logo logo European Journal of Educational Research

EU-JER is is a, peer reviewed, online academic research journal.

Subscribe to

Receive Email Alerts

for special events, calls for papers, and professional development opportunities.

Subscribe

Publisher (HQ)

Eurasian Society of Educational Research
Eurasian Society of Educational Research
Christiaan Huygensstraat 44, Zipcode:7533XB, Enschede, THE NETHERLANDS
Eurasian Society of Educational Research
Headquarters
Christiaan Huygensstraat 44, Zipcode:7533XB, Enschede, THE NETHERLANDS
Research Article

A Ten-Year Bibliometric Study on Augmented Reality in Mathematical Education

Meria Ultra Gusteti , Edwin Musdi , Indang Dewata , Amran Md. Rasli

This study analyzes trends, collaborations, and research developments on augmented reality (AR) in mathematics education using a bibliometric approach.


  • Pub. date: July 15, 2025
  • Online Pub. date: May 14, 2025
  • Pages: 723-741
  • 136 Downloads
  • 584 Views
  • 0 Citations

How to Cite

Abstract:

T

This study analyzes trends, collaborations, and research developments on augmented reality (AR) in mathematics education using a bibliometric approach. Data were collected from the Scopus database on July 31, 2024, identifying 542 documents published between 2015 and 2024. After screening, 194 journal articles were selected for analysis. Using VOSviewer, the study produced visualizations related to document types, publication trends, journal sources, research subjects, institutions, countries, keywords, and author collaborations. The results show that 88.7% of the documents are journal articles, indicating that this topic is predominantly published in scholarly journals. Publication trends reveal significant growth since 2016, peaking in 2024, reflecting increasing global interest. Education Sciences and IEEE Access are among the top journal sources. Subject-wise, social sciences and computer science are the main disciplines exploring AR in mathematics education. Chitkara University (India) and Johannes Kepler University Linz (Austria) are leading institutions, while the United States, Malaysia, and Spain contribute the most publications. Keyword analysis shows rapid growth in research using terms such as "augmented reality" and "mathematics education," emphasizing the role of immersive technology in enhancing student engagement and conceptual understanding through visual and interactive learning. Influential authors like Lavicza, Mantri, and Haas highlight the importance of global collaboration. Based on a thematic analysis of the most-cited articles, this study proposes the AI Mathematical Education Impact and Outcome Framework. In conclusion, although research on AR in mathematics education has significantly advanced, further studies are needed to evaluate its effectiveness across varied educational contexts.

Keywords: Augmented reality, bibliometric, collaboration, mathematical education, Scopus database.

description PDF
file_save XML
Article Metrics
Views
136
Download
584
Citations
Crossref
0

Scopus
0

Introduction

Augmented Reality (AR) has emerged as one of the most promising technologies in the field of education. In mathematics education, AR has the ability to present abstract material in a visual and interactive way, which can enhance students’ understanding of complex mathematical concepts . This technology offers a new approach for students to learn by connecting digital elements to the real world through 3D visualization.

The use of AR in education has grown rapidly over the past decade, particularly in the fields of computer science and higher education in countries such as Spain, the United States, and the United Kingdom .Although research on AR in mathematics education continues to grow, there are still many opportunities to optimize this technology to enhance learning effectiveness. Several studies have shown that AR can increase student engagement and improve conceptual understanding in mathematics learning . However, more research is needed to explore its long-term effectiveness and the application of AR in various mathematics teaching strategies.

Most of the existing literature focuses more on technical aspects or other disciplines, such as early childhood education, where AR has been used to enhance motivation and knowledge acquisition . On the other hand, topics such as science, technology, engineering, and mathematics (STEM), problem-solving, and teacher noticing have become major trends in mathematics education research . However, based on the accessible literature, studies that explicitly integrate these topics with AR remain limited .In fact, AR technology itself has advanced significantly from relying on physical markers to markerless AR, which uses GPS, sensors, and natural feature tracking to overlay digital content in mathematics learning contexts . This technological evolution opens up greater opportunities to integrate AR into more contextual and innovative mathematics teaching approaches.

Although research on AR in mathematics education continues to grow, there are still gaps in in-depth exploration regarding its effectiveness across different educational levels, optimal implementation strategies, and methods for evaluating its impact on student learning outcomes. Previous studies have also not comprehensively mapped publication trends, academic collaboration, and the direction of research development in this field. Therefore, this study contributes by analyzing publication patterns, collaboration networks, and current research focuses on filling gaps in the literature and providing broader insights into the role of AR in enhancing mathematics learning.

The purpose of this study is to conduct a bibliometric analysis of the development of AR use in mathematics education over the past ten years (2015–2024). This time span was chosen because it reflects a period during which AR technology has been increasingly applied in education, with a significant surge in publication trends, allowing for a more comprehensive analysis of patterns and collaborations. This study aims to map trends and collaborations among researchers, institutions, and countries, as well as identify the main emerging topics in the use of AR in mathematics education. In addition, it seeks to explore the long-term impact of AR on mathematics learning, focusing on its effectiveness in enhancing conceptual understanding, student engagement, and learning outcomes. The results of this study are expected to fill gaps in the literature and provide clearer guidance for future research on the implementation of AR in mathematics education.

Methodology

The bibliometric method is a quantitative analysis technique used to evaluate scientific publication patterns based on bibliographic data, such as the number of publications, author collaborations, and research trends . The author employed a bibliometric method to identify publication patterns, author collaborations, and research trends related to the use of AR in mathematics education. The analysis was conducted using data from Scopus for the period 2015–2024, which was selected due to the significant increase in AR-related research in the field of education during this time. Scopus was chosen as the primary source because it includes high-quality journals and provides appropriate metadata for bibliometric analysis. Other databases, such as Web of Science and IEEE Xplore, were not included due to limited access, while Google Scholar was excluded because of its lack of structured metadata.

The research process was carried out in five stages: (1) Search procedure, (2) Bibliographic screening, (3) Bibliographic completeness, (4) Bibliometric analysis, and (5) Research process flow diagram.

Search Procedure

The first step in this study was a literature search using the Scopus database on July 31, 2024. The search used the keywords "augmented reality," "education," "mathematics," "math," and "mathematical" applied to the title, abstract, and keywords of publications. This search yielded 542 documents, including various types of publications such as journal articles, conference papers, and reviews. However, due to the specific keyword combinations used, some publications with more specific terms may not have been captured in this analysis.

Bibliographic Screening

After identifying the documents, the next step was to apply inclusion and exclusion criteria to filter the results. The following table summarizes the criteria used in this study:

Table 1. Inclusion and Exclusion Criteria

Inclusion Criteria Exclusion Criteria
Articles published in Scopus-indexed journals Publications not yet in final form (e.g., preprints or conference abstracts)
Articles that have undergone peer-review Articles not peer-reviewed
Articles written in English Articles published in languages other than English
Articles discussing the use of AR in mathematics education Articles not relevant to AR in mathematics education
Articles published between 2015 and 2024 Articles published before 2015 or after 2024

The use of English as an inclusion criterion is based on its wide reach in the global academic community and its dominance in bibliometric databases. However, this may result in the exclusion of relevant studies in other languages. After screening, the number of documents analyzed was reduced to 194 journal articles, published between 2015 and 2024. This screening ensured that the documents met clear academic standards and were relevant to the research objectives.

Bibliographic Completeness

This stage ensures that each selected document contains complete metadata that can be accurately read by bibliometric software such as VOSviewer. Verified metadata includes author names, institutional affiliations, keywords, and publication sources. Documents lacking sufficient metadata or with unreadable entries are excluded from the analysis to maintain the accuracy and reliability of the mapping and visualization process.

Bibliometric Analysis

The final stage of this research method is the bibliometric analysis, conducted by the authors using VOSviewer version 1.6.19. VOSviewer was chosen for its ability to visually map bibliometric data and reveal patterns and trends in AR research within mathematics education, providing readers with a clear overview of themes, collaborations, and global developments. The analysis process involved several key steps: (1) exporting data from Scopus in CSV format, (2) cleaning and filtering the data, (3) importing the data into VOSviewer for network mapping, (4) generating visual analyses of keywords, academic collaborations, and publication trends, and (5) verifying the results by comparing emerging patterns with relevant literature. These visualizations help identify global collaboration patterns and major trends in AR research in mathematics education over the past decade.

Research Process Flow Diagram

Figure 1 illustrates the data extraction and filtration process used in this study, consisting of four main stages: identification, screening, eligibility, and inclusion. From the initial 542 documents, a total of 348 were excluded based on exclusion criteria, including unpublished works (e.g., preprints, conference abstracts), articles in languages other than English, documents not specifically addressing AR in mathematics education, and unsuitable document types such as editorials or book chapters. After the screening process, 194 of the most relevant journal articles were included in the bibliometric analysis.

Figure 9
Figure 9

Figure 9

Figure 1. Four-Stage Data Extraction and Screening Flow Diagram

This process ensures that studies meeting the inclusion criteria are incorporated into the analysis, resulting in more systematic and relevant research findings. The flow diagram provides a clearer overview of research patterns on Augmented Reality (AR) in mathematics education.

Findings/Results

Number of Documents Retrieved and Filtered

The initial search yielded 542 documents relevant to research on AR in mathematics education. After filtering by document type and selecting only journal articles, the number was reduced to 194, as shown in Figure 1. This finding indicates that research on AR in mathematics education has received significant attention in the academic world, particularly through journal articles published between 2015 and 2024.

Analysis Based on Document Types

Figure 2 presents the types of documents analyzed in this study. The majority are journal articles (88.7%), indicating that research on AR in mathematics education is predominantly published in scholarly article form. In addition, reviews account for 7.7%, reflecting efforts to synthesize findings from previous studies. Other document types include errata (2.1%), conference papers (0.5%), data papers (0.5%), and notes (0.5%), which, although limited in number, still contribute to the related literature. Non-article documents detected in the initial dataset were excluded during the screening process to ensure that only peer-reviewed journal articles were included in the analysis.

Figure 10
Figure 10

Figure 10

Figure 2. Document Types

Analysis of Publication Trends by Year

Figure 11
Figure 11

Figure 11

Figure 3. Publication Trends from 2015 to 2024

Figure 3 illustrates the publication trends on AR in mathematics education from 2015 to 2024. While the number of publications was relatively high in 2015 and 2018, stagnation occurred in 2016 and 2017, with no notable growth. However, after 2018, the number of publications began to increase steadily, with a significant surge in 2020 and 2021. This sharp rise can be attributed to the widespread shift toward digital learning during the COVID-19 pandemic, which accelerated the adoption of innovative technologies such as AR in education.

Analysis Based on Journal Sources

Figure 4 presents the journal sources that have published research on AR in mathematics education. Education Sciences and IEEE Access show a higher and more consistent number of publications since 2020, while Multimedia Tools and Applications experienced a notable surge in 2024. Other journals, such as the British Journal of Educational Technology, International Journal of Emerging Technologies in Learning, and Frontiers in Education, have made smaller contributions, publishing approximately 1–2 articles per year.

This trend indicates that AR in mathematics education has begun to attract attention, particularly in educational technology and digital learning journals, although the number of publications remains limited.

Figure 12
Figure 12

Figure 12

Figure 4. Analysis Based on Journal Sources

Subject-Based Analysis

Figure 5 illustrates the distribution of research subjects related to the use of Augmented Reality (AR) in mathematics education. Social sciences (27.8%) and computer science (25.7%) dominate as the main fields, indicating that AR research focuses not only on technical aspects but also on its social impact and application in digital learning environments. Engineering (14.0%) also plays a significant role, reflecting interest in developing AR-based tools and systems.

Additionally, fields such as mathematics (6.5%), psychology (3.9%), and health professions (3.1%) show that AR is also being used in special education and health-related education. Other fields like materials science (2.6%), physics and astronomy (2.1%), and arts and humanities (1.8%) contribute smaller portions, yet remain relevant for exploring AR’s potential across disciplines. The ‘Other’ category (10.6%) includes diverse subjects that are not specifically classified within the main categories, highlighting the interdisciplinary nature of AR research. This indicates that AR research in mathematics education is inherently interdisciplinary. The subject distribution in Figure 5 reflects the diversity of scholarly approaches panning technology, education, and social sciences which enriches both the understanding and application of AR in educational contexts.

Figure 13
Figure 13

Figure 13

Figure 5. Subject Area Distribution

Analysis Based on Institutions

Figure 6 illustrates the institutions most actively publishing research on Augmented Reality (AR) in mathematics education. Chitkara University, Punjab, India, leads with the highest number of publications, followed by Johannes Kepler University in Austria and Alanya Alaaddin Keykubat University in Türkiye. Other significant contributors include University College Dublin (Ireland), Universiti Malaysia Sarawak, and Universidad de Murcia (Spain).

Additional active institutions in this field include UniversitiKebangsaan Malaysia, Tecnológico de Monterrey (Mexico), Beijing Normal University (China), and Universidad de Salamanca (Spain). The participation of institutions from various regions reflects the global expansion of AR research in mathematics education, with valuable contributions coming from both developed and developing countries.

Figure 14
Figure 14

Figure 14

Figure 6. Institutional Analysis

Country-Based Analysis

Figure 7 displays the distribution of publications by country. The United States leads with the highest number of publications, followed by Malaysia and Spain, indicating that these countries are major hubs for research on AR in mathematics education. China, Germany, and Türkiye also make significant contributions to the development of AR technology in the education sector.

In addition, several other countries such as Indonesia, India, Taiwan, and Italy are also involved in this research, although with a lower number of publications. This global participation indicates that research on AR in mathematics education spans across both developed and developing countries, reflecting its worldwide relevance and growing academic interest.

Figure 15
Figure 15

Figure 15

Figure 7. Document Distribution by Country

Keyword Analysis

Figure 8 presents the keyword mapping in AR research within mathematics education, highlighting dominant terms such as "augmented reality," "mathematics education," and "teaching and learning." Other keywords like "engineering education," "students," and "immersive learning" indicate that AR is also applied across various fields, including engineering and digital pedagogy. This mapping also reveals emerging research themes and clusters, such as learning engagement, STEM education, conceptual understanding, and the integration of AI in learning environments.

Figure 16
Figure 16

Figure 16

Figure 8. Keyword Visualization

To further understand the application of AR in mathematics education, Figure 9 provides a more detailed visualization by focusing on the keyword "mathematics education" from the previous keyword mapping. The results reveal that research in this field revolves around three major clusters. The first cluster focuses on learning methods, reflected in keywords such as "student engagement" and "active learning." The second cluster centers on mathematical concepts, with terms like "geometry" and "problem solving." The third cluster highlights technological innovations in mathematics education, represented by keywords such as "virtual reality" and "interactive simulations." These clusters illustrate the diverse research directions and the integration of AR into pedagogical practices.

Figure 17
Figure 17

Figure 17

Figure 9. Keyword Visualization

Overall, Figure 8 provides a broad overview of AR research trends, while Figure 9 offers a more specific focus on mathematics education. It shows that AR is used not only to enhance interaction in learning but also to support students’ understanding of more complex mathematical concepts.

Figure 9 illustrates that research in AR-based mathematics education is categorized into three main clusters. The first cluster focuses on learning methods, highlighted by keywords such as student engagement and active learning. For example, studies have shown that the integration of AR in active learning strategies significantly enhances student motivation and engagement in STEAM education . The second cluster centers on mathematical concepts, including geometry and problem solving. Several studies revealed that AR supports students in understanding mathematical concepts such as algebra and geometry, while also helping to reduce math anxiety, particularly among students with high anxiety levels . The third cluster highlights technological innovations in mathematics education, represented by keywords like virtual reality and interactive simulations. Research indicates that the integration of AR and VR can improve students’ conceptual understanding of mathematics, although no significant difference was found between the two in terms of effectiveness .

Collaborative Author Analysis

Figure 10 illustrates the collaboration network among authors in the field of AR in mathematics education, highlighting Zsolt Lavicza and A. Mantri as key contributors. Lavicza’s work focuses on integrating AR into STEM education to enhance spatial understanding, geometric visualization, and flipped learning approaches. Meanwhile, Mantri has developed AR-based learning environments for geometry by merging virtual information with physical objects to boost student engagement.

Their studies also explore the evolution of AR approaches in education, highlighting a shift toward competency based learning models. These contributions not only advance AR technology but also emphasize pedagogical effectiveness, student engagement, and integration of AR in tech-enhanced learning models. Systematic reviews show a rise in AR related research, particularly in geometry, problem-solving, and critical thinking skills development underscoring AR’s role beyond technological novelty toward supporting more effective teaching methods.

Figure 10 also maps author clusters, revealing several main groups. Some focus on the impact of AR on student engagement and learning effectiveness, while others investigate system development and integration with AI and VR. However, some research groups remain isolated, suggesting the need for broader academic collaboration. This reinforces the importance of cross-country and interdisciplinary cooperation in advancing AR research. Beyond identifying trends and key actors, the analysis also highlights challenges such as standardizing AR technologies in curricula and adapting them across different educational levels.

Figure 18
Figure 18

Figure 18

Figure 10. Author Collaboration

Highly Cited Studies on AR in Mathematics Education

Table 2 presents the top ten most-cited articles on AR in mathematics education between 2015 and 2024, based on citation data from the Scopus database. This table is included to highlight the most influential works that have shaped the direction of research in this field.

Analyzing these highly cited studies helps identify the prevailing theoretical frameworks, research methods, and educational contexts that have received significant academic attention. It also allows for a better understanding of how AR has been applied in mathematics education, what aspects have gained prominence, and where potential research gaps remain.

By examining the impact and content of these frequently referenced works, this section contributes to the overall argument of the study by mapping the foundational literature and identifying influential contributions that inform current and future research on AR integration in mathematics learning.

Table 2. Most-Cited Articles on AR in Mathematics Education (2015–2024)

No. Author(s) Article title Number of citations Journal Name Key Findings/Recommendations
1 Ibáñez and Delgado-Kloos (2018) Augmented reality for STEM learning: A systematic review. 543 Computers & Education The study found that AR can enhance students' understanding of science learning, although it may increase cognitive load. Its limitation is that it only covers articles from 2010 to 2017. Recommendations include developing AR features for blended and collaborative learning, as well as diversifying measurement methos to gain a more comprehensive understanding of AR’s impact .
2 Saidin et al. (2015) A review of research on augmented reality in education 202 Advantages and applications. International education studies This research shows that AR can enhance active learning and visualization skills, but technical issues like access time and outdoor usage need to be addressed. Future studies should focus on mobile AR for learning outside the classroom and improving internet access for better AR implementation .
3 Ruiz-Ariza et al. (2018) Effect of augmented reality game Pokémon GO on cognitive performance and emotional intelligence in adolescent young. 135 Computers & Education This study found that playing Pokémon GO for eight weeks improved attention, concentration, and socialization in adolescents, regardless of demographics. However, more randomized controlled studies are needed to compare it with traditional methods. Future research should also explore the benefits of solo and collaborative games in Physical Education .
4 Mystakidis et al. (2022) A systematic mapping review of augmented reality applications to support STEM learning in higher education. 114 Education and Information Technologies This study found that AR use in STEM education in Higher Education is limited, especially in Technology and Mathematics. Three AR techniques identified are for laboratory equipment, physical objects, and course books. Recommendations include developing AR experiences based on instructional models to improve STEM learning and encourage further research .
5 Chen (2019) Effect of mobile augmented reality on learning performance, motivation, and math anxiety in a math course. 109 Journal of Educational Computing Research This study found that mobile AR applications boost motivation and reduce math anxiety, especially in students with high anxiety, improving performance in algebra and geometry. However, technical challenges and better curriculum integration are needed. Future research should explore AR's impact on different anxiety levels and subjects .
6 Demitriadou et al. (2020) Comparative evaluation of virtual and augmented reality for teaching mathematics in primary education. 106 Education and information technologies This study found that AR and VR improve students' interest and understanding of math, with no significant difference between the two. Limitations include a small sample size and short engagement time. Future research should focus on collaborative AR/VR activities and more complex math topics for better curriculum integration .

Table 2. Continued

No. Author(s) Article title Number of citations Journal Name Key Findings/Recommendations
7 Jesionkowska et al. (2020) Active learning augmented reality for STEAM education—A case study. 92 Education Sciences This study found that AR in Active Learning enhances motivation, STEAM skills, and engagement. Limitations include a small sample size and subjective data. Future research should focus on teacher development, AR's impact on underrepresented communities, and integrating technology into the curriculum .
8 Cai et al. (2019) Tablet‐based AR technology: Impacts on students’ conceptions and approaches to learning mathematics according to their self‐efficacy. 89 British Journal of Educational Technology This study found that AR in math lessons aids students with high self-efficacy in understanding advanced concepts, with overall improvement for all. Limitations include a small, urban-only sample. Future research should include a larger, more diverse group and qualitative data .
9 Hsu et al. (2017) Impact of augmented reality lessons on students’ STEM interest. 83 Research and practice in technology enhanced learning This study found that AR in medical dissection lessons boosts student motivation and interest in STEM. A limitation is students' low perception of the cardiac catheterization simulator’s authenticity. Future research should develop more STEM lessons integrating new technologies and real-world scenarios .
10 Cascales-Martínez et al. (2017) Using an augmented reality enhanced tabletop system to promote learning of mathematics: A case study with students with special educational needs. 70 Digitum: Repositorio Institucional de la Universidad de Murcia This study found that an AR-enhanced touch table system boosts motivation in students with special needs learning applied mathematics. Limitations include a narrow scope, and future research should explore its effectiveness in diverse settings and with larger groups .

Table 2 summarizes the ten most-cited articles discussing the use of AR in mathematics education between 2015 and 2024. AR has been shown to enhance conceptual understanding in STEM learning, although it may increase cognitive load , and it supports active learning and visualization despite technical limitations . AR-based games like Pokémon GO also contribute to improving student attention and social interaction .

In higher education, the use of AR remains limited particularly in mathematics and technology highlighting the need for instructional model-based development . Mobile AR is effective in boosting motivation and reducing math anxiety , and along with VR, can enhance student interest in learning . AR also supports active learning, STEAM skill development, and student inclusion , while aiding high self-efficacy students in grasping complex concepts . Additionally, AR-based dissection lessons improve student interest in STEM fields , and AR applications have proven beneficial for students with special needs by increasing their motivation in applied mathematics learning . These findings highlight AR’s significant contribution to improving mathematics education across various levels and educational contexts.

Conclusion

This study shows that the use of AR in mathematics education has experienced significant growth, with a steady increase in publications since 2016 and a peak in 2024. In terms of document types, journal articles dominate, accounting for 88.7% of the total publications. This reflects a strong preference for peer-reviewed scholarly publications in discussing AR in mathematics education, although further analysis is needed to understand the extent to which this topic has been explored in depth. In addition, leading journals such as Education Sciences and IEEE Access have become key platforms for publishing studies on AR in mathematics education, reflecting the growing academic interest in this topic.

The analysis of research collaboration reveals that institutions such as Chitkara University, Johannes Kepler University Linz, and UniversitiKebangsaan Malaysia are among the leading contributors to the development of studies on AR in mathematics education. Geographically, the United States, Malaysia, and Spain have the highest publication output, indicating strong global interest in integrating AR into educational contexts.

The primary focus of AR research in mathematics education includes student interaction, immersive learning experiences, and the integration of AR with AI and virtual reality (VR) to enhance learning effectiveness. Prominent scholars such as Z. Lavicza, A. Mantri, and B. Haas have played significant roles in expanding international collaboration in this field. Despite the rapid increase in publications, further studies are needed to examine the long-term impact of AR on student learning outcomes, the sustainability of learning systems, and the adaptability of AR across diverse educational contexts.

The use of AI technology in mathematics education has a significant impact on the learning process, enhancing students' understanding, motivation, and engagement, while also aiding them in grasping advanced concepts and reducing math anxiety. AI further supports students with special needs by improving visualization and the effective application of mathematical concepts. These positive effects include improvements in the quality of science education, increased interest in STEM fields, and better performance in mathematics, particularly in algebra and geometry, while fostering an adaptive, independent, and active learning environment. Based on thematic analysis of Table 2, the following framework illustrates the relationship between the implementation of AI, its impacts, and the resulting outcomes, highlighting AI's tremendous potential to create innovative and effective learning experiences (Figure 11). This framework confirms that AI plays a crucial role in transforming the paradigm of mathematics education into a more adaptive, inclusive, and effective approach, empowering students to reach their full potential in science and technology fields.

Figure 22
Figure 22

Figure 22

Figure 11. AI Framework in Mathematics Education – Inputs, Impact, and Outcomes

In order to provide a more synthesized understanding of the implications of AI including AR in mathematics education, we propose the AI Framework in Mathematics Education as shown in Figure 11. This framework is developed based on a thematic analysis of the top 10 most-cited articles identified in this bibliometric study. The framework outlines the key inputs, impacts, and outcomes of AI-based learning interventions, particularly those involving AR, as highlighted across the literature. While Figures 8 and 9 present a network-level overview of trends and clusters, Figure 11 offers a conceptual structure that reflects how AR and related technologies contribute to deeper student engagement, improved conceptual understanding, reduced math anxiety, and enhanced STEM motivation. This framework is intended to guide future research and practical implementation of AI tools in mathematics education.

Limitations and Recommendations

This study has several limitations. It only includes publications indexed in Scopus, which means that regional trends or non-English publications may not be captured. Furthermore, the study focuses on the period from 2015 to 2024 and analyzes keyword trends without evaluating the methodological quality of each study.

Based on the results of the bibliometric analysis, several strategic recommendations can be made. First, there is a need to develop AR features based on structured instructional models to more effectively enhance students’ conceptual understanding in mathematics. Second, interdisciplinary and international collaboration remains limited and should be strengthened to broaden perspectives and foster innovation in AR development in education.

In addition, the implementation of AR should consider pedagogical and ethical aspects to ensure that its use is not only visually appealing but also generates meaningful positive impacts on students’ learning outcomes. Developing more adaptive AR implementation models is also necessary, taking into account teachers' readiness through the technological pedagogical content knowledge (TPACK) framework. Future research is encouraged to explore innovative instructional strategies such as flipped learning, problem-based learning, and gamification, as well as to design specialized training programs to help teachers integrate AR effectively into classroom teaching.

Funding

The authors express their deepest gratitude to the Government of the Republic of Indonesia, the Ministry of Education, Technology, Research, and Higher Education for the financial support through the PDD grant No. 069/E5/PG.02.00.PL/2024. Sincere appreciation is also extended to the Rector of Universitas Negeri Padang for the funding provided through grant No. 2660/UN35.15/LT/2024. Heartfelt thanks are also given to all individuals and organizations who have contributed to the successful completion of this research.

Generative AI Statement

As the authors of this work, we used the AI tool ChatGPT to enhance the clarity, structure, and descriptive quality of the manuscript in order to meet academic standards. Following the use of this AI tool, we thoroughly reviewed and verified the final version of our work. We, as the authors, take full responsibility for the content of the published manuscript.

Authorship Contribution Statement

Gusteti: Conceptualization, research design, data collection from bibliographic databases, and bibliometric analysis. Musdi: Manuscript revision, interpretation of analysis results, and technical supervision of bibliometric analysis. Dewata: Critical manuscript revision. Rasli: Final review.

References

Ahmad, N. I. N., & Junaini, S. N. (2020). Augmented reality for learning mathematics: a systematic literature review. International Journal of Emerging Technologies in Learning, 15(16), 106-122. https://doi.org/10.3991/ijet.v15i16.14961

Ali, M. S. B., Yasmeen, R., & Munawar, Z. (2023). The impact of technology integration on student engagement and achievement in mathematics education: A systematic review. International Journal on Innovations in Education, 6(3), 222-232. https://bit.ly/4iRElFw

Altinpulluk, H. (2019). Determining the trends of using augmented reality in education between 2006-2016. Education and Information Technologies, 24, 1089-1114. https://doi.org/10.1007/s10639-018-9806-3

Amores-Valencia, A., Burgos, D., & Branch-Bedoya, J. W. (2022). Influence of motivation and academic performance in the use of augmented reality in education. A systematic review. Frontiers in Psychology, 13, Article 1011409. https://doi.org/10.3389/fpsyg.2022.1011409

Andrade-Arenas, L., Bogdanovich, M. M. M., Hernández Celis, D., Jaico, K. R., & Peña, G. B. A. (2023). University learning style model: Bibliometrics and systematic literature review. International Journal of Evaluation and Research in Education, 12(4), 2302-2315. https://doi.org/10.11591/ijere.v12i4.25859

Angraini, L. M., Susilawati, A., Noto, M. S., Wahyuni, R., & Andrian, D. (2024). Augmented reality for cultivating computational thinking skills in mathematics completed with literature review, bibliometrics, and experiments for students. Indonesian Journal of Science and Technology, 9(1), 225-260. https://doi.org/10.17509/ijost.v9i1.67258

Angraini, L. M., Yolanda, F., & Muhammad, I. (2023). Augmented reality: The improvement of computational thinking based on students’ initial mathematical ability. International Journal of Instruction, 16(3), 1033-1054. https://doi.org/10.29333/iji.2023.16355a

Avila-Garzon, C., Bacca-Acosta, J., Kinshuk, Duarte, J., & Betancourt, J. (2021). Augmented reality in education: An overview of twenty-five years of research. Contemporary Educational Technology, 13(3), Article ep302. https://doi.org/10.30935/cedtech/10865

Belbase, S., Mainali, B. R., Kasemsukpipat, W., Tairab, H., Gochoo, M., & Jarrah, A. (2022). At the dawn of science, technology, engineering, arts, and mathematics (STEAM) education: Prospects, priorities, processes, and problems. International Journal of Mathematical Education in Science and Technology, 53(11), 2919-2955. https://doi.org/10.1080/0020739X.2021.1922943

Budinski, N., & Lavicza, Z. (2019). Teaching advanced mathematical concepts with origami and GeoGebra augmented reality. In R. Sarhangi, & C. Kaplan (Eds.), Proceedings of the Bridges 2019 Conference (pp. 387-390). Tessellations Publishing.

Cahyono, A. N., Sukestiyarno, Y. L., Asikin, M., Miftahudin, Ahsan, M. G. K., & Ludwig, M. (2020). Learning mathematical modelling with augmented reality mobile math trails program: How can it work? Journal on Mathematics Education, 11(2), 181-192. https://bit.ly/44oNQbX

Cai, S., Liu, E., Yang, Y., & Liang, J.-C. (2019). Tablet-based AR technology: Impacts on students’ conceptions and approaches to learning mathematics according to their self-efficacy. British Journal of Educational Technology, 50(1), 248-263. https://doi.org/10.1111/bjet.12718

Cascales-Martínez, A., Martínez-Segura, M.-J., Pérez-López, D., & Contero, M. (2017). Using an augmented reality enhanced tabletop system to promote learning of mathematics: A case study with students with special educational needs. Eurasia Journal of Mathematics, Science and Technology Education, 13(2), 355-380. https://doi.org/10.12973/eurasia.2017.00621a

Chen, Y.-C. (2019). Effect of mobile augmented reality on learning performance, motivation, and math anxiety in a math course. Journal of Educational Computing Research, 57(7), 1695-1722. https://doi.org/10.1177/0735633119854036

Cipresso, P., Giglioli, I. A. C., Raya, M. A., & Riva, G. (2018). The past, present, and future of virtual and augmented reality research: A network and cluster analysis of the literature. Frontiers in Psychology, 9, Article 2086. https://doi.org/10.3389/fpsyg.2018.02086

Demitriadou, E., Stavroulia, K.-E., & Lanitis, A. (2020). Comparative evaluation of virtual and augmented reality for teaching mathematics in primary education. Education and Information Technologies, 25, 381-401. https://doi.org/10.1007/s10639-019-09973-5

Donthu, N., Kumar, S., Mukherjee, D., Pandey, N., & Lim, W. M. (2021). How to conduct a bibliometric analysis: An overview and guidelines. Journal of Business Research, 133, 285-296. https://doi.org/10.1016/j.jbusres.2021.04.070

Dutta, R., Mantri, A., & Singh, G. (2022). Evaluating system usability of mobile augmented reality application for teaching Karnaugh-Maps. Smart Learning Environments, 9, Article 6. https://doi.org/10.1186/s40561-022-00189-8

Dutta, R., Mantri, A., Singh, G., & Singh, N. P. (2023). Measuring the impact of augmented reality in flipped learning mode on critical thinking, learning motivation, and knowledge of engineering students. Journal of Science Education and Technology, 32, 912-930. https://doi.org/10.1007/s10956-023-10051-2

El Bedewy, S., Lavicza, Z., & Lyublinskaya, I. (2024). STEAM practices connecting mathematics, arts, architecture, culture and history in a non-formal learning environment of a museum. Journal of Mathematics and the Arts, 18(1-2), 101-134. https://doi.org/10.1080/17513472.2024.2321563

Fan, M., Antle, A. N., & Warren, J. L. (2020). Augmented reality for early language learning: a systematic review of augmented reality application design, instructional strategies, and evaluation outcomes. Journal of Educational Computing Research, 58(6), 1059-1100. https://doi.org/10.1177/0735633120927489

Gargrish, S., Kaur, D. P., Mantri, A., Singh, G., & Sharma, B. (2021). Measuring effectiveness of augmented reality-based geometry learning assistant on memory retention abilities of the students in 3D geometry. Computer Applications in Engineering Education, 29(6), 1811-1824. https://doi.org/10.1002/cae.22424

Gargrish, S., Mantri, A., & Kaur, D. P. (2020). Augmented reality-based learning environment to enhance teaching-learning experience in geometry education. Procedia Computer Science, 172, 1039-1046. https://doi.org/10.1016/j.procs.2020.05.152

Gusteti, M. U., Rasli, A. M., Wulandari, S., Mulyati, A., Hayati, R., Azmi, K., Elza, S. S., & Resi, N. (2024). Bibliometric study on ChatGPT. International Journal of Education in Mathematics, Science and Technology, 12(6), 1435-1450. https://doi.org/10.46328/ijemst.4447

Gutiérrez-Salcedo, M., Martínez, M. Á., Moral-Munoz, J. A., Herrera-Viedma, E., & Cobo, M. J. (2018). Some bibliometric procedures for analyzing and evaluating research fields. Applied Intelligence, 48, 1275-1287. https://doi.org/10.1007/s10489-017-1105-y

Hidayat, R., & Wardat, Y. (2024). A systematic review of augmented reality in science, technology, engineering and mathematics education. Education and Information Technologies, 29, 9257-9282. https://doi.org/10.1007/s10639-023-12157-x

Hsu, Y.-S., Lin, Y.-H., & Yang, B. (2017). Impact of augmented reality lessons on students’ STEM interest. Research and Practice in Technology Enhanced Learning, 12, Article 2. https://doi.org/10.1186/s41039-016-0039-z

Ibáñez, M.-B., & Delgado-Kloos, C. (2018). Augmented reality for STEM learning: A systematic review. Computers and Education, 123, 109-123. https://doi.org/10.1016/j.compedu.2018.05.002

İslim, Ö. F., Namli, Ş., Sevim Çırak, N., Özçakir, B., & Lavicza, Z. (2024). Augmented reality in mathematics education: A systematic review. Participatory Educational Research, 11(4), 115-139. https://doi.org/10.17275/per.24.52.11.4

Jesionkowska, J., Wild, F., & Deval, Y. (2020). Active learning augmented reality for steam education—a case study. Education Sciences, 10(8), Article 198. https://doi.org/10.3390/educsci10080198

Julia, J., Dolifah, D., Afrianti, N., Isrokatun, I., Soomro, K. A., Erhamwilda, E., Supriyadi, T., & Ningrum, D. (2020). Flipped classroom educational model (2010-2019): A bibliometric study. European Journal of Educational Research, 9(4), 1377-1392. https://doi.org/10.12973/eu-jer.9.4.1377

Kartika, H., Budiarto, M. T., Fuad, Y., & Bonyah, E. (2023). Bibliometrics analysis of research on argumentation in mathematics education. International Journal of Education in Mathematics, Science and Technology, 11(5), 1346-1365. https://doi.org/10.46328/ijemst.2904

Kayaduman, H., & Sağlam, M. (2023). An examination of the research studies on augmented reality use in preschool education: A bibliometric mapping analysis. Journal of Research on Technology in Education, 56(5), 595-615. https://doi.org/10.1080/15391523.2023.2186988

Kellems, R. O., Cacciatore, G., & Osborne, K. (2019). Using an augmented reality–based teaching strategy to teach mathematics to secondary students with disabilities. Career Development and Transition for Exceptional Individuals, 42(4), 253-258. https://doi.org/10.1177/2165143418822800

Koumpouros, Y. (2024). Revealing the true potential and prospects of augmented reality in education. Smart Learning Environments, 11, Article 2. https://doi.org/10.1186/s40561-023-00288-0

Kumar, A., Mantri, A., & Dutta, R. (2021). Development of an augmented reality-based scaffold to improve the learning experience of engineering students in embedded system course. Computer Applications in Engineering Education, 29(1), 244-257. https://doi.org/10.1002/cae.22245

Laksmiwati, P. A., Lavicza, Z., Cahyono, A. N., Yunianto, W., & Houghton, T. (2023). Unveiling the implementation of STE(A)M education: An exploratory case study of Indonesia from experts’ and policymakers’ perspectives. Cogent Education, 10(2), Article 2267959. https://doi.org/10.1080/2331186X.2023.2267959

Lavicza, Z., Abar, C. A. A. P., & Tejera, M. (2023). O pensamento geométrico espacial e sua articulação com a visualização e manipulação de objetos em 3D [Spatial geometric thinking and its articulation with the visualization and manipulation of objects in 3D]. Educação Matemática Pesquisa: Revista do Programa de Estudos Pós-Graduados em Educação Matemática, 25(2), 258-277. https://doi.org/10.23925/1983-3156.2023v25i2p258-277

Lindenbauer, E., & Lavicza, Z. (2021). From research to practice: Diagnosing and enhancing students’ conceptions in a formative assessment tool utilizing digital worksheets in functional thinking. International Journal of Technology in Mathematics Education, 28(3), 133-141. https://dx.doi.org/10.1564/tme_v28.3.03

Musdi, E., Syaputra, H., Arnellis, & Harisman, Y. (2024). Students’ mathematics communication behavior: Assessment tools and their application. Journal on Mathematics Education, 15(1), 317-338. https://doi.org/10.22342/jme.v15i1.pp317-338

Mystakidis, S., Christopoulos, A., & Pellas, N. (2022). A systematic mapping review of augmented reality applications to support STEM learning in higher education. Education and Information Technologies, 27, 1883-1927. https://doi.org/10.1007/s10639-021-10682-1

Pahmi, S., Hendriyanto, A., Sahara, S., Muhaimin, L. H., Kuncoro, K. S., & Usodo, B. (2023). Assessing the influence of augmented reality in mathematics education: a systematic literature review. International Journal of Learning, Teaching and Educational Research, 22(5), 1-25. https://doi.org/10.26803/ijlter.22.5.1

Papanastasiou, G., Drigas, A., Skianis, C., Lytras, M., & Papanastasiou, E. (2019). Virtual and augmented reality effects on K-12, higher and tertiary education students’ twenty-first century skills. Virtual Reality, 23, 425-436. https://doi.org/10.1007/s10055-018-0363-2

Passas, I. (2024). Bibliometric analysis: The main steps. Encyclopedia, 4(2), 1014-1025. https://doi.org/10.3390/encyclopedia4020065

Paulo, R. M., Pereira, A. L., & Pavanelo, E. (2021). The constitution of mathematical knowledge with augmented reality. Mathematics Enthusiast, 18(3), 641-668. https://doi.org/10.54870/1551-3440.1539

Pregowska, A., Masztalerz, K., Garlińska, M., & Osial, M. (2021). A worldwide journey through distance education-from the post office to virtual, augmented and mixed realities, and education during the COVID-19 pandemic. Education Sciences, 11(3), Article 118. https://doi.org/10.3390/educsci11030118

Rafiq, A. A., Triyono, M. B., Djatmiko, I. W., Wardani, R., & Köhler, T. (2023). Mapping the evolution of computational thinking in education: A bibliometrics analysis of Scopus database from 1987 to 2023. Informatics in Education, 22(4), 691-724. https://doi.org/10.15388/infedu.2023.29

Rebollo, C., Remolar, I., Rossano, V., & Lanzilotti, R. (2022). Multimedia augmented reality game for learning math. Multimedia Tools and Applications, 81, 14851-14868. https://doi.org/10.1007/s11042-021-10821-3

Rojas-Sánchez, M. A., Palos-Sánchez, P. R., & Folgado-Fernández, J. A. (2023). Systematic literature review and bibliometric analysis on virtual reality and education. Education and Information Technologies, 28, 155-192. https://doi.org/10.1007/s10639-022-11167-5

Ruiz-Ariza, A., Casuso, R. A., Suarez-Manzano, S., & Martínez-López, E. J. (2018). Effect of augmented reality game Pokémon GO on cognitive performance and emotional intelligence in adolescent young. Computers and Education, 116, 49-63. https://doi.org/10.1016/j.compedu.2017.09.002

Saidin, N. F., Halim, N. D. A., & Yahaya, N. (2015). A review of research on augmented reality in education: Advantages and applications. International Education Studies, 8(13), 1-8. https://doi.org/10.5539/ies.v8n13p1

Saltan, F., & Arslan, Ö. (2017). The use of augmented reality in formal education: A scoping review. Eurasia Journal of Mathematics, Science and Technology Education, 13(2), 503-520. https://doi.org/10.12973/eurasia.2017.00628a

Santos-Trigo, M. (2024). Problem solving in mathematics education: Tracing its foundations and current research-practice trends. ZDM - Mathematics Education, 56, 211-222. https://doi.org/10.1007/s11858-024-01578-8

Shé, C. N., Fhloinn, E. N., & Mac an Bhaird, C. (2023). Student engagement with technology-enhanced resources in mathematics in higher education: A review. Mathematics, 11(3), Article 787. https://doi.org/10.3390/math11030787

Sirakaya, M., & Kilic Cakmak, E. (2018). The effect of augmented reality use on achievement, misconception and course engagement. Contemporary Educational Technology, 9(3), 297-314. https://doi.org/10.30935/cet.444119

Sommerauer, P., & Müller, O. (2018). Augmented reality for teaching and learning – A literature review on theoretical and empirical foundations. In Proceedings of the Twenty-Sixth European Conference on Information Systems (ECIS2018) (pp. 1-13). AIS. https://aisel.aisnet.org/ecis2018_rp/31/

Triyono, M. B., Rafiq, A. A., Djatmiko, I. W., & Kulanthaivel, G. (2023). Vocational education’s growing focus on employability skills: A bibliometrics evaluation of current research. International Journal of Evaluation and Research in Education, 12(4), 1791-1809. https://doi.org/10.11591/ijere.v12i4.26001

Tuli, N., & Mantri, A. (2021). Evaluating usability of mobile-based augmented reality learning environments for early childhood. International Journal of Human-Computer Interaction, 37(9), 815-827. https://doi.org/10.1080/10447318.2020.1843888

Utami, N., Setiawan, A., & Hamidah, I. (2023). A bibliometric analysis of augmented reality in higher education. Journal of Engineering Science and Technology, 18(3), 1599-1613. https://bit.ly/3YBSQWR

Veith, J. M., Beste, M.-L., Kindervater, M., Krause, M., Straulino, M., Greinert, F., & Bitzenbauer, P. (2023). Mathematics education research on algebra over the last two decades: Quo vadis? Frontiers in Education, 8, Article 1211920. https://doi.org/10.3389/feduc.2023.1211920

Wong, J., Bayoumy, S., Freeke, A., & Cabo, A. J. (2022). Augmented reality for learning mathematics: A pilot study with WebXR as an accessible tool. In Proceedings of the SEFI 2022 – 50th Annual Conference of the European Society for Engineering Education (pp. 1805-1814). European Society for Engineering Education (SEFI). https://doi.org/10.5821/conference-9788412322262.1216

Wu, H.-K., Lee, S. W.-Y., Chang, H.-Y., & Liang, J.-C. (2013). Current status, opportunities and challenges of augmented reality in education. Computers and Education, 62, 41-49. https://doi.org/10.1016/j.compedu.2012.10.024

Yazdi, M., Mohammadpour, J., Li, H., Huang, H.-Z., Zarei, E., Pirbalouti, R. G., & Adumene, S. (2023). Fault tree analysis improvements: A bibliometric analysis and literature review. Quality and Reliability Engineering International, 39(5), 1639-1659. https://doi.org/10.1002/qre.3271

Yığ, K. G. (2022). Research trends in mathematics education: A quantitative content analysis of major journals 2017-2021. Journal of Pedagogical Research, 6(3), 137-153. https://doi.org/10.33902/JPR.202215529 

...