This study presents a systematic review of scientific articles with the aim of analyzing the effect of VR/AR on self-regulated learning. For article selection, five databases were used: JSTOR, ERIC, IEEE, Scopus, and Web of Science from the last 10 years, and the PRISMA protocol was applied. The results reveal the optimal role of immersive technology in self-regulated learning processes at the level it is applied. From 2012 to 2021, the frequency of publications has increased, especially in fields of knowledge such as medicine, computer science, and education in third place. The common theme in these areas lies in the academic aspect, particularly in fields such as cognitive load, school versus home, student frustration, academic performance, motivation - self-efficacy in self-regulated learning, and procedure transfer. Based on these findings, the article proposes future research directions.