Integrating Virtual Reality Tools into Secondary School Classrooms to Address Gender Gap in STEM Education: An Action Plan

This action plan addresses the gender gap in STEM education by integrating Virtual Reality (VR) tools into secondary school classrooms. Despite various strategies to increase female participation in STEM fields, women remain underrepresented in these areas. The action plan proposes the use of immersive and interactive VR experiences to create more engaging learning environments that may attract a diverse student body, particularly female students. By leveraging the potential of VR to simulate science experiments and other STEM-related activities, this project aims to enhance students' interest and confidence in STEM subjects. A pilot will be conducted in a secondary school, with approximately 50-100 students and a dedicated STEM teaching team. Key strategies include virtual reality technology training for teachers, the design of inclusive STEM curricula, and continuous evaluation through both formative and summative assessments. The expected outcome is that female students will show increased willingness to pursue further study and careers in STEM fields, contributing to long-term reductions in the gender gap in STEM education.

Authors

Publication Details

Journal
International Journal of Education and Humanities
Published
2024-10-23
DOI
https://doi.org/10.54097/szkzsh33
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Integrating Virtual Reality Tools into Secondary School Classrooms to Address Gender Gap in STEM Education: An Action Plan

Yixuan Chi
International Journal of Education and Humanities
Educational Games and Gamification
article

Integrating Virtual Reality Tools into Secondary School Classrooms to Address Gender Gap in STEM Education: An Action Plan

Yixuan Chi
article en

Abstract

This action plan addresses the gender gap in STEM education by integrating Virtual Reality (VR) tools into secondary school classrooms. Despite various strategies to increase female participation in STEM fields, women remain underrepresented in these areas. The action plan proposes the use of immersive and interactive VR experiences to create more engaging learning environments that may attract a diverse student body, particularly female students. By leveraging the potential of VR to simulate science experiments and other STEM-related activities, this project aims to enhance students' interest and confidence in STEM subjects. A pilot will be conducted in a secondary school, with approximately 50-100 students and a dedicated STEM teaching team. Key strategies include virtual reality technology training for teachers, the design of inclusive STEM curricula, and continuous evaluation through both formative and summative assessments. The expected outcome is that female students will show increased willingness to pursue further study and careers in STEM fields, contributing to long-term reductions in the gender gap in STEM education.

International Journal of Education and HumanitiesVol. 16(3)
Quality Education
Openalex Percentile: Top 77%
Educational Games and Gamification
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.