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Various studies have been conducted to examine the use of extended-reality (XR) technologies, i.e., virtual reality (VR), augmented reality (AR), and mixed reality (MR), as a means to improve the quality of life for students with autism spectrum disorder (ASD). Nevertheless, little is known about how the designing characters of the XR environment are utilized in these studies. In this paper, we reviewed seventy empirical studies on the topic, and examined the corresponding research designs from three major categories, namely, autonomy, human-computer interaction (HCI), and sense of presence. We further delineate a conceptual framework for educational researchers and practitioners to investigate the design and implementation of XR technologies in learning and training environments for students with ASD.