Title: Augmented reality enhanced board games in educational research: a systematic review
Authors: Poramate Tarasak; Narisra Komalawardhana
Addresses: Institute for Innovative Learning, Mahidol University, 999 Phuttamonthon 4 Road, Salaya, Nakhon Pathom 73170, Thailand ' Centre for Advanced Therapeutics, Institute of Molecular Biosciences, Mahidol University, 25/25 Phuttamonthon 4 Road, Salaya, Nakhon Pathom 73170, Thailand
Abstract: Augmented reality (AR) is increasingly applied in areas like gaming, medical fields, and education. Educational board games, which combine entertainment with learning, enhance cognitive skills and collaboration. The integration of AR in board games is a recent area of research. This paper presents a systematic review of 29 studies on AR-enhanced board games in education. The review identifies trends in modes of play, AR types, learning topics, research methods, and the effects on learning. AR-enhanced board games cover various subjects, effectively deliver content, and provide novel learning experiences. Despite clear benefits in knowledge acquisition, other learning measures still need exploration. A new framework categorising AR roles in board games is introduced, including virtual object display, referee, assistance, and assessment. These roles complement traditional teaching by offering 3D visuals, instant feedback, and personalised learning. In conclusion, AR-enhanced board games can be an effective educational tool when applied in the right context.
Keywords: augmented reality; AR; board game; educational research; learning environment; education; immersive learning; game-based learning; scaffolding.
DOI: 10.1504/IJMLO.2026.150379
International Journal of Mobile Learning and Organisation, 2026 Vol.20 No.1, pp.24 - 58
Received: 14 Nov 2024
Accepted: 05 Feb 2025
Published online: 12 Dec 2025 *