The purpose of this study was to test different 3D display technologies in a hands-on virtual experiential learning environment (VELE) and determine the optimal 3D display technology. A conceptual framework was firstly proposed to explain the mechanism of how VR display features affect virtual experiential learning. Then, a single-factor within-subject experimental design was adopted for testing. The within-subject factor was three types of 3D display technology: fully immersive virtual reality (VR) mode [VR head-mounted display (HMD)], partially immersive VR mode (3D projection), and augmented reality (AR) mode (AR HMD). The dependent variables were visual comfort, interaction experience, learning experience, and outcome. A virtual math learning environment was established, and the aforementioned display technologies were tested in two hands-on virtual experiential learning scenarios. Results showed that different display technologies significantly affected users' visual comfort, interaction experience, learning experience, and outcome in experiential learning (ps < 0.05). User ratings on these aspects for the VR HMD were significantly higher than those for the 3D projection and AR HMD. Thus, the VR HMD contributes to a best viewing experience and learning experience in terms of hands-on virtual experiential learning in the scenarios tested. Whether the study results still hold reliably in terms of more complex learning activities and long-term learning needs to be further studied.INDEX TERMS Experiential learning, hands-on learning, virtual reality, augmented reality, visual comfort.