P. Trúchly, Martin Medvecky, P. Podhradský, M. Vanco
{"title":"Virtual Reality Applications in STEM Education","authors":"P. Trúchly, Martin Medvecky, P. Podhradský, M. Vanco","doi":"10.1109/ICETA.2018.8572133","DOIUrl":null,"url":null,"abstract":"Efficient learning process in the area of science, technology, engineering and mathematics depends on many factors. Motivation of students to learn is one of them and requires deployment of attractive learning objects which can captivate students' attention, involve them in solving problems and connect their experience with knowledge. Virtual reality applications represent modern technology which could offer new possibilities and meet these requirements. In this paper we present two virtual reality applications (games) we developed within international project Newton. These applications were included in pilot testing at a secondary school. Results from research study showed increased motivation of students to learn and positive knowledge gain.","PeriodicalId":304523,"journal":{"name":"2018 16th International Conference on Emerging eLearning Technologies and Applications (ICETA)","volume":"11 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2018-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"13","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2018 16th International Conference on Emerging eLearning Technologies and Applications (ICETA)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICETA.2018.8572133","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 13
Abstract
Efficient learning process in the area of science, technology, engineering and mathematics depends on many factors. Motivation of students to learn is one of them and requires deployment of attractive learning objects which can captivate students' attention, involve them in solving problems and connect their experience with knowledge. Virtual reality applications represent modern technology which could offer new possibilities and meet these requirements. In this paper we present two virtual reality applications (games) we developed within international project Newton. These applications were included in pilot testing at a secondary school. Results from research study showed increased motivation of students to learn and positive knowledge gain.