STEM Education: An Emerging Field of Inquiry 2018
DOI: 10.1163/9789004391413_005
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Implementing Virtual Reality in the Classroom: Envisaging Possibilities in stem Education

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Cited by 11 publications
(14 citation statements)
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“…In conjunction to this, spatial perception and cognition such as acquiring navigation and localization skills within a VR environment may be codified and represented as thirdperson symbolic experiences increasingly supporting and amplifying a sense of social and selfpresence [67,68] . Cooper and Thong highlights four distinctive elements of VR as an educational tool: (1) Experiencing as the ability of students to respond physically and emotionally to a range of stimuli, (2) Engagement as the multisensory experience that may enhance student's engagement, (3) Equitability as ways of responding to sameness and differences in schools and (4) Everywhere as offering exciting possibilities in relation to location, timeliness and how the learning process emerge [69] .…”
Section: Transcending Multimodal Teaching To Vr Technologymentioning
confidence: 99%
“…In conjunction to this, spatial perception and cognition such as acquiring navigation and localization skills within a VR environment may be codified and represented as thirdperson symbolic experiences increasingly supporting and amplifying a sense of social and selfpresence [67,68] . Cooper and Thong highlights four distinctive elements of VR as an educational tool: (1) Experiencing as the ability of students to respond physically and emotionally to a range of stimuli, (2) Engagement as the multisensory experience that may enhance student's engagement, (3) Equitability as ways of responding to sameness and differences in schools and (4) Everywhere as offering exciting possibilities in relation to location, timeliness and how the learning process emerge [69] .…”
Section: Transcending Multimodal Teaching To Vr Technologymentioning
confidence: 99%
“…Testing and gaming are both known to enhance learning, regardless of whether VR is used to create these opportunities [11,12,14]. TrussVR © is aligned well with the philosophy of cognitive constructionists like Jean Piaget, wherein knowledge is actively constructed [4]. Similarly, the TrussVR © software embraces the principles of constructivist learning environments that feature authentic tasks and reflective practice [8,12].…”
Section: Conclusion and Discussionmentioning
confidence: 99%
“…The application of VR in education is supported by the VR Education Model, stating that VR has the potential to transform the learning environment. The VR Education Model is applied on a scenario to engage students in an experience to create an equitable environment with no limitations (Cooper & Thong, 2019). VR is thus used to create a teaching intervention for students to reflect on.…”
Section: Literature Reviewmentioning
confidence: 99%