Implementing Virtual Reality in the Classroom: Envisaging Possibilities in STEM Education

With the advancement of immersive virtual reality (VR) there are various possibilities with the introduction of these technologies. Preparing students to effectively navigate, contribute to, and participate in virtual environments appears to be an important set of stem-related competencies in the fu...

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Main Authors: Cooper, Grant, Thong, Li Ping
Format: Book Chapter
Published: Brill 2018
Online Access:http://hdl.handle.net/20.500.11937/88752
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author Cooper, Grant
Thong, Li Ping
author_facet Cooper, Grant
Thong, Li Ping
author_sort Cooper, Grant
building Curtin Institutional Repository
collection Online Access
description With the advancement of immersive virtual reality (VR) there are various possibilities with the introduction of these technologies. Preparing students to effectively navigate, contribute to, and participate in virtual environments appears to be an important set of stem-related competencies in the future. This chapter describes the VR Education Model (VEM), describing elements of this technology and its possible application in the classroom. One factor in student underachievement in stem subjects may be a heavy reliance upon textual representations at the expense of more visuo spatial representations. Therefore, the use of VR may be particularly beneficial when representing and learning about stem-related concepts. The authors envisage a number of scenarios that include but are not limited to the possibilities described in this chapter. The implementation of VR is discussed in terms of a broader stem vision that meets the unique needs and priorities of each school.
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spelling curtin-20.500.11937-887522022-09-30T07:00:18Z Implementing Virtual Reality in the Classroom: Envisaging Possibilities in STEM Education Cooper, Grant Thong, Li Ping With the advancement of immersive virtual reality (VR) there are various possibilities with the introduction of these technologies. Preparing students to effectively navigate, contribute to, and participate in virtual environments appears to be an important set of stem-related competencies in the future. This chapter describes the VR Education Model (VEM), describing elements of this technology and its possible application in the classroom. One factor in student underachievement in stem subjects may be a heavy reliance upon textual representations at the expense of more visuo spatial representations. Therefore, the use of VR may be particularly beneficial when representing and learning about stem-related concepts. The authors envisage a number of scenarios that include but are not limited to the possibilities described in this chapter. The implementation of VR is discussed in terms of a broader stem vision that meets the unique needs and priorities of each school. 2018 Book Chapter http://hdl.handle.net/20.500.11937/88752 Brill restricted
spellingShingle Cooper, Grant
Thong, Li Ping
Implementing Virtual Reality in the Classroom: Envisaging Possibilities in STEM Education
title Implementing Virtual Reality in the Classroom: Envisaging Possibilities in STEM Education
title_full Implementing Virtual Reality in the Classroom: Envisaging Possibilities in STEM Education
title_fullStr Implementing Virtual Reality in the Classroom: Envisaging Possibilities in STEM Education
title_full_unstemmed Implementing Virtual Reality in the Classroom: Envisaging Possibilities in STEM Education
title_short Implementing Virtual Reality in the Classroom: Envisaging Possibilities in STEM Education
title_sort implementing virtual reality in the classroom: envisaging possibilities in stem education
url http://hdl.handle.net/20.500.11937/88752