- Soroko, Nataliia (orcid.org/0000-0002-9189-6564) (2021) Using virtual reality in support STEAM approach for general school Scientific bulletin of Uzhhorod University. Series: Pedagogy. Social Work., 1 (48). pp. 387-390. ISSN 2524-0609
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Abstract
The article considers the main possibilities of virtual reality tools to support the STEAM approach in general education institutions. The focus is on the benefits of virtual reality for the implementation of STEAM education. The statistics of the law firm Perkins Coie LLP and XR Association “Determining the role of industry in the future of immersive technologies” on the research of the implementation of augmented and virtual realities in 2019. The attitude of teachers of general education institutions of Ukraine to the use of virtual reality in the implementation of the STEAM approach is analyzed. Particular attention is paid to VR applications for the STEAM approach in general school. Some virtual reality applications for general education institutions are offered, such as Google Expeditions, 3D Organon Anatomy, Lecture VR, StarTracker VR-Mobile Sky Map, Nano2d, VR Roller Coaster, Volumetric oscilloscope, Calcflow and others. We concluded that the use of virtual reality opens up many new opportunities in learning and STEAM education that are too complex, time consuming or expensive with traditional approaches. Virtual reality is able not only to provide information about the phenomenon itself, but also to demonstrate it with any degree of detail. A virtual educational environment is a creative environment in which learning is possible with the motivation of students, their emotional uplift and a positive, optimistic mood. A necessary condition for the use of a virtual educational environment is the implementation of a personality-oriented approach and the development and improvement of teaching methods, in particular in the fields of STEAM. Prospects for further research are the design of the STEAM model of oriented educational environment using virtual reality tools.
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