This study explores the integration of Virtual Reality (VR) in Science, Technology, Engineering, Arts, and Mathematics (STEAM) projects, focusing on children from the second cycle of Basic Education at a science dissemination museum. The research investigates VR’s impact on student motivation, engagement, and learning outcomes, and this paper presents the idea and results of a preliminary usability test of the prototype “Car Maker” - a VR-based educational game on electrical circuits. Results indicate VR’s effectiveness in enhancing understanding and interest in STEAM subjects, highlighting best practices for its educational implementation.

错误:搜索内容不能为空,请输入英文关键词
错误:关键词超出字数限制,请精简
高级检索

Science Dissemination in STEAM Projects – A Virtual Reality Educational Game on Electrical Circuits

  • Daniela Gomes,
  • Mário Vairinhos,
  • Pedro Pombo

摘要

This study explores the integration of Virtual Reality (VR) in Science, Technology, Engineering, Arts, and Mathematics (STEAM) projects, focusing on children from the second cycle of Basic Education at a science dissemination museum. The research investigates VR’s impact on student motivation, engagement, and learning outcomes, and this paper presents the idea and results of a preliminary usability test of the prototype “Car Maker” - a VR-based educational game on electrical circuits. Results indicate VR’s effectiveness in enhancing understanding and interest in STEAM subjects, highlighting best practices for its educational implementation.