ISSN: 2222-6990
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The integration of Augmented Reality (AR) and Virtual Reality (VR) technologies into secondary education has transformed classroom engagement and experiential learning. This study examines the patterns of AR/VR tool usage among secondary school students using a multiple-response framework. The data reveal that AR Mobile Applications (72%) are the most widely used tools, followed by Google Expeditions (65%), VR Educational Platforms (54%), Oculus Devices (49%), and Merge Cube (37%). The findings suggest that accessibility, affordability, and ease of implementation significantly influence adoption rates. Mobile-based AR tools dominate due to their compatibility with existing devices, whereas specialized VR hardware shows comparatively moderate usage. The study contributes to understanding technological accessibility and its pedagogical implications in immersive learning environments. It highlights the need for strategic infrastructure planning and teacher training to maximize the potential of immersive technologies in education.
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