## 4 Result Analysis
### Experimental and Case Studies  
Of the 70 documents, 36 documents (51.43%) were classified as Experimental and Case studies. These studies involved the related technologies and either developed and applied a system or an application or applied an existing one and evaluated its effect. The related documents are presented in Table 5. Given the nature of these studies, a more in-depth content analysis was carried out. \begin{table}
\begin{tabular}{l l l} \hline \hline
**References** & **Title** & **Year** \\ \hline
[98] & Augmented reality crossover gamified design for sustainable engineering education & 2016 \\
[99] & Evaluating a mixed reality 3D virtual campus with big data and learning analytics: A & 2016 \\
[100] & Analyzing heterogeneous learning logs using the iterative convergence method & 2017 \\
[101] & Bringing Abstract Academic Integrity and Ethical Concepts into Real-Life Situations & 2017 \\
[102] & Data-Driven Construction of a Student Model Using Bayesian Networks in an & 2017 \\
[103] & A virtual reality game for teaching graph theory: A study of its effectiveness in & 2018 \\
[104] & Improving outcomes and encouraging autonomy & 2019 \\
[105] & Assessing the Efficacy of VR for Foreign Language Learning Using Multimodal & 2019 \\
[106] & Learning Analytics & 2019 \\
[107] & Beyond Reality-Extending a Presentation Trainer with an Immersive VR Module & 2019 \\
[108] & Exploring the treatment integrity of virtual reality-based social skills training for & 2019 \\
[109] & The Role of Active Engagement of Peer Observation in the Acquisition of Surgical & 2019 \\
[110] & Skills in Virtual Reality Tasks for Novices & 2019 \\
[111] & Biosensor Real-Time Affective Analytics in Virtual and Mixed Reality Medical & 2020 \\
[112] & Education Serious Games: Cohort Study & 2020 \\
[113] & Development of engineering educational support system for manufacturing using & 2020 \\
[114] & Augmented Reality & 2020 \\
[115] & Emotional characterization of children through a learning environment using learning analytics and AR-Sandbox & 2020 \\
[116] & Learning analytics for student modeling in virtual reality training systems: & 2020 \\
[117] & Lineworkers case & 2020 \\
[118] & The development and evaluation of an augmented reality learning system for & 2020 \\
[119] & Japanese compound verbs using learning analytics & \\ \hline \hline \end{tabular}
\end{table} 
Table 5: Experimental and Case studies. Most of the documents of this category were published in 2023 (n = 8, 22.2%), followed by 2022 (n = 7, 19.4%). Additionally, most documents were published in conferences/proceedings (n = 19, 52.8%), 16 documents (55.4%) were published in journals, and only one document (2.8%) was published in an edited book. Hong Kong (n = 7, 19.4%) and the United States (n = 7, 19.4%) contributed the most documents, followed by Japan (n = 4, 11.1%), Greece (n = 3, 8.3%), and Taiwan (n = 3, 8.3%). The remaining 12 documents were published by 12 different countries. Furthermore, all studies involved face-to-face learning. As no study focused on online learning, there is a need to further explore the use of these technologies and methods in online learning settings as well. Additionally, studies were conducted in both formal and informal settings, highlighting the applicability of this approach. Studies mostly put an emphasis on higher education (66.7%) and to a lesser extent on secondary education (16.6%) and primary education (11.1%). Two of the studies (5.6%) involved diverse participants (e.g., ages, expertise, etc.) and were not categorized into any of these education levels Table 6. The vast majority of the studies involved only students (88.9%), while two studies