\nSummaryVirtual reality (VR) is a computer-generated environment where scenes and objects appear to be real, immersing the user in their surroundings. This systematic review aims to explore the benefits and challenges of VR and AR in higher education and to identify the trends and issues regarding courses and teaching methods in which VR and AR are integrated. 95 articles from the past 7 years were reviewed to gather comprehensive insights. According to findings, VR and AR in higher education have been used most frequently in medical courses, while simulations have been predominantly implemented as teaching strategies in VR and AR. The most common types of research methods have been experimental and survey studies. The findings indicate that, while VR/AR has promising potential in higher education, certain challenges such as understanding how and when virtual and augmented reality can be most effective must be addressed before widespread adoption in higher education.What is already known about this topic Virtual and augmented reality-based learning modes, in terms of motivation and engagement, may attract and motivate learners to learn and boost their confidence.Virtual and augmented realities are not widely used in education due to limitations such as required technologies, cost, etc.Virtual and augmented reality-based learning modes, in terms of motivation and engagement, may attract and motivate learners to learn and boost their confidence.Virtual and augmented realities are not widely used in education due to limitations such as required technologies, cost, etc.What this paper adds Virtual and augmented realities in higher education have been implemented mostly in medical courses. These courses include medicine, biology, surgery, and nursing.In terms of interaction and collaborative learning, the teaching strategies used with virtual and augmented realities do not provide an interactive environment and opportunity for collaborative learning for students, contrary to expectations.Simulations have been used mostly in virtual and augmented reality research in higher education. Simulations are explained as scenario-based learning in some research, and students were expected to complete some tasks based on the scenario.Virtual and augmented realities in higher education have been implemented mostly in medical courses. These courses include medicine, biology, surgery, and nursing.In terms of interaction and collaborative learning, the teaching strategies used with virtual and augmented realities do not provide an interactive environment and opportunity for collaborative learning for students, contrary to expectations.Simulations have been used mostly in virtual and augmented reality research in higher education. Simulations are explained as scenario-based learning in some research, and students were expected to complete some tasks based on the scenario.Implications for practice and/or policy It is crucial to identify how and when learning with virtual and augmented realities is effective.Virtual and augmented realities in higher education have both advantages and disadvantages in the context of technology-enhanced learning, and its use is up to the learning designers.It is crucial to identify how and when learning with virtual and augmented realities is effective.Virtual and augmented realities in higher education have both advantages and disadvantages in the context of technology-enhanced learning, and its use is up to the learning designers. [ABSTRACT FROM AUTHOR]