## 4 Result Analysis
### Theoretical and Review Studies  
Of the 70 documents examined, 15 (21.43%) were classified within the Theoretical and Review studies category. Although these studies did not present a specific application or carried out a case study or an experiment, they added value to the field through their theoretical contributions and analyses of these technologies. The Theoretical and Review studies are presented in Table 3. \begin{table}
\begin{tabular}{l l l} \hline \hline
**Reference** & **Title** & **Year** \\ \hline
[64] & Towards evaluating and modelling the impacts of mobile-based augmented reality & 2013 \\  & applications on learning and engagement & 2017 \\  & A study on capturing learning data from virtual and mixed reality contents through & 2019 \\  & data collection API & 2019 \\  & Learning Analytics in Augmented Reality: Blueprint for an AR / xAPI Framework & 2019 \\ \hline \hline \end{tabular}
\end{table} 
Table 3: Theoretical and Review studies. Figure 9: Distribution of studies based on the method used. The study of [PERSON] et al. [72] provided a conceptual framework for using learning analytics within augmented reality applications. Their framework focused on providing suggestions regarding appropriate design elements and instructional strategies to use when creating augmented reality applications. [PERSON] et al. [69] presented a conceptual framework that focused on integrating learning analytics into virtual reality applications. The study also provided implications and suggestions for designing virtual reality applications and capitalizing on learning analytics. [PERSON] and [PERSON] [68] provided some initial theoretical foundations for augmented- and virtual reality learning analytics, which were then further expanded in follow-up studies. [PERSON] et al. [67] also presented a theoretical framework which focused on learning analytics and virtual reality applications. Their framework consisted of four dimensions and proposed a set of structural elements that can be used when prototyping such systems or applications. In another study, [PERSON] et al. [71] presented an ethical framework for using learning analytics within augmented reality applications. Their framework takes into account the unique traits of augmented reality applications and focuses on provided guidelines to designers on how to integrate learning analytics within their practices to support learners. [PERSON] and [PERSON] [65] focused on the use of data collection API to capture learning data from mixed reality and virtual reality contents that can then be analyzed through the use of appropriate learning analytics techniques. The study showcased a method of extracting learning data that was generated from virtual environments. The possibility to offer learners customized learning paths and provide them with interesting and attractive learning activities was highly regarded. [PERSON] [75] examined a modularity approach for mixed reality learning artifacts. In the proposed open-source toolkit, solutions to integrate different technologies within mixed reality environments and agents were presented and the use of learning analytics to capitalize on the generated data was highlighted. [PERSON] et al. [77] focused on using xAPI to examine the use of learning analytics within virtual reality settings. Their work presented different data-tracking technologies and approaches for integrating