reality (MR), offer new opportunities for immersive and experiential learning; however, their spatial and interactive characteristics are difficult to represent with conventional educational materials. To establish the functional requirements for digital learning platforms capable of supporting XR-related educational content and teacher authoring, a multi-method exploratory study was conducted, comprising a structured scoping review, comparative platform analysis, and an instrumental case study. The scientific literature was used to establish the theoretical basis and inform the functional categories applied in the analysis. Platform candidates were identified through manual web searches, external recommendations, and AI-assisted discovery, followed by manual eligibility assessment according to predefined criteria. Of 162 identified candidates, 77 platforms were included in the comparative functional analysis. The results indicate that XR-oriented educational platforms may benefit from combining conventional multimedia elements with 3D, 360∘, virtual tour, and XR content, while also supporting diverse e-learning activities, intuitive no-code authoring, personalized learning support, feedback mechanisms, and AI-assisted functionality. The findings were synthesized into a practical framework of recommended platform functionalities and applied to the Slovenian eTorba platform as a case study. This led to several implemented enhancements, including support for immersive 360∘ media, and identified further development needs for more comprehensive XR support.
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