DIGITAL LIBRARY
VIRTUAL REALITY AS A CATALYST FOR EXPERIENTIAL LEARNING IN STEM EDUCATION
1 Bucharest University of Economic Studies (ROMANIA)
2 National School of Political Science and Public Administration (ROMANIA)
3 National University of Theatre and Film "I.L.Caragiale" Bucharest (ROMANIA)
About this paper:
Appears in: INTED2026 Proceedings
Publication year: 2026
Article: 0407
ISBN: 978-84-09-82385-7
ISSN: 2340-1079
doi: 10.21125/inted.2026.0407
Conference name: 20th International Technology, Education and Development Conference
Dates: 2-4 March, 2026
Location: Valencia, Spain
Abstract:
Virtual Reality (VR) technologies are increasingly reshaping experiential learning by enabling immersive environments that connect theoretical concepts with applied practice. This study explores the impact of VR-based learning environments on student engagement and conceptual understanding within STEAM education, with a particular focus on STEM subjects. Both cognitive learning outcomes and affective dimensions of learner experience are examined in relation to immersive instructional design.

A quasi-experimental intervention was conducted over a defined instructional unit with 94 secondary school students in Bucharest. Participants were assigned either to an experimental group engaging with VR-based physics experiment simulations or to a control group completing equivalent activities through traditional laboratory instruction. Conceptual comprehension was assessed using curriculum-aligned post-intervention tests targeting core physics concepts, while learner motivation was measured through structured self-report questionnaires administered at the end of the intervention. Semi-structured interviews further captured students’ perceptions of engagement and collaborative learning processes.

Results indicate notably higher levels of conceptual understanding and motivation among students exposed to VR-supported instruction, alongside qualitative evidence of increased curiosity, collaborative problem-solving, and perceived retention of content. These outcomes suggest that immersive environments can meaningfully enhance experiential learning when pedagogically aligned with instructional objectives.

The study concludes that VR can function as a catalyst for enriching STEAM education if implemented within a reflective, teacher-mediated framework. Technological immersion, when purposefully integrated, supports experiential understanding rather than novelty, reinforcing the educational value of VR beyond its visual impact.
Keywords:
Virtual reality, experiential learning, STEM education, immersive technologies, student engagement, cognitive outcomes.