Leveraging Virtual and Augmented Reality to Boost Student Engagement in STEM Disciplines

Virtual reality (VR) and augmented reality (AR) are gaining recognition as powerful technologies transforming educational environments, particularly within STEM (Science, Technology, Engineering, and Mathematics) disciplines. There are over 800 programs, but they all have one thing in common: they allow students to work with scientific phenomenon that is otherwise too difficult or unfeasible (Girl Science, n.d.). This paper explores mobile virtual and augmented reality intervention effects on student involvement in the context of secondary STEM education, contrasting with traditional pedagogy utilizationalistic paradigm. A mixed-methods design will be used that includes quantitative measures like engagement scores and academic performance as well as qualitative feedback from students and educators. They hope that incorporating VR and AR in the classroom will lead to an increase of student engagement, motivation, and understanding of topics within STEM. This information can serve as a framework of benefits, and challenges to classroom integration; leading the feasibility for successful implementation.

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Publication Details

Journal
Region - Educational Research and Reviews
Published
2024-12-31
DOI
https://doi.org/10.32629/rerr.v6i12.2999
Citations
1
Primary Topic
Online Learning and Analytics
Type
article
Field-Weighted Citation Impact
0.41
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article

Leveraging Virtual and Augmented Reality to Boost Student Engagement in STEM Disciplines

Anqi Chen
1 citations
Region - Educational Research and Reviews
Online Learning and Analytics
0.41
article

Leveraging Virtual and Augmented Reality to Boost Student Engagement in STEM Disciplines

Anqi Chen
article en
1 citations

Abstract

Virtual reality (VR) and augmented reality (AR) are gaining recognition as powerful technologies transforming educational environments, particularly within STEM (Science, Technology, Engineering, and Mathematics) disciplines. There are over 800 programs, but they all have one thing in common: they allow students to work with scientific phenomenon that is otherwise too difficult or unfeasible (Girl Science, n.d.). This paper explores mobile virtual and augmented reality intervention effects on student involvement in the context of secondary STEM education, contrasting with traditional pedagogy utilizationalistic paradigm. A mixed-methods design will be used that includes quantitative measures like engagement scores and academic performance as well as qualitative feedback from students and educators. They hope that incorporating VR and AR in the classroom will lead to an increase of student engagement, motivation, and understanding of topics within STEM. This information can serve as a framework of benefits, and challenges to classroom integration; leading the feasibility for successful implementation.

Region - Educational Research and ReviewsVol. 6(12)
Education University of Hong Kong (HK)
Quality Education
Openalex Percentile: Top 24%
Online Learning and Analytics
0.41
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