“…Regarding XR technologies, 33 studies reported applying VR technologies in teacher education, followed by MR ( n = 14) and AR ( n = 5). About 58% studies reported to construct XR learning environments based on various platforms, including TLE TeachLivE™ (Bautista & Boone, 2015; Dawson & Lignugaris Kraft, 2017; Dieker et al, 2019; Fraser et al, 2020; Judge et al, 2013; Pas et al, 2016), Mursion (Gundel et al, 2019; Gundel & Piro, 2021; Piro & O'Callaghan, 2019; Rosati‐Peterson et al, 2021), Unity 3D (Arican & Özçakir, 2021; Huo et al, 2021; Stavroulia et al, 2016, 2019; Stavroulia & Lanitis, 2020; Xie et al, 2022), Breaking Bad Behaviours (Chen, 2022; Lugrin et al, 2018; Seufert et al, 2022), SketchUp 3D (Stavroulia et al, 2016; Sveinbjörnsdóttir et al, 2019), iSee (Pendergast et al, 2022), Didascalia Virtual‐Classroom (Manero et al, 2022), Google Expeditions app (Artun et al, 2020), SIMLab™ (Rappa, 2019), Second Life (Cheong, 2010), Superscape (Katz, 1999), StoryBoard Artist 7 (Kim et al, 2017), Heart AR (Celik et al, 2020), Diva Distro (Nissim & Weissblueth, 2017), and TaleBlazer (Aivelo & Uitto, 2016).…”