Olea-Ibarra et al. (2025) examine how augmented reality (AR) affects middle school students’ enjoyment, epistemic emotions, and knowledge acquisition in science learning. Although AR is often promoted as an immersive tool that can make abstract content more engaging, the study addresses an important unresolved issue: whether greater enjoyment and emotional stimulation during AR learning actually translate into stronger learning outcomes, especially for younger learners. The study focuses on seventh-grade students learning about the solar system and compares AR-based learning with a non-immersive static multimedia condition.
Using a quasi-experimental field design, the study involved 47 seventh-grade students from an international middle school in Mexico. Students were assigned to either an AR condition or a control condition by class group. In the AR condition, students used the Jigspace app on tablets to spatially explore solar system content, including planets’ positions and characteristics. In the control condition, students learned the same content through an interactive PowerPoint presentation with static images and text on tablets. Knowledge was assessed through pre- and post-tests, while enjoyment and epistemic emotions were measured repeatedly before, during, and after the learning activity.
Results show a mixed and somewhat counterintuitive pattern. Students in the AR condition reported significantly higher enjoyment than those in the control condition. The averaged enjoyment scores during and after learning were higher in the AR group (M = 3.86, SD = 0.84) than in the control group (M = 2.84, SD = 0.66), with a large effect size (d = 1.37). AR also elicited stronger positive epistemic emotions, including surprise (d = 1.09), curiosity (d = 1.05), and excitement (d = 1.07). However, the control group achieved greater knowledge gains than the AR group. Knowledge gain was substantially higher in the control condition (M = 12.20%, SD = 6.90) than in the AR condition (M = 4.66%, SD = 6.41), with a large effect size (d = 1.13). A repeated measures ANOVA further showed a significant interaction between condition and measurement time, indicating that knowledge gain reached statistical significance only in the control condition, F (1,45) = 15.049, p < .001. The mediation analysis also indicated that enjoyment did not significantly mediate the relationship between AR use and learning gains (b = 1.857, SE = 1.356, p = .171). These findings suggest that while AR can make learning more emotionally engaging, this affective advantage does not automatically lead to better knowledge acquisition.
Overall, the study provides a valuable cautionary perspective on immersive technologies in school science learning. AR may enhance enjoyment and stimulate positive epistemic emotions, but it may also distract learners or create affective overload when emotional engagement competes with task-focused cognitive processing. The findings highlight the need to design AR learning environments that carefully balance immersion, emotion, and instructional focus. Rather than assuming that more engaging media will automatically improve learning, the study suggests that educators should use AR with clear pedagogical guidance, especially when working with younger learners.
Source (Open Access): Olea‐Ibarra, D., Hartmann, C., & Bannert, M. (2025). The role of enjoyment and epistemic emotions in middle school AR learning: A quasi‐experimental field study. Journal of Computer Assisted Learning, 41(2), e70016.