Learning That Feels Real: AR, VR, AI, and Multimedia in Indian Classrooms
- DOI
- 10.2991/978-2-38476-575-1_14How to use a DOI?
- Keywords
- Augmented Reality; Virtual Reality; Generative AI; Multimedia Learning; Indian Education
- Abstract
The use of Multimedia innovations including Virtual Reality (VR), Augmented Reality (AR), and Generative Artificial Intelligence (AI) each represent a new frontier in technology, and their use in education has the potential to improve India’s higher education system in unprecedented ways. Addressing specific objectives of the National Education Policy (NEP 2020), these aim to bridge the practical- theory gap, and in the process, shift pedagogy from passive, textbook-based learning to engaging and hands-on modalities. This study used a multi-method approach, a meta- synthesis of 45 studies concerning over 12,000 learners in India. Including 220 students, 35 teachers from Kerala, case studies from IIT Madras, Delhi University, NIT Calicut, and surveys. The analysis showed that in addition to improving understanding and skill retention, learning through immersive technologies coupled with motivational design increased student motivation to learn. In addition, the thematic analysis showed students’ dissatisfaction with accessibility, ethics, and outcomes of realism. The findings show that AR and VR tools improve comprehension in technical and medical fields by 25–40% and 3D aids and narrative games boost retention by 30%. GenAI tutoring aids in self-paced learning and demonstrates positive outcomes in STEM and writing classes, although infrastructure, teacher readiness, and ethical issues such as bias and plagiarism pose challenges. Most importantly, blende3d usage of AR, VR, and AI tools improved learning outcomes by 42% compared to unsupervised usage, highlighting the transformative potential in Indian education. Nevertheless, the gap in fair incorporation in Tier-2 and Tier-3 institutions to reduce the growing digital divide and ensure universal adoption of these tools is concerning.
- Copyright
- © 2026 The Author(s)
- Open Access
- Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.
Cite this article
TY - CONF AU - K. T. Muhammed Abdul Rauf PY - 2026 DA - 2026/05/06 TI - Learning That Feels Real: AR, VR, AI, and Multimedia in Indian Classrooms BT - Proceedings of the International Conference on Dynamics of Environment, Sustainability, and Gender Disparities: A Holistic Dialogue for Inclusive Futures (ICDESGD 2025) PB - Atlantis Press SP - 223 EP - 239 SN - 2352-5398 UR - https://doi.org/10.2991/978-2-38476-575-1_14 DO - 10.2991/978-2-38476-575-1_14 ID - Rauf2026 ER -