Abstract
Engineering labs face constraints on time, safety, and access, making it difficult for students to develop robust procedural schemas and visualize invisible flow phenomena. We present AR Tunnel, an augmented-reality (AR) digital twin of a university wind tunnel. Its theoretical design draws on cognitive load and multimedia learning principles, along with situated learning via contextualized rehearsal. Pilot testing with students indicated strong user acceptance, identified usability issues, and guided iterative refinements to navigation, performance modes, and instructional content. In controlled tests with undergraduate and postgraduate cohorts, AR pre-lab preparation was compared with equivalent slide-based preparation. Although both groups reported similar increases in self-assessed familiarity after the hands-on lab, students who prepared with AR Tunnel achieved significantly higher scores on objective knowledge quizzes across both cohorts (p<0.05). Within the AR groups, higher engagement – measured across behavioral, emotional, and cognitive dimensions – correlated positively with quiz performance (Spearman’s ρ≈0.42–0.48, p<0.05), suggesting that active exploration mediated learning gains. AR Tunnel therefore functions as a scalable preparatory resource that complements, rather than replaces, in-person lab instruction. Future work should measure retention and transfer, disentangle gamification and scaffolding effects, and evaluate mixed-reality overlays during live-lab operation. © 2026 The Authors.
| Original language | English |
|---|---|
| Article number | 100139 |
| Number of pages | 13 |
| Journal | Computers and Education: X Reality |
| Volume | 8 |
| Online published | 9 Feb 2026 |
| DOIs | |
| Publication status | Published - Jun 2026 |
Funding
This work was supported by a Teaching and Learning Innovation Project grant (TLIP-124E) from the Center for Education Innovation (CEI) at the Hong Kong University of Science and Technology. We would like to thank CEI staff for their helpful guidance and constructive feedback. We would also like to acknowledge the support of the Research Grants Council (Project No. 16215521) and the University Grants Committee of Hong Kong (Fund for Innovative Technology-in-Education) .
UN SDGs
This output contributes to the following UN Sustainable Development Goals (SDGs)
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SDG 4 Quality Education
Research Keywords
- augmented reality
- immersive learning
- engineering education
- STEM education
Publisher's Copyright Statement
- This full text is made available under CC-BY-NC-ND 4.0. https://creativecommons.org/licenses/by-nc-nd/4.0/
RGC Funding Information
- RGC-funded
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