Skip to main navigation Skip to search Skip to main content

Virtual reality and science, technology, engineering, and mathematics education

Research output: Chapter in Book/Report/Conference proceedingChapterpeer-review

9 Scopus citations

Abstract

Virtual Reality (VR) is a three-dimensional digital environment which allows multiple degrees of freedom for the user to interact with the environment and engage in immersive interactions. Current foci in STEM Education disciplines require student to understand, manipulate, and incorporate complex and abstract ideas and observations. Some of the environments related to these ideas are impossible to replicate in educational settings. VR has the potential to create individual custom learning environments with appropriate levels of fluidity and immersion which promotes exploration and discovery helping to motivate, encourage, and excite students about STEM discipline content. Using VR, it becomes possible to replicate environments not otherwise available for students to explore. When considering the user experience, it is necessary to ensure there is sufficient fluidity and immersion within the VR environment for learning to occur. The lack of fluidity and immersion in a VR environment significantly negatively impacts learning outcomes and the user experience.

Original languageEnglish
Title of host publicationInternational Encyclopedia of Education
Subtitle of host publicationFourth Edition
PublisherElsevier
Pages189-197
Number of pages9
ISBN (Electronic)9780128186299
DOIs
StatePublished - Jan 1 2022

Keywords

  • Learning
  • STEM Education
  • Simulations
  • User experience
  • Virtual environments
  • Virtual reality

Fingerprint

Dive into the research topics of 'Virtual reality and science, technology, engineering, and mathematics education'. Together they form a unique fingerprint.

Cite this