DIGITAL LIBRARY
ENHANCING STEM EDUCATION THROUGH PROJECT-BASED LEARNING COMBINED WITH VIRTUAL AND AUGMENTED REALITY
Bulgarian Academy of Sciences (BULGARIA)
About this paper:
Appears in: ICERI2022 Proceedings
Publication year: 2022
Pages: 5730-5736
ISBN: 978-84-09-45476-1
ISSN: 2340-1095
doi: 10.21125/iceri.2022.1414
Conference name: 15th annual International Conference of Education, Research and Innovation
Dates: 7-9 November, 2022
Location: Seville, Spain
Abstract:
The current research aims to explore the possibilities that the combination of project-based learning (PBL), virtual reality (VR) and augmented reality (AR) approaches provide for improving STEM education.

The study also aims to describe the experiences, opportunities and challenges encountered in the learning process. It was conducted with three groups of high school students from a school in Sofia, Bulgaria. Every group was divided into two parts of equal number of students – one control group and one experimental group. There were three experimental and three control groups.

The experiential results show that the integration of a dynamic classroom approach such as project-based learning with virtual and augmented reality tools, increases both students’ learning achievements and their motivation to learn. Virtual reality tools were used to visualize and input events, and augmented reality tools were applied to experiential learning.

Marker-based AR technologies and specialized AR equipment such as zSpace were used by students to explore educational content and complete some of the assignments. zSpace, a specific solution involving augmented reality, was used by students to explore learning content and to complete some of the assigned tasks. Key factors in the selection were scope, opportunities for collaboration, opportunities to perform scientific procedures and the way creativity is encouraged.

During the work on the project, students had the opportunity to carry out preliminary practical work, research and summarize information, collect and analyze data, argue their opinion with research, data and analysis, express and defend their point of view, work in a team, as well as read and create diagrams to support their own opinion. To complete the tasks, they had to integrate tools, methods, and knowledge from different content areas to fully understand the topic and solve the problem.

The collection of the results was done through a voting system. Microsoft Excel was used for the data analysis. Data from all tests were summarized.

The experimental results showed that the integration of a dynamic classroom approach such as Project-Based Learning and AR/VR tools that can unlock and stimulate creativity increases both students’ learning achievements and their motivation to learn. Despite the challenges associated with prior preparation of the project work, it is a very effective way to improve understanding and retention of learning material through engagement and repetition.
Keywords:
Project-Based Learning, Augmented reality, Virtual reality, STEM, zSpace.