Exploring the Potential Alignment between VR/AR and Universal Design for Learning for Mathematics Accessibility in Elementary Schools: A Systematic Literature Review
DOI:
https://doi.org/10.33541/edumatsains.v10i4.7632Keywords:
Virtual Reality, Augmented Reality, Universal Design for Learning, Accessibility, Elementary MathematicsAbstract
Mathematics instruction in elementary schools often presents accessibility challenges, particularly for learners who struggle with abstract and symbolic concepts. Universal Design for Learning (UDL) provides a flexible framework to support diverse learners through multiple means of representation, engagement, and expression. In addition, immersive technologies such as Virtual Reality (VR) and Augmented Reality (AR) offer opportunities to visualize mathematical concepts and create interactive learning experiences. This study aims to explore the potential alignment between VR/AR and UDL in improving accessibility in elementary mathematics learning. A systematic literature review of studies published between 2015 and 2024 was conducted, involving eight empirical studies analyzed through thematic synthesis. The findings show that VR/AR can support conceptual understanding, increase student engagement, and provide multiple ways for students to express their understanding. This study contributes to understanding how immersive technologies can support UDL principles in mathematics learning. The findings also suggest that teachers can use VR/AR to design more inclusive learning experiences, supported by adequate training and infrastructure. However, challenges such as limited devices, teacher readiness, and technical constraints need to be considered in implementation.
References
Akhmad, A., & Priyono, D. (2023). Development of AR-based math learning media for primary school students using the ADDIE model. Jurnal Pendidikan Matematika, 14(2), 112–125.
Akçayır, M., & Akçayır, G. (2017). Advantages and challenges associated with augmented reality for education: A systematic review. Educational Research Review, 20, 1–11. https://doi.org/10.1016/j.edurev.2016.11.002
Braun, V., & Clarke, V. (2006). Using thematic analysis in psychology. Qualitative Research in Psychology, 3(2), 77–101. https://doi.org/10.1191/1478088706qp063oa
Chen, C.-H., & Liu, C.-C. (2022). The effects of VR/AR learning environments on learners’ cognitive and affective outcomes: A meta-analysis. Computers & Education, 178, 104–179.
Hong, Q. N., Pluye, P., Fàbregues, S., Bartlett, G., Boardman, F., Cargo, M., Dagenais, P., Gagnon, M. P., Griffiths, F., Nicolau, B., O’Cathain, A., Rousseau, M. C., & Vedel, I. (2018). Mixed Methods Appraisal Tool (MMAT), version 2018. McGill University.
Hsu, T.-C., Tsai, C.-C., & Chang, Y.-H. (2021). The effect of AR on students’ learning behavior and performance in mathematics. Educational Technology & Society, 24(3), 17–31.
Ibáñez, M. B., & Delgado-Kloos, C. (2018). Augmented reality for STEM learning: A systematic review. Computers & Education, 123, 109–123. https://doi.org/10.1016/j.compedu.2018.05.002
Kenedi, A., Rahmat, R., & Susanto, H. (2023). The effect of using Virtual Reality media on the geometric skills of elementary school students. Journal of Educational Technology, 5(1), 44–58.
Kitchenham, B., & Charters, S. (2007). Guidelines for performing systematic literature reviews in software engineering. Keele University.
Lintiasri, M., Pramudita, B., & Putra, A. (2024). The effect of augmented reality media on mathematics learning outcomes of elementary school students. International Journal of Learning Technology, 19(1), 22–34.
Muspiroh, W., Santoso, B., & Hilman, Y. (2025). Leveraging augmented reality (AR) and interactive media to enhance elementary students’ mastery of scientific concepts: A cross-regional study in West Java, Indonesia. Journal of Elementary Education Research, 12(1), 55–70.
Nurfitriani, N., & Hidayat, T. (2022). Penggunaan Augmented Reality dalam pembelajaran matematika sekolah dasar. Jurnal Teknologi Pendidikan, 24(3), 89–101.
Page, M. J., et al. (2021). The PRISMA 2020 statement: An updated guideline for reporting systematic reviews. BMJ, 372, n71. https://doi.org/10.1136/bmj.n71
Parong, J., & Mayer, R. E. (2018). Learning science in immersive virtual reality. Journal of Educational Psychology, 110(6), 785–797. https://doi.org/10.1037/edu0000241
Piaget, J. (1952). The origins of intelligence in children. International Universities Press.
Radianti, J., Majchrzak, T. A., Fromm, J., & Wohlgenannt, I. (2020). A systematic review of immersive virtual reality applications for higher education. Computers & Education, 147, 103–778. https://doi.org/10.1016/j.compedu.2019.103778
Rahmawati, L. (2021). Pengembangan media AR untuk meningkatkan kemampuan spasial siswa SD. Jurnal Ilmiah Pendidikan Dasar, 8(2), 203–214.
Rao, K., Ok, M. W., & Bryant, B. R. (2021). A review of research on Universal Design for Learning: The need for a new research agenda. Remedial and Special Education, 42(3), 201–212.
Rose, D. H., & Meyer, A. (2002). Teaching every student in the digital age: Universal Design for Learning. ASCD.
Wulandari, S., & Suryana, D. (2022). Penerapan prinsip Universal Design for Learning (UDL) pada pembelajaran inklusif di sekolah dasar. Jurnal Pendidikan Dasar Nusantara, 8(1), 45–57.
Yilmaz, R. M. (2016). Educational magic toys developed with augmented reality technology for early childhood education. Computers in Human Behavior, 54, 240–248. https://doi.org/10.1016/j.chb.2015.07.040
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2026 N. Sinta Mustika Aryanti, Munir, Famelia, Septi Yunita

This work is licensed under a Creative Commons Attribution 4.0 International License.


















_(1).png)