Virtual reality platforms for K-12 STEM education
Providing K-12 students with proper science, technology, engineering, and math (STEM) education is important to ensuring an innovative and prosperous economy. A highly skilled STEM workforce can lead to increased productivity and competitiveness, which can lead to a host of new ideas being rese...
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Format: | Article |
Language: | English |
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Growing Science
2025-01-01
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Series: | Management Science Letters |
Online Access: | http://www.growingscience.com/msl/Vol15/msl_2024_31.pdf |
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author | Tyler Ward Jorge A. Ortega-Moody Sam Khoury Mykelti Wheatley Kouroush Jenab |
author_facet | Tyler Ward Jorge A. Ortega-Moody Sam Khoury Mykelti Wheatley Kouroush Jenab |
author_sort | Tyler Ward |
collection | DOAJ |
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Providing K-12 students with proper science, technology, engineering, and math (STEM) education is important to ensuring an innovative and prosperous economy. A highly skilled STEM workforce can lead to increased productivity and competitiveness, which can lead to a host of new ideas being researched and developed. STEM workers make added-value products, build bridges and roads, and conduct lifesaving medical research, among other important activities. The use of virtual reality (VR) technology for both education and workforce training has grown in recent years. VR technology can accelerate these processes at maximum efficacy and minimum costs and can have a significant impact on productivity gains, earnings, new jobs, innovation through research and development, and high-growth industries. This paper presents the development of a series of VR modules using the Unity game engine, the HTC VIVE Pro VR headset, and the Hi5 VR glove for the purposes of K-12 STEM education. Specifically, these developed modules have been designed to instruct K-12 students on topics related to motion and heat, with future goals to expand the modules to cover topics related to light, magnetism, electricity, radioactivity, sound, and waves. This paper will cover the methodology and design considerations that went into developing these modules, with a focus on how these modules relate to various learning strategies as well as with existing research on the use of VR in K-12 education. |
format | Article |
id | doaj-art-5bb7596cb85544af80e7a1a61e516157 |
institution | Kabale University |
issn | 1923-9335 1923-9343 |
language | English |
publishDate | 2025-01-01 |
publisher | Growing Science |
record_format | Article |
series | Management Science Letters |
spelling | doaj-art-5bb7596cb85544af80e7a1a61e5161572025-02-07T06:46:00ZengGrowing ScienceManagement Science Letters1923-93351923-93432025-01-0115419320410.5267/j.msl.2024.9.001Virtual reality platforms for K-12 STEM educationTyler WardJorge A. Ortega-MoodySam KhouryMykelti WheatleyKouroush Jenab Providing K-12 students with proper science, technology, engineering, and math (STEM) education is important to ensuring an innovative and prosperous economy. A highly skilled STEM workforce can lead to increased productivity and competitiveness, which can lead to a host of new ideas being researched and developed. STEM workers make added-value products, build bridges and roads, and conduct lifesaving medical research, among other important activities. The use of virtual reality (VR) technology for both education and workforce training has grown in recent years. VR technology can accelerate these processes at maximum efficacy and minimum costs and can have a significant impact on productivity gains, earnings, new jobs, innovation through research and development, and high-growth industries. This paper presents the development of a series of VR modules using the Unity game engine, the HTC VIVE Pro VR headset, and the Hi5 VR glove for the purposes of K-12 STEM education. Specifically, these developed modules have been designed to instruct K-12 students on topics related to motion and heat, with future goals to expand the modules to cover topics related to light, magnetism, electricity, radioactivity, sound, and waves. This paper will cover the methodology and design considerations that went into developing these modules, with a focus on how these modules relate to various learning strategies as well as with existing research on the use of VR in K-12 education.http://www.growingscience.com/msl/Vol15/msl_2024_31.pdf |
spellingShingle | Tyler Ward Jorge A. Ortega-Moody Sam Khoury Mykelti Wheatley Kouroush Jenab Virtual reality platforms for K-12 STEM education Management Science Letters |
title | Virtual reality platforms for K-12 STEM education |
title_full | Virtual reality platforms for K-12 STEM education |
title_fullStr | Virtual reality platforms for K-12 STEM education |
title_full_unstemmed | Virtual reality platforms for K-12 STEM education |
title_short | Virtual reality platforms for K-12 STEM education |
title_sort | virtual reality platforms for k 12 stem education |
url | http://www.growingscience.com/msl/Vol15/msl_2024_31.pdf |
work_keys_str_mv | AT tylerward virtualrealityplatformsfork12stemeducation AT jorgeaortegamoody virtualrealityplatformsfork12stemeducation AT samkhoury virtualrealityplatformsfork12stemeducation AT mykeltiwheatley virtualrealityplatformsfork12stemeducation AT kouroushjenab virtualrealityplatformsfork12stemeducation |