ENHANCING STEM COMPETENCES THROUGH PROJECTS DEVELOPMENT USING VIRTUAL AND AUGMENTED REALITY
University “Prof. Dr. Assen Zlatarov” (BULGARIA)
About this paper:
Conference name: 16th annual International Conference of Education, Research and Innovation
Dates: 13-15 November, 2023
Location: Seville, Spain
Abstract:
The main goal of STEM education is to cultivate students' interest in natural sciences, mathematics, and technology subjects. With the emergence of virtual and augmented reality technologies in the educational field, they can now be integrated into STEM education, providing a more immersive and engaging learning experience for students.
This paper explores the potential of utilizing virtual and augmented reality in developing short-term learning projects and introduces the EON_XR educational platform. The paper also provides several examples and methodological solutions for integrating virtual and augmented reality technologies into STEM education projects.
Virtual and augmented reality can transform learning by presenting educational material in an engaging and captivating way for students. This, in turn, increases motivation to learn and can lead to improved academic performance.
This paper provides a historical overview of the use of virtual and augmented reality, and categorizes the types of augmented reality based on immersion levels.
To fully leverage these technologies in STEM education, it is important to consider both their strengths and weaknesses in the classroom.
Virtual and augmented reality technologies offer a significant advantage in transforming the role of teachers from mere knowledge providers to facilitators who aid students in learning. By providing real-world tasks that require the application of learned knowledge, students are engaged and involved in the learning process, consistent with the constructivist theory. This approach allows students to learn through hands-on experience at their own pace.
Virtual and augmented reality technologies enable students to learn abstract concepts beyond their physical reality, such as exploring the depths of the ocean or the heights of space. Unlike traditional learning methods, which are usually based on language, the conceptual and abstract learning environment of virtual reality provides an immersive environment for active learning and facilitates the comprehension of abstract knowledge.
However, it is important to note the potential negative impacts of virtual and augmented reality.
Parents and teachers have a responsibility to limit and guide adolescents' use of these technologies.
Scientists are currently researching the effects of these new digital technologies - 3D, screens, etc. - on human health. As these technologies continue to advance and become more prevalent, it is crucial to monitor and address any potential negative consequences.
Studies have demonstrated that excessive exposure to virtual reality can negatively impact the sensory system and cause symptoms such as nausea, dizziness, sweating, pallor, loss of balance, and more, collectively known as "virtual reality disease."
Therefore, it is crucial for educational institutions to prioritize teaching responsible and appropriate use of virtual and augmented reality technologies. The provided educational resources emphasize the integration of knowledge from different subjects to achieve a set task, requiring students to apply algorithmic and critical thinking, creativity, and variability in presenting diverse information, in addition to knowledge about specific objects.Keywords:
Augmented reality, education, STEM, STEAM, active learning.